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Feat Update

The document outlines various character feats, each with specific prerequisites and benefits that enhance abilities, skills, and combat effectiveness. Feats include Actor, Alert, Arcane Blessing, and many others, each providing unique advantages such as increased ability scores, proficiency with armor or weapons, and special actions in combat. Additionally, some feats serve as prerequisites for legendary feats, further expanding character capabilities.
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0% found this document useful (0 votes)
54 views28 pages

Feat Update

The document outlines various character feats, each with specific prerequisites and benefits that enhance abilities, skills, and combat effectiveness. Feats include Actor, Alert, Arcane Blessing, and many others, each providing unique advantages such as increased ability scores, proficiency with armor or weapons, and special actions in combat. Additionally, some feats serve as prerequisites for legendary feats, further expanding character capabilities.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Regular Feats Armor Training

Prerequisite: None
Actor You have trained yourself in the usage of armor, granting
Prerequisite: None yourself the following benefits:
Skilled at mimicry and dramatics, you gain the following
Your Strength or Dexterity score (Your choice) increases
benefits:
by 1, up to its ability score maximum (Typically 20)
Your Charisma score increases by 1, up to its ability score
You gain proficiency with shields.
maximum (Typically 20)
You gain proficiency with light armor, if you already have
You have advantage on any checks made to pass yourself
this proficiency, you instead gain proficiency with medium
off as another person.
armor. If you already have proficiency in medium armor,
You can perfectly imitate the speech of another creature you instead gain proficiency with heavy armor.
or the sounds another creature has made. In order to
imitate them, you must have heard the speech/noise for at You may select this feat multiple times.
least 1 minute. If a creature is suspicious of you, they can
discern these are imitations by beating you in an Insight Athlete
check contested against your Deception check.
Prerequisite: None
You have undergone intense physical training to gain the
This feat is a prerequisite for the Showsoul legendary feat.
following benefits:

Alert Your Strength or Dexterity score (Your choice) increases


by 1, up to its ability score maximum (Typically 20)
Prerequisite: None
You are always on the lookout for danger, which grants you Standing up from being prone only costs you 5-feet of
the following benefits: movement.

You gain a bonus to initiative rolls equal to 3 + Your You gain a climbing speed equal to your walking speed,
proficiency bonus. and you have advantage on checks made to climb difficult
surfaces.
You can't be surprised while you are conscious.
You can make a running long jump or a running high jump
Other creatures can't gain advantage on attack rolls as a
after moving only 5 feet on foot, rather than 10 feet.
result of being unseen by you.
Your carrying capacity increases by an amount equal to 50
This feat is a prerequisite for the Worldsense legendary times your proficiency bonus.
feat.
This feat is a prerequisite for the Peak Athlete legendary
Arcane Blessing feat.
Prerequisite: Must have the Magic Initiate feat
You have been exposed to a source of arcane magic, Charger
granting you the following benefits: Prerequisite: None
As a bonus action, you may move up to your movement
Increase your Intelligence, Wisdom or Charisma by 1, up
speed in a straight line without provoking attacks of
to its ability score maximum (Typically 20)
opportunity. Provided you moved at least 20-feet in a straight
Choose one of the following combinations of spell schools: line and you ended this movement within 5-feet of a creature
Abjuration and Evocation, Conjuration and and you are wielding a melee weapon, you may make a single
Transmutation, Divination and Enchantment, or Illusion attack with that weapon against them.
and Necromancy. You learn two 1st level spells of your This feat is a prerequisite for the Renowned Grappler
choice and one 2nd level spell of your choice that you may legendary feat.
cast without expending any spell slots once per long rest.

This feat is a prerequisite for the Ultimate Blessing


legendary feat.
Chromatic Manifestation Dragon Blooded
Prerequisite: None Prerequisite: You do not have another 'Blooded' feat (Aka a
You have Chromatic power, gaining the following benefits: feat with this prerequisite) If you are an Otherworldly or
Overpowered race, you cannot select any 'Blooded' feat.
As an action, you may touch a creature and cause them to Dragon blood runs thick within you, granting you the
suffer 1d6 damage, increased by an additional 1d6 per
following benefits:
point of your proficiency bonus. The damage is either
Acid, Cold, Fire, Lightning or Poison (You choose when You learn one cantrip of your choice from the Sorcerer
you use this feature) Once you use this feature, you cannot spell list.
do so again until you complete a long rest.
While not wearing heavy armor, you receive a +1 bonus to
When you would suffer Acid, Cold, Fire, Lightning or your AC.
Poison damage, you may use your reaction to grant
yourself resistance to that instance of damage. You may
use this feature a number of times equal to your
Dual Wielder
proficiency bonus, regaining all expended uses upon Prerequisite: None
completing a long rest. You train specifically to fight with two weapons, gaining the
following benefits:
If you have the Dragon Blooded feat or are a dragonborn, You gain a +1 bonus to your AC while you are wielding a
you may use the damaging ability as a bonus action, and you separate melee weapon in each hand.
gain two additional usages between long rests of the damage
resistance. You can engage in two weapon fighting even when the
This feat is a prerequisite for the Exalted Chromatic Power melee weapons you are wielding aren't light.
legendary feat.
You can draw or stow two one-handed weapons when you
would normally be able to draw or stow only one.
Close Range Fighter
You have advantage on checks made to avoid being
Prerequisite: None
disarmed of a melee weapon you are holding, provided
Thanks to extensive crossbow training, you gain the
you are holding another melee weapon in your other hand.
following benefits:

You ignore the loading property of simple and martial This feat is a prerequisite for the Dual Wielding Master
weapons that have it, you must still have ammunition for legendary feat.
said weapons however.

Being within 5-feet of a creature does not provoke Dungeon Delver


disadvantage on your ranged attack rolls. Prerequisite: None
You are well used to the trickery and dangers of dungeons,
When you take the attack action and make an attack with
you gain the following benefits:
a one handed weapon, you may immediately use your
bonus action to attack with a one handed ranged weapon You have advantage on all checks made to detect the
that has the Light property in your other hand (If you have presence of a hidden door or a trap.
the Dual Wielder feat, the Ranged weapon no longer
needs to have the light property, but it still must be one You have advantage on saving throws made to avoid or
handed) resist traps.

You have resistance to damage from traps.


This feat is a prerequisite for the Close Range Legend
legendary feat. Once per long rest, you can cast the Identify spell without
requiring material components. You use your choice of
Intelligence, Wisdom or Charisma for your spellcasting
Defensive Duelist ability for this spell.
Prerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with which you
This feat is a prerequisite for the Dungeon Sense
are proficient and another creature hits you with a melee
legendary feat.
attack, you can add half your proficiency bonus (Rounded up)
to your AC for only that attack, potentially causing it to miss.
You can only use this feature once per turn (For example, if
you are fighting against two goblins, you could use this
feature on both of their turns, but you couldn't use it twice
against a single one of them)
This feat is a prerequisite for the Legendary Duelist
legendary feat.
Durable Gem Manifestation
Prerequisite: None Prerequisite: None
Hardy and resilient, you gain the following benefits: You have manifested gem power, gaining the following
benefits:
Your Constitution score increases by 1, up to its ability
score maximum (Typically 20) As an action, you may touch a creature and grant them a
+1 bonus to their AC until the end of their next turn,
During a short rest, whenever you roll hit die to regain hit increased by an additional +1 for every 2 points of your
points, the number of hit points you regain is doubled.
proficiency bonus. Once you use this feature, you cannot
As a bonus action, you can expend one of your hit die, do so again until you complete a long rest.
rolling it (Adding your Constitution modifier as normal)
When a creature within 15-feet of you would hit you with
and regaining hit points equal to the amount rolled. You
an attack, you can use your reaction to let out a telekinetic
may use this feature a number of times equal to your
burst, pushing them up to 15-feet away from you in a
Constitution modifier (Minimum of 1) you regain all straight line. You may use this feature a number of times
expended uses upon completing a long rest. equal to your proficiency bonus, regaining all uses upon
completing a long rest.
This feat is a prerequisite for the Mighty Durability
legendary feat.
If you have the Dragon Blooded feat or are a dragonborn,
you may use the AC ability as a bonus action, and you gain
Elemental Adept two additional usages between long rests of the telekinetic
Prerequisite: The ability to cast at least one spell burst.
Choose one of the following damage types: Acid, Cold, Fire, This feat is a prerequisite for the Exalted Gem Power
Lightning or Thunder. The chosen damage type becomes legendary feat.
your Elemental Affinity.
Whenever you cast a spell that deals a damage type on the Grappler
aforementioned list, you may change its damage type to
Prerequisite: Strength 13 or higher
match your Elemental Affinity.
You've developed the skills to be an expert grappler,
Spells you cast ignore resistane to your Elemental Affinity.
granting you the following benefits:
You may select this feat multiple times. Each time you do
so, you must choose a different damage type. You can use your bonus action to make a grapple attempt
This feat is a prerequisite for the Elemental Being against a creature within your reach.
legendary feat.
You have advantage on attack rolls made against creatures
you are grappling.
Fey Blooded
Prerequisite: You do not have another 'Blooded' feat (Aka a While you are grappling a creature, you can move up to
feat with this prerequisite) If you are an Otherworldly or your full speed instead of only half your normal movement
Overpowered race, you cannot select any 'Blooded' feat. speed.
Fey blood runs thick within you, granting you the following
benefits: This feat is a prerequisite for the Renowned Grappler
legendary feat.
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can't discern color in darkness, only shades of gray.
Great Weapon Master
Prerequisite: None
You have advantage on saving throws against being You've learned to use the weight of your weapon to guide
charmed, and magic can't put you to sleep. your strikes, granting you the following benefits:
Your movement speed increases by 5-feet. Once per round when you score a critical hit with a melee
weapon or reduce a creature to 0 HP with a melee
If you are a Drow or Elf, you instead gain the following weapon, you can make an additional attack with that
benefits: melee weapon as apart of the same action.

You gain a +5 bonus to all Stealth and Perception checks Before you make a melee attack with a heavy weapon you
you make. are proficient in, you can choose to suffer a penalty to the
attack roll equal to your proficiency bonus. If you do so,
You learn 1 cantrip of your choice from any spell list.
the weapon gains a bonus to its damage roll equal to
double your proficiency bonus for that attak.

This feat is a prerequisite for the Great Weapon Empyrean


legendary feat.
Healer Inspiring Leader
Prerequisite: None Prerequisite: Charisma 13 or higher
As an action, you can expend a number of uses of a healers Over the course of 10 minutes, you can inspire your
kit up to your proficiency bonus to tend to a creature within companions, instilling in them the will to push on. All
your reach. That creature regains 1d8 hit points for every use creatures of your choice who can hear or see you and can
of the healer kit you expended. understand you gain temporary hit points equal to your
For each time a creature has received healing from a Charisma score.
healers kit since the end of their last long rest, they receive a While these temporary hit points persist, a creature has
cumulative -1 penalty to each individual die rolled (Minimum advantage on saving throws made against being charmed or
of 1 healing per use expended) frightened.
This feat is a prerequisite for the Legendary Healer A creature can only receive these temporary hit points
legendary feat. once per long rest.
This feat is a prerequisite for the Beloved Leader legendary
feat.
Heavenly Blooded
Prerequisite: You do not have another 'Blooded' feat (Aka a Keen Mind
feat with this prerequisite) If you are an Otherworldly or
Overpowered race, you cannot select any 'Blooded' feat. Prerequisite: None
Heavenly blood runs thick within you, granting you the You have a mind that can track time, direction, and detail
following benefits: with uncanny precision. You gain the following benefits:

You can see in dim light within 60 feet of you as if it were Your Intelligence score increases by 1, up to its ability
bright light, and in darkness as if it were dim light. Unlike score maximum (Typically 20)
darkvision, you are able to discern color in darkness. You always know which way is north and the exact time of
You gain resistance to radiant damage. day it is.

If an item can only be attuned to or used by Aasimar, you You can accurately recall anything you have seen or heard
can use it too. in the past month. If another feature is granting you this
ability (Such as the Historian feat) you can now accurately
recall anything you have seen or heard in the past 6
If you are an aasimar, you instead gain the following
months.
benefits:
If a creature is attempting to distract you or divert your
The amount of points you have in your Healing Touch pool
attention, you suffer no penalty as a result of said
is doubled.
distraction.
Holy Metamorphosis now lasts 10 minutes rather than 1
minute. Additionally, while transformed by holy
Metamorphosis, you may use Healing Touch as a bonus
Linguist
action. Prerequisite: None
You have studied languages and codes, granting you the
following benefits:
Infernal Blooded
Your Intelligence score increases by 1, up to its ability
Prerequisite: You do not have another 'Blooded' feat (Aka a
score maximum (Typically 20)
feat with this prerequisite) If you are an Otherworldly or
Overpowered race, you cannot select any 'Blooded' feat. You learn three languages of your choice.
Infernal blood runs thick within you, granting you the
following benefits: If you hear or read text from a language that you don't
understand, you immediately identify what language it is.
You can see in dim light within 60 feet of you as if it were You can also identify if there is a secret code present
bright light, and in darkness as if it were dim light. You (Though you gain no special ability to decipher it)
can't discern color in darkness, only shades of gray. This
darkvision works through magical darkness. You can ably create written ciphers. Others can't decipher
a code you create unless you teach them, they succeed on
You gain resistance to fire damage. an Intelligence check (DC equal to your Intelligence score
+ your proficiency bonus), or they use magic to decipher it.
If an item can only be attuned to or used by Tieflings, you
can use it too.
This feat is a prerequisite for the Genius Wordsmith
legendary feat.
If you are a tiefling, you instead gain the following benefits:

You gain resistance to cold and poison damage.

You have advantage on saving throws against being


poisoned.
Lucky Martial Training
Prerequisite: None Prerequisite: None
You have inexplicable luck that seems to kick in at just the You have practiced extensively with a variety of weapons,
right moment. You have a number of luck points equal to half gaining the following benefits:
your proficiency bonus (Rounded up) Whenever you make an
Your Strength or Dexterity score (Your choice) increases
attack roll, an ability check, or a saving throw, you can spend
by 1, up to its ability score maximum (Typically 20)
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 Choose four weapons (All of which must be simple or
the outcome is determined. You choose which of the d20s is martial weapons) If you lack proficiency in a chosen
used for the attack roll, ability check, or saving throw. weapon, you gain proficiency in it. If you already had
You can also spend one luck point when an attack roll is proficiency in a chosen weapon, you may add half your
made against you. Roll a d20, and then choose whether the proficiency bonus (Rounded up) to that weapons damage
attack uses the attacker's roll or yours. If more than one rolls.
creature spends a luck point to influence the outcome of a
roll, the points cancel each other out; no additional dice are
rolled. Master of Simplicity
You regain your expended luck points when you finish a Prerequisite: None
long rest. You have extensively practiced in the basics, granting you
This feat is a prerequisite for the Fantasized Luck the following benefits:
legendary feat.
You gain proficiency in all simple weapons.
Mage Slayer Simple weapons you wield have their damage die
Prerequisite: None increased by one stage, to a maximum of 1d10 (1d4
You have practiced techniques effective against becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10)
spellcasters, granting you the following benefits:
You have a +1 bonus to the attack and damage rolls of
When a creature within 5 feet of you casts a spell, you can simple weapons.
use your reaction to make a melee weapon attack against
that creature.
Metallic Manifestation
When you damage a creature that is concentrating on a Prerequisite: None
spell, that creature has disadvantage on the saving throw You have manifested metallic power, gaining the following
it makes to maintain its concentration. benefits:
You have advantage on saving throws against spells cast As an action, you may touch a creature and cause them to
by creatures within 5 feet of you. regain 1d8 hit points, increased by an additional 1d8 for
every 2 points of your proficiency bonus. Once you use
You have resistance to all damage dealt by spells cast by
this feature, you cannot do so again until you complete a
creatures within 5 feet of you.
long rest.

This feat is a prerequisite for the Mage Punisher legendary When you or a creature within 5-feet of you would be hit
feat. by an attack, you can briefly manifest spectral wings as a
reaction, gaining/granting a bonus to AC equal to your
Magic Initiate proficiency bonus against that attack, potentially causing
it to miss. You may use this feature a number of times
Prerequisite: None
equal to your proficiency bonus, regaining all uses upon
You learn 2 cantrips of your choice from any spell list. You
completing a long rest.
also learn one 1st level spell of your choice from any spell list.
Using this feat, you can cast this spell at its lowest level once
If you have the Dragon Blooded feat or are a dragonborn,
per long rest without expending spell slots (If you have spell
slots, you may still use them to cast this spell) you may use the healing ability as a bonus action, and you
You use your choice of Intelligence, Wisdom or Charisma gain two additional usages between long rests of the wing
manifestation.
as your casting ability for these spells.
This feat is a prerequisite for the Exalted Metallic Power
You may select this feat multiple times.
legendary feat.
This feat is a prerequisite for the Arcane Blessing feat.
Mobile Resilient
Prerequisite: None Choose one ability score, you gain the following benefits:
You are exceptionally speedy and agile, granting you the
following benefits: The chosen ability score increases by 1, up to its ability
score maximum (Typically 20)
Your speed increases by 10-feet.
You gain proficiency in saving throws using the chosen
When you take the dash action, you ignore nonmagical ability score.
difficult terrain for the remainder of the turn.
Once per long rest when you fail a saving throw using the
When you make a melee attack against a creature, chosen ability score, you may reroll it, potentially turning
whether you hit with the attack or not, you don't provoke it into a success.
opportunity attacks from that creature for the rest of the
turn. You may select this feat multiple times, choosing a different
ability score each time.
This feat is a prerequisite for the Tabaxi's Swiftness This feat is a prerequisite for the Mighty Resilience
legendary feat. legendary feat.

Mounted Combatant Ritual Caster


Prerequisite: None Prerequisite: Intelligence, Wisdom or Charisma 13 or higher
Once per long rest, you may cast the Find Steed spell You have learned a number of spells that you can cast as
without expending a spell slot. While are you mounted and rituals. These spells are written in a ritual book, which you
neither you nor your steed are incapacitated, you gain the must have in hand while casting one of them.
following benefits: When you choose this feat, you acquire a ritual book
holding two 1st-level spells of your choice. The spells can be
You have advantage on melee attack rolls against any
of any spell list, however they must have the ritual tag.
unmounted creature that is smaller than your mount.
If you find a spell in written form (Such as from a spell
When an attack is directed towards your mount, you can scroll or a wizards spell book) you may scribe it into your
make that attack target you instead. ritual book. The spell must have the ritual tag and cannot be
of a level higher than your proficiency bonus however.
If your mount is subjected to an effect that allows it to The process of copying the spell into your ritual book takes
make a Dexterity saving throw to take only half damage, it 2 hours per level of the spell, and costs 50 gp per level. The
instead takes no damage if it succeeds on the saving cost represents material components you expend as you
throw, and only half damage if it fails. experiment with the spell to master it, as well as the fine inks
you need to record it.
This feat is a prerequisite for the Tale of Two legendary Your spellcasting ability for these ritual spells is your
feat. choice of Intelligence, Wisdom or Charisma. The chosen
ability score must be 13 or higher.
Observant
Prerequisite: None
Savage Attacker
Quick to notice details of your environment, you gain the Prerequisite: None
following benefits: When you hit with a weapon attack, you may roll your
weapons damage die twice and use the highest result. You
Your Intelligence or Wisdom score (Your choice) increases only apply this to the weapons base damage die, not any
by 1, up to its ability score maximum (Typically 20) additional damage die (Such as a Rogues Sneak Attack or a
Paladins Improved Divine Smite)
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.

You have a bonus to your passive Wisdom (Perception)


and passive Intelligence (Investigation) scores equal to
twice your proficiency bonus (Maximum of 10)

This feat is a prerequisite for the Impossible Observation


legendary feat.
Seasoned Adventurer Serpent Blooded
Prerequisite: None Prerequisite: You do not have another 'Blooded' feat (Aka a
You are experienced with the adventurers lifestyle, gaining feat with this prerequisite) If you are an Otherworldly or
the following benefits: Overpowered race, you cannot select any 'Blooded' feat.
Serpentine blood runs thick within you, granting you the
You may now drink potions as a bonus action.
following benefits:
You are capable of usiing spell scrolls even if they are not You can see in dim light within 60 feet of you as if it were
on your classes spell list (You don't even need to be
bright light, and in darkness as if it were dim light. You
capable of casting spells) additionally, you do not need to
can't discern color in darkness, only shades of gray.
make an ability check to use a spell scroll.
You gain resistance to poison damage.
As a bonus action, you may expend 10-feet of movement
to perform a long jump to a location within its range, you You have advantage on saving throws made against being
gain the full distance of your long jump (Typically your poisoned.
long jump distance is equal to your Strength score,
however there are many abilities that can augment this) If you are a yuan-ti pureblood, you instead gain the
this jump does not count against your movement (Aside following benefits:
from the initial 10-foot cost)
You may now cast the Suggestion spell from your Innate
Spellcasting three times between long rests rather than
This feat is a prerequisite for the Veteran Adventurer
only once.
legendary feat.
When you use Snake Shape, instead of becoming a
Sentinel harmless snake, you may transform into a Giant
Constrictor Snake as per the Polymorph spell, but you
Prerequisite: None
You have mastered techniques to take advantage of every retain your mental statistics, do not require concentration,
drop in any enemy's guard, gaining the following benefits: and you do not replace your HP with the snakes. It
otherwise functions exactly as Snake Shape normally
When you hit a creature with an attack of opportunity, that does.
creatures movement speed becomes 0 for the remainder
of the turn.
Sharpshooter
When a creature leaves your reach, they always provoke
Prerequsite: None
an attack of opportunity from you even if they took the
You have mastered ranged weapons and can make even the
disengage action.
most impossible of shots. You gain the following benefits:
When a creature within 5 feet of you makes an attack
Attacking at long range doesn't impose disadvantage on
against a target other than you (and that target doesn't
your ranged weapon attack rolls.
have this feat), you can use your reaction to make a melee
weapon attack against the attacking creature. Your ranged weapon attacks ignore half cover and three-
quarters cover.
This feat is a prerequisite for the True Vigilance legendary
Before you make a ranged attack with a ranged weapon
feat.
you are proficient in, you can choose to suffer a penalty to
the attack roll equal to your proficiency bonus. If you do
so, the weapon gains a bonus to its damage roll equal to
double your proficiency bonus for that attack.

This feat is a prerequisite for the Precise Shooter


legendary feat.
Skilled Tavern Brawler
Prerequisite: None Prerequisite: None
Choose any combination of three skills or tools. If you lack Accustomed to rough-and-tumble fighting using whatever
proficiency in a chosen skill or tool, you gain proficiency in it. weapons happen to be at hand, you gain the following
If you already have proficiency in it, you instead gain benefits:
expertise.
Your Strength or Constitution score (Your choice)
You can select the same tool or skill twice if you lack
increases by 1, up to its ability score maximum (Typically
proficiency in it, if you do so, you gain expertise in it.
When selecting this feat, by sacrificing one proficiency 20)
gained from this feature, you can increase one ability score of You are proficient in improvised weapons.
your choice by 1, up to its ability score maximum (Typically
20) Your unarmed strike attacks and improvised weapon
You may select this feat multiple times. attacks use a d4 for damage. At levels 9, 17 and 25, this
increases by 1 step (D4 to D6, D6 to D8, D8 to D10)
Skulker Once per turn when you hit a creature with an unarmed
Prerequisite: Dexterity 13 or higher strike or improvised weapon attack, you can attempt to
grapple them (No action required)
You can try to hide when you are lightly obscured from the
creature from which you are hiding.
This feat is a prerequsite for the Pit Fighter legendary feat.
When you are hidden from a creature and miss it with a
ranged weapon attack, making the attack doesn't reveal War Caster
your position.
Prerequisite: None
Once per round, when you are hidden from a creature and You are adept at casting spells in the midst of combat,
hit them with a weapon attack, you may cause the attack gaining the following benefits:
to deal bonus damage. This bonus damage is a number of
You have advantage on Constitution saving throws you
d4's equal to half your proficiency bonus (Rounded up) It
make to maintain your concentration on a spell.
deals the same damage as the weapon used.
You can perform the somatic components of spells using
You can see through both dim light and darkness as if it
hands that are holding items (Such as weapons or shields)
were bright light.
When a creature provokes an attack of opportunity from
This feat is a prerequisite for the Dark Stalker legendary you, you may use your reaction to cast a spell at that
feat. creature rather than making an attack. The spell must
have a casting time of 1 action and must only target that
Spell Sniper creature.

Prerequsite: None
This feat is a prerequisite for the Chaos Caster legendary
You have learned techniques to enhance your attacks with
feat.
certain kinds of spells, gaining the following benefits:

You learn one cantrip of your choice from any spell list, Weapon Preference
the cantrip must require making an attack roll (Such as
Prerequisite: None
Shocking Grasp or Fire Bolt) Your spellcasting ability for
You have trained to have a preference in bludgeoning,
this cantrip is your choice of Intelligence, Wisdom or
piercing, or slashing, when you choose this feat choose one of
Charisma.
those damage types and gain the following benefits:
When you cast a spell that requires you to make an attack
Your Strength or Dexterity score (Your choice) increases
roll, the spell's range is doubled.
by 1, up to its ability score maximum (Typically 20)
Your ranged spell attacks ignore half cover and three-
When you would roll a 1 on the damage dice for a weapon
quarters cover.
attack that deals your chosen damage type damage, you
Being within 5-feet of a creature does not provoke may reroll it and use the new result, even if the new result
disadvantage on your ranged spell attack rolls. is a 1 (This does not apply to any outside sources of
damage such as Sneak Attack)
This feat is a prerequisite for the Weave Artillerist When you score a critical hit against a creature using a
legendary feat. weapon that deals your chosen damage type, the attack
deals 10 additional damage of your chosen damage type.

This feat is a prerequisite for the Soul Preference


legendary feat.
Skill Feats Attentive
Based on the perception skill, this feat is for those with honed
Skill feats can be taken as either a normal ASI or Legendary
senses.
ASI, gaining bonus effects if taken as a Legendary ASI.
Additionally, as apart of your background you may select a Increase your Wisdom score by 1 (2 if this was taken
single skill feat, said skill feat is its normal variant-however using a Legendary ASI) up to its ability score maximum
you do not gain the ability score increase from it. (Typically 20)

You gain proficiency in the Perception skill, if you already


Alchemist have proficiency in this skill, you instead gain expertise. If
Based on the alchemist's supplies, this feat is for those who this was taken using a Legendary ASI, this always grants
brew magical concoctions. expertise. If taken using a Legendary ASI and you already
had proficiency in this skill, you gain expertise and receive
Increase your Intelligence score by 1 (2 if this was taken
a +5 bonus to checks made using this skill.
using a Legendary ASI) up to its ability score maximum
(Typically 20) Choose either sight, smell or hearing. You cannot have
disadvantage on perception checks using the chosen
You gain proficiency in Alchemist's Supplies, if you
sense. If taken using a Legendary ASI, you cannot have
already have proficiency in this tool, you instead gain
disadvantage on perception checks in general.
expertise. If this was taken using a Legendary ASI, this
always grants expertise. If taken using a Legendary ASI
and you already had proficiency in this tool, you gain Battle Ready
expertise and receive a +5 bonus to checks made using
Based on the initiative skill, this feat is for those who are
this tool.
always ready for a fight.
Over the course of one hour provided you have access to
Increase your Dexterity score by 1 (2 if this was taken
alchemist's supplies, you may improve the potency of a
using a Legendary ASI) up to its ability score maximum
single potion. Any die the potion has increase by one step
(Typically 20)
(D4 to D6, D6 to D8, D8 to D10, D10 to D12. It cannot go
beyond D12) and if the potion has a duration, that Choose an ability score other than Dexterity, you may add
duration is doubled. If this was taken using a Legendary its modifier to your initiative checks (Minimum of 1) If
ASI, you instead increase it by two steps and the duration taken using a Legendary ASI you additionally gain a
is quadrupled. further +5 bonus to Initiative.

Immediately after rolling initiative, provided you are not


Ally to Beasts surprised, you may move up to half your movement speed
Based on the animal handling skill, this feat is for those in without provoking attacks of opportunity. If taken using a
tune with beasts. Legendary ASI, you may move up to your movement
speed instead.
Increase your Wisdom score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum
(Typically 20)

You gain proficiency in the Animal Handling skill, if you


already have proficiency in this skill, you instead gain
expertise. If this was taken using a Legendary ASI, this
always grants expertise. If taken using a Legendary ASI
and you already had proficiency in this skill, you gain
expertise and receive a +5 bonus to checks made using
this skill.

Beasts are naturally indifferent to you unless given reason


to be hostile, and you have advantage on checks made to
make beasts friendly towards you. If taken using a
Legendary ASI, if you have advantage on a roll to make a
beast friendly towards you, you may roll the dice three
times and take the highest result instead of only two
times.
Blacksmith Builder
Based on the smith's tools, this feat is for those who forge Based on the carpenter's tools, this feat is for those who help
their own equipment. build and maintain structures.

Increase your Strength score by 1 (2 if this was taken Increase your Strength score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum using a Legendary ASI) up to its ability score maximum
(Typically 20) (Typically 20)

You gain proficiency in Smith's Tools, if you already have You gain proficiency in Carpenter's Tools, if you already
proficiency in this tool, you instead gain expertise. If this have proficiency in this tool, you instead gain expertise. If
was taken using a Legendary ASI, this always grants this was taken using a Legendary ASI, this always grants
expertise. If taken using a Legendary ASI and you already expertise. If taken using a Legendary ASI and you already
had proficiency in this tool, you gain expertise and receive had proficiency in this tool, you gain expertise and receive
a +5 bonus to checks made using this tool. a +5 bonus to checks made using this tool.

Over the course of 1 hour provided you have access to Over the course of 30 minutes provided you have access
smith's tools, you may supply maintenance to either to carpenter's tools, you may touch up a 5-foot cube
armor, a weapon or a shield. Any penalty the equipment portion of a structure (Such as a wall, door, or something
has to attack/damage rolls or AC as a result of damage similar) if you do, that 5-foot portion of the structure has
(Such as from a Rust Monster) is removed. Additionally, its AC increased by one third of your proficiency bonus
for the next 24 hours the equipment has a +1 bonus to (Rounded up, minimum of 1) and its HP is doubled. This
attack and damage rolls (If a weapon) or a +1 bonus to AC lasts for 1 month, upon which you must touch it up again.
(If shield/armor) this is in addition to any magical bonuses If taken using a Legendary ASI the time it takes is instead
the weapon/armor may have. This benefit lasts for 7 days, 15 minutes and the AC is instead increased by half of your
upon which the equipment must be maintained again in proficiency bonus (Rounded up)
order to regain the benefit. If taken using a Legendary
ASI, the time this takes is halved.
Burglar
Based on thieves' tools, this feat is for those of a not so
Brewer innocent occupation.
Based on the brewer's supplies, this feat is for those who find
Increase your Dexterity score by 1 (2 if this was taken
comfort in drink making.
using a Legendary ASI) up to its ability score maximum
Increase your Intelligence score by 1 (2 if this was taken (Typically 20)
using a Legendary ASI) up to its ability score maximum
You gain proficiency in Thieves' Tools, if you already have
(Typically 20)
proficiency in this tool, you instead gain expertise. If this
You gain proficiency in Brewer's Supplies, if you already was taken using a Legendary ASI, this always grants
have proficiency in this tool, you instead gain expertise. If expertise. If taken using a Legendary ASI and you already
this was taken using a Legendary ASI, this always grants had proficiency in this tool, you gain expertise and receive
expertise. If taken using a Legendary ASI and you already a +5 bonus to checks made using this tool.
had proficiency in this tool, you gain expertise and receive
a +5 bonus to checks made using this tool. If you have picked a lock in the past hour, you become
capable of locking or unlocking that specific lock as a
At the end of each long rest provided you have access to bonus action provided you have access to thieves' tools.
brewer's supplies, you may produce a number of special This ability does not work on magical locks or if the lock
drinks equal to your proficiency bonus. Each drink may be was changed. If taken using a Legendary ASI, this effect
consumed as a bonus action and is enough to supply 2 applies to any lock you have picked in the past 24 hours.
hours worth of hydration (Or 1 hour in extreme heat) each
drink also restores 1d4 hit points, increased by an
additional 1d4 for every 6 character levels you have. If
taken using a Legendary ASI, the hydration duration is
doubled and the healing uses d8's instead of d4's. A drink
loses this healing property after 24 hours has passed, but
it still retains its thirst quenching abilities.
Calligrapher Charmer
Based on the calligrapher's tools, this feat is for those adept Based on the persuasion skill, this feat is for those who
at penwork. always know the right thing to say.

Increase your Intelligence score by 1 (2 if this was taken Increase your Charisma score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum using a Legendary ASI) up to its ability score maximum
(Typically 20) (Typically 20)

You gain proficiency in Calligrapher's Tools, if you already You gain proficiency in the Persuasion skill, if you already
have proficiency in this tool, you instead gain expertise. If have proficiency in this skill, you instead gain expertise. If
this was taken using a Legendary ASI, this always grants this was taken using a Legendary ASI, this always grants
expertise. If taken using a Legendary ASI and you already expertise. If taken using a Legendary ASI and you already
had proficiency in this tool, you gain expertise and receive had proficiency in this skill, you gain expertise and receive
a +5 bonus to checks made using this tool. a +5 bonus to checks made using this skill.

You can copy/write up to a 300 letters worth of As a bonus action you may attempt to charm a creature
nonmagical text in a minute, and if you are scribing within 60-feet of you that can see and hear you. They
something (Such as a Wizard would scribe spells into make an Insight check contested against your Persuasion
their spellbook, or as another character would create a check, on a failed saving throw they are Charmed by you
spell scroll) the time it takes you to is halved. If taken until further than 60-feet away from you or until you or
using a Legendary ASI, you can instead copy/write up to your allies do something harmful to them. If this effect
600 letters worth of nonmagical text in a minute, and the ends as a result of you or your allies doing something
time it takes you to scribe things is quartered. harmful to them, they become immune to this effect for 24
hours. If taken using a Legendary ASI, the effect persists
for 1 hour after you are further than 60-feet from them.
Carver
Based on the woodcarver's tools, this feat is for those with an
acclination for woodwork.
Chef
Based on the cook's utensils, this feat is for those skilled in
Increase your Dexterity score by 1 (2 if this was taken
the culinary arts.
using a Legendary ASI) up to its ability score maximum
(Typically 20) Increase your Wisdom score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum
You gain proficiency in Woodcarver's Tools, if you already (Typically 20)
have proficiency in this tool, you instead gain expertise. If
this was taken using a Legendary ASI, this always grants You gain proficiency in Cook's Utensils, if you already have
expertise. If taken using a Legendary ASI and you already proficiency in this tool, you instead gain expertise. If this
had proficiency in this tool, you gain expertise and receive was taken using a Legendary ASI, this always grants
a +5 bonus to checks made using this tool. expertise. If taken using a Legendary ASI and you already
had proficiency in this tool, you gain expertise and receive
Over the course of at least one hour provided you have
a +5 bonus to checks made using this tool.
access to woodcarver's tools and enough wood, you can
carve the wood into anything you have seen before At the end of each long rest provided you have access to
provided it fits within a 3-foot by 3-foot cube (Increased by cook's utensil, you may produce a number of treats equal
an additional 3-foot by 3-foot cube for every additional to your proficiency bonus. A creature may consume a treat
hour spent) For example, you could carve a creature you as a bonus action, which is enough to supply 2 hours
have seen before in accurate detail, enough to where worth of nourishment. Consuming a treat also grants a
someone who sees the carving would recognize the creature 1d4 temporary hit points, increased by an
depicted creature. If taken using a Legendary ASI, the additional 1d4 for every 6 character levels you have. If
time required for every 3-foot by 3-foot cube is 30-minutes taken using a Legendary ASI, the nourishment is doubled
instead of one hour. and the temporary hit points use d8's instead of d4's. A
treat spoils after 24 hours.
Deceptive Ecologist
Based on the deception skill, this feat is for those that are Based on the nature skill, this feat is for those who truly love
experts at lying. nature.

Increase your Charisma score by 1 (2 if this was taken Increase your Intelligence score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum using a Legendary ASI) up to its ability score maximum
(Typically 20) (Typically 20).

You gain proficiency in the Deception skill, if you already You gain proficiency in the Nature skill, if you already have
have proficiency in this skill, you instead gain expertise. If proficiency in this skill, you instead gain expertise. If this
this was taken using a Legendary ASI, this always grants was taken using a Legendary ASI, this always grants
expertise. If taken using a Legendary ASI and you already expertise. If taken using a Legendary ASI and you already
had proficiency in this skill, you gain expertise and receive had proficiency in this skill, you gain expertise and receive
a +5 bonus to checks made using this skill. a +5 bonus to checks made using this skill.

As a bonus action you may make a Deception check You learn the Druidcraft cantrip, you may cast it as a
against another creature within 60-feet of you, which is bonus action. If taken as a Legendary ASI, you may
contested by their Insight check. If your check succeeds, produce up to three effects at once using Druidcraft.
that creature immediately loses their reaction and 1
remaining legendary action (If they have any) and you have
advantage on your next attack roll against them this turn.
Forger
Once successfully used on a creature, it cannot be used on Based on the forgery kit, this feat is for those with something
that creature again for 1 hour. If taken as a Legendary to hide.
ASI, they instead lose 2 remaining legendary actions (If
Increase your Dexterity score by 1 (2 if this was taken
any) and you have advantage on your next two attack rolls
using a Legendary ASI) up to its ability score maximum
against them this turn.
(Typically 20)

Doctor You gain proficiency in Forgery Kits, if you already have


proficiency in this tool, you instead gain expertise. If this
Based on the medicine skill, this feat is for those who help was taken using a Legendary ASI, this always grants
cure others. expertise. If taken using a Legendary ASI and you already
had proficiency in this tool, you gain expertise and receive
Increase your Wisdom score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum a +5 bonus to checks made using this tool.
(Typically 20) Over the course of one minute provided you have access
You gain proficiency in the Medicine skill, if you already to a forgery kit, you may write up to 30 characters of text
have proficiency in this skill, you instead gain expertise. If in a handwriting that is not yours. In order to mimic a
handwriting, you must have studied it for at least 30
this was taken using a Legendary ASI, this always grants
minutes. Your forgery can be seen through with a
expertise. If taken using a Legendary ASI and you already
successful Investigation check (DC is equal to 15 + your
had proficiency in this skill, you gain expertise and receive
a +5 bonus to checks made using this skill. bonus to Forgery kits not including any ability modifiers
upon having made the map) If taken using a Legendary
Whenever you finish a short rest and expend hit die, you ASI, you may write up to 60 characters of text in a minute
may use the maximum result for the hit die as opposed to instead of 30, and the time you need to study handwriting
rolling. You may also grant this benefit to up to 6 other in order to mimic it is reduced to 10 minutes.
creatures of your choice short resting within 30-feet of
you. If taken using a Legendary ASI, you and all creatures
benefiting from this feat regain 4 additional hit points for
every hit die they expended. If multiple creatures have the
legendary version of this feat, this is only applied once.
Gemcutter Herbalist
Based on the jeweler's tools, this feat is for those with an Based on herbalism kits, this feat is for those who make
appreciation for the finer stones. creations from what nature has given them.

Increase your Intelligence score by 1 (2 if this was taken Increase your Intelligence score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum using a Legendary ASI) up to its ability score maximum
(Typically 20) (Typically 20)

You gain proficiency in Jeweler's Tools, if you already have You gain proficiency in Alchemist's Supplies, if you
proficiency in this tool, you instead gain expertise. If this already have proficiency in this tool, you instead gain
was taken using a Legendary ASI, this always grants expertise. If this was taken using a Legendary ASI, this
expertise. If taken using a Legendary ASI and you already always grants expertise. If taken using a Legendary ASI
had proficiency in this tool, you gain expertise and receive and you already had proficiency in this tool, you gain
a +5 bonus to checks made using this tool. expertise and receive a +5 bonus to checks made using
this tool.
Over the course of 1 hour, you may touch up a gemstone
provided you have access to your jeweler's tools. If you do, Over the course of one hour provided you have access to
the gems gold value increases by half of its normal an herbalism kit, you may create a salve that a creature
amount (From 50 gold pieces to 75 gold pieces for can use on themselves as an action in order to remove the
example) if taken using a Legendary ASI, you instead Poisoned condition or one nonmagical disease afflicting
double the gold value. This increase cannot exceed 25 them (At DM discretion a disease may be too major to be
times your proficiency bonus in gold pieces. Once a gem affected by this ability) A salve loses potency 8 hours after
has been touched up in this manner, no creature with this its creation. If taken using a Legendary ASI, these salves
feat can touch up that gem again. can be created with 10 minutes of work and may be used
as a bonus action.

Glassblower
Based on the glassblower's tools, this feat is for those who
Herculean
form glass as an art. Based on the athletics skill, this feat is for those of true
strength and power.
Increase your Intelligence score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum Increase your Strength score by 1 (2 if this was taken
(Typically 20) using a Legendary ASI) up to its ability score maximum
(Typically 20)
You gain proficiency in Glassblower's Tools, if you already
have proficiency in this tool, you instead gain expertise. If You gain proficiency in the Athletics skill, if you already
this was taken using a Legendary ASI, this always grants have proficiency in this skill, you instead gain expertise. If
expertise. If taken using a Legendary ASI and you already this was taken using a Legendary ASI, this always grants
had proficiency in this tool, you gain expertise and receive expertise. If taken using a Legendary ASI and you already
a +5 bonus to checks made using this tool. had proficiency in this skill, you gain expertise and receive
a +5 bonus to checks made using this skill.
Over the course of one hour provided you have access to
glassblower's tools and glass (Which may be apart of You count as if you were one size larger for the purpose of
existing glass such as vials), you may create a special vial determining your carrying capacity and the size of
that can hold up to 1 pint worth of liquid. This vial can creatures you can grapple (As a reminder, if a creature is
store even extremely harmful liquids, if a liquid would deal two size categories or more than you, you cannot grapple
damage that isn't psychic or poison while in contact with a them-this means that a creature must now be three size
creature or object (Such as lava) it can be safely stored categories larger than you in order to be incapable of
within the vial. A creature can safely carry this vial even if being grappled by you) If this was taken using a
it is containing a very harmful liquid, and no adverse Legendary ASI, you are instead counted as two sizes
effects are transmuted through the glass of the vial. Once larger.
every minute, roll that liquids damage, if the damage
exceeds 6 times your proficiency bonus, the vial cracks
and is destroyed. Otherwise, the vial contains it. If taken
using a Legendary ASI, this limit is instead 12 times your
proficiency bonus.
Historian Inventor
Based on the History skill, this feat is for those with a thirst to Based on the tinker's tools, this feat is for those with a
learn the past. passion for creation.

Increase your Intelligence score by 1 (2 if this was taken Increase your Dexterity or Intelligence score by 1 (2 if this
using a Legendary ASI) up to its ability score maximum was taken using a Legendary ASI) up to its ability score
(Typically 20) maximum (Typically 20)

You gain proficiency in the History skill, if you already You gain proficiency in Tinker's Tools, if you already have
have proficiency in this skill, you instead gain expertise. If proficiency in this tool, you instead gain expertise. If this
this was taken using a Legendary ASI, this always grants was taken using a Legendary ASI, this always grants
expertise. If taken using a Legendary ASI and you already expertise. If taken using a Legendary ASI and you already
had proficiency in this skill, you gain expertise and receive had proficiency in this tool, you gain expertise and receive
a +5 bonus to checks made using this skill. a +5 bonus to checks made using this tool.

When attempting to research lore available in a library, Over the course of one hour provided you have access to
you are always able to find it provided you search for at tinker's tools, you may create any nonmagical Small sized
least 1 hour. This fails if the library does not carry any or smaller inorganic object that is worth 5 gold pieces or
books on what you are researching. If taken using a less. To do so you must have access to the materials in
Legendary ASI, the time you must search is reduced to order to make it (Which may be harvested from other
30-minutes. objects) The created object may even be replicas of other
objects you have access to (Such as keys) If taken using a
You can accurately recall anything you have seen or heard Legendary ASI, the time you require is halved and the
in the past month. If another feature is granting you this gold limit for objects is increased to 10 gold pieces.
ability (Such as the Keen Mind feat) you can now
accurately recall anything you have seen or heard in the
past 6 months. If taken using a Legendary ASI, you always Magician
gain the 6 months benefits, and if you have another Based on the arcana skill, this feat is for those who are truly
instance of this ability (Such as from Keen Mind) it is interested in magic.
increased to 1 year.
Increase your Intelligence score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum
Inquisitive (Typically 20)
Based on the insight skill, this feat is for those always looking
for the truth. You gain proficiency in the Arcana skill, if you already have
proficiency in this skill, you instead gain expertise. If this
Increase your Wisdom score by 1 (2 if this was taken was taken using a Legendary ASI, this always grants
using a Legendary ASI) up to its ability score maximum expertise. If taken using a Legendary ASI and you already
(Typically 20) had proficiency in this skill, you gain expertise and receive
a +5 bonus to checks made using this skill.
You gain proficiency in the Insight skill, if you already have
proficiency in this skill, you instead gain expertise. If this You learn the Prestidigitation cantrip, you may cast it as a
was taken using a Legendary ASI, this always grants bonus action. If taken using a Legendary ASI, you may
expertise. If taken using a Legendary ASI and you already produce up to three effects at once using Prestidigitation.
had proficiency in this skill, you gain expertise and receive
a +5 bonus to checks made using this skill.

As a bonus action, you may make an Insight check against


another creature within 60-feet of you, which is contested
by their Deception check. If your check succeeds, you have
advantage on your next attack roll against them this turn,
and they have disadvantage on their next attack roll
against you before the start of your next turn. Once this
feature is used on a creature, they become immune to it
for 1 hour. If taken using a Legendary Action, you instead
gain advantage on your next two attack rolls against them
this turn, and they have disadvantage on their next two
attack rolls against you before the start of your next turn.
Mapmaker Master of Disguise
Based on the cartographer's tools, this feat is for those who Based on the disguise kit, this feat is for those with
chart out the world. something to hide.

Increase your Wisdom score by 1 (2 if this was taken Increase your Charisma score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum using a Legendary ASI) up to its ability score maximum
(Typically 20) (Typically 20)

You gain proficiency in Cartographer's Tools, if you You gain proficiency in Disguise Kits, if you already have
already have proficiency in this tool, you instead gain proficiency in this tool, you instead gain expertise. If this
expertise. If this was taken using a Legendary ASI, this was taken using a Legendary ASI, this always grants
always grants expertise. If taken using a Legendary ASI expertise. If taken using a Legendary ASI and you already
and you already had proficiency in this tool, you gain had proficiency in this tool, you gain expertise and receive
expertise and receive a +5 bonus to checks made using a +5 bonus to checks made using this tool.
this tool.
Over the course of one hour provided you have access to a
Provided you have explored an area in person and have disguise kit, you may create a disguise that perfectly
access to cartographer's tools, you can accurately create a mimics a creature you have spent one hour observing. You
map that any creature can use to explore said area cannot disguise yourself as creatures whose form is too
without getting lost. You may create such a map as you different from yours (For example, creatures with more or
explore said area, or you may do so after the fact over the less arms than you) your disguise can be seen through
course of 1 hour. If taken using a Legendary ASI, you can with a successful Investigation or Perception check (DC is
hide secret meanings in the map that can only be equal to 15 + your bonus to Disguise kitss not including
discovered if you tell a creature about it or if it's any ability modifiers upon having made the map) If taken
discovered with an Investigation check (DC is equal to 15 using a Legendary ASI, this disguise can be applied in half
+ your bonus to Cartographer's tools not including any the time, and you only need to have observed a creature
ability modifiers upon having made the map) for 5 minutes.

Masterly Handed Musician


Based on the sleight of hand skill, this feat is for those with Based on instruments, this feat is for those with an aptitude
quick working hands. for creating music.

Increase your Dexterity score by 1 (2 if this was taken Increase your Charisma score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum using a Legendary ASI) up to its ability score maximum
(Typically 20) (Typically 20)

You gain proficiency in the Sleight of Hand skill, if you Choose any two instruments (Or four if taken using a
already have proficiency in this skill, you instead gain Legendary ASI) If you lack proficiency in a chosen
expertise. If this was taken using a Legendary ASI, this instrument, you gain proficiency in it. If you already have
always grants expertise. If taken using a Legendary ASI proficiency in a chosen instrument, you gain expertise. If
and you already had proficiency in this skill, you gain you already have expertise in a chosen instrument, you
expertise and receive a +5 bonus to checks made using gain expertise and a +5 bonus to checks made with the
this skill. instrument.

As a bonus action, you may make a Sleight of Hand check As an action provided you have access to an instrument
against a creature within arms reach, which they contest you are proficient in, you may perform a soothing melody.
with a Perception check (Which is replaced with their Whenever a creature starts its turn and can hear the
passive perception if it's higher than their check) If your melody, you may choose to allow them to repeat any
check succeeds, you may steal one item from them that is saving throws they have against effects currently afflicting
not being worn or carried, and they are unaware it has them (Such as Hold Person) ending the effect if they
been stolen (For example, you could steal a scroll or succeed on their saving throw. You must concentrate on
potion in their pocket but you could not steal a sheathed this performance as if concentrating on a spell, and it ends
weapon) If taken as a Legendary ASI, you may steal two early if you are disarmed of your instrument or if your
valid items instead of one. concentration is broken. If taken using a Legendary ASI,
you may start this performance as a bonus action.
Navigator Poisoner
Based on the navigator's tools, this feat is for those who Based on the poisoner's kit, this feat is for those who create
understand their surroundings. slaughter water.

Increase your Intelligence score by 1 (2 if this was taken Increase your Intelligence score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum using a Legendary ASI) up to its ability score maximum
(Typically 20) (Typically 20)

You gain proficiency in Navigator's Tools, if you already You gain proficiency in Poisoner's kit, if you already have
have proficiency in this tool, you instead gain expertise. If proficiency in this tool, you instead gain expertise. If this
this was taken using a Legendary ASI, this always grants was taken using a Legendary ASI, this always grants
expertise. If taken using a Legendary ASI and you already expertise. If taken using a Legendary ASI and you already
had proficiency in this tool, you gain expertise and receive had proficiency in this tool, you gain expertise and receive
a +5 bonus to checks made using this tool. a +5 bonus to checks made using this tool.

Provided you have access to navigator's tools and you Over the course of one hour provided you have access to a
have travelled through the area you are currently in poisoner's kit, you may improve the potency of a single vial
before, or you have looked at a map of the area, you can of poison. The poison deals 1 bonus damage for every die
identify exactly where you are and you cannot become it has and if the poison has a saving throw, its DC is
lost. If taken using a Legendary ASI, this benefit also increased by 2. If this was taken using a Legendary ASI, it
applies to areas within a number of feet equal to 500 instead deals 2 bonus damage for every die it has and the
times your proficiency bonus of locations you've DC is increased by 4.
been/viewed on a map before (For example, if your
proficiency bonus was +4, this range is 2000-feet.
Meaning if you are within 2000-feet of a location you have
Pot Spinner
viewed on a map or been to before, you know exactly Based on the potter's tools, this feat is for those adept at
where you are and cannot become lost) pottery.

Increase your Intelligence score by 1 (2 if this was taken


Painter using a Legendary ASI) up to its ability score maximum
Based on the painter's supplies, this feat is for those who (Typically 20)
display their soul with a brush. You gain proficiency in Potter's Tools, if you already have
Increase your Dexterity or Wisdom score by 1 (2 if this proficiency in this tool, you instead gain expertise. If this
was taken using a Legendary ASI) up to its ability score was taken using a Legendary ASI, this always grants
expertise. If taken using a Legendary ASI and you already
maximum (Typically 20)
had proficiency in this tool, you gain expertise and receive
You gain proficiency in Painter's Supplies, if you already a +5 bonus to checks made using this tool.
have proficiency in this tool, you instead gain expertise. If
Over the course of 1 hour provided you have access to
this was taken using a Legendary ASI, this always grants
potter's tools and proper ceramics, you may create a
expertise. If taken using a Legendary ASI and you already
had proficiency in this tool, you gain expertise and receive preserving pot. If food, drink or a potion placed within the
a +5 bonus to checks made using this tool. pot would lose an effect after a certain time limit (Such as
those created from the Chef feat) every 3 minutes within
Over the course of 1 hour provided you have access to the pot only counts as 1 minute for the purposes of
painter's supplies, you may paint anything across a 5-foot determining how fast they spoil/lose those effects. If taken
by 5-foot surface. This painting can be entirely of your using a Legendary ASI, every 6 minutes in the pot only
own creation or it could be replicating something you have counts as 1 minute.
seen before, such as the shape of a key, the appearance of
an individual, or something similar. Anyone who sees your
painting can recognize it if they have seen what it is based
on, and if they see what it is based on after seeing the
painting they can recognize this too. If taken using a
Legendary ASI, the time this takes is halved.
Shoemaker Sleuth
Based on the cobbler's tools, this feat is for those who repair Based on the investigation skill, this feat is for those who
and craft footwear. really look into the finer details.

Increase your Dexterity score by 1 (2 if this was taken Increase your Intelligence score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum using a Legendary ASI) up to its ability score maximum
(Typically 20) (Typically 20)

You gain proficiency in Cobbler's Tools, if you already have You gain proficiency in the Investigation skill, if you
proficiency in this tool, you instead gain expertise. If this already have proficiency in this skill, you instead gain
was taken using a Legendary ASI, this always grants expertise. If this was taken using a Legendary ASI, this
expertise. If taken using a Legendary ASI and you already always grants expertise. If taken using a Legendary ASI
had proficiency in this tool, you gain expertise and receive and you already had proficiency in this skill, you gain
a +5 bonus to checks made using this tool. expertise and receive a +5 bonus to checks made using
this skill.
Over the course of one hour provided you have access to
cobbler's tools, you may maintain a pair of footwear. Any You are aware of the exact location of creatures within 10-
nonmagical damage the footwear has is repaired, and if feet of you, even if they are hidden or invisible. If taken as
the creature wearing the footwear steps across harmful a Legendary ASI, this range is increased to 20-feet.
terrain (Such as spikes) the damage they suffer is halved.
This benefit lasts for 7 days, upon which to regain it the
footwear must be maintained again. If taken using a
Stoneworker
Legendary ASI, the time this takes is halved. Based on the mason's tools, this feat is for those pledged at
stonework.

Showstopper Increase your Strength score by 1 (2 if this was taken


Based on the performance skill, this feat is for those who using a Legendary ASI) up to its ability score maximum
(Typically 20)
know how to wow a crowd.

Increase your Charisma score by 1 (2 if this was taken You gain proficiency in Mason's Tools, if you already have
proficiency in this tool, you instead gain expertise. If this
using a Legendary ASI) up to its ability score maximum
was taken using a Legendary ASI, this always grants
(Typically 20)
expertise. If taken using a Legendary ASI and you already
You gain proficiency in the Performance skill, if you had proficiency in this tool, you gain expertise and receive
already have proficiency in this skill, you instead gain a +5 bonus to checks made using this tool.
expertise. If this was taken using a Legendary ASI, this
always grants expertise. If taken using a Legendary ASI Over the course of one hour provided you have access to
and you already had proficiency in this skill, you gain mason's tools, you can carve up to 1-feet deep in a surface
of stone that fits within a 5-feet by 5-feet cube. You could
expertise and receive a +5 bonus to checks made using
completely hollow it out to form a tunnel (Meaning with 5-
this skill.
hours of work you'd create a 5-foot by 5-foot cubic hole in
While you are performing, creatures have disadvantage on stone) or you could form intricate patterns and designs in
Perception and Investigation checks as you catch their the stone. If taken using a Legendary ASI, the time this
attention. If performing in combat, you may start takes is halved.
performing as a bonus action and extend the performance
as a bonus action each turn. If taken as a Legendary ASI,
they also suffer a -5 penalty to these checks, and extending
the performance does not require a bonus action anymore
(But you still must use a bonus action to start it)
Survivor Tanner
Based on the survival skill, this feat is for those adept at Based on the leatherworker's tools, this feat is for those who
surviving. deal in leather and other bestial hides.

Increase your Wisdom score by 1 (2 if this was taken Increase your Dexterity score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum using a Legendary ASI) up to its ability score maximum
(Typically 20) (Typically 20)

You gain proficiency in the Survival skill, if you already You gain proficiency in Leatherworker's Tools, if you
have proficiency in this skill, you instead gain expertise. If already have proficiency in this tool, you instead gain
this was taken using a Legendary ASI, this always grants expertise. If this was taken using a Legendary ASI, this
expertise. If taken using a Legendary ASI and you already always grants expertise. If taken using a Legendary ASI
had proficiency in this skill, you gain expertise and receive and you already had proficiency in this tool, you gain
a +5 bonus to checks made using this skill. expertise and receive a +5 bonus to checks made using
this tool.
You can go twice as long without requiring food or water
as your race normally requires. If taken as a Legendary Over the course of 1 hour provided you have access to
ASI, you may instead go four times as long without leatherworker's tools, you may pad a suit of armor with
requiring food or water as your race normally requires. cushioning. Whenever a creature wearing this cushioned
armor would suffer falling damage, they are considered to
While you are sleeping, you are still fully aware as if you
have fallen 10-feet less for determining falling damage
were awake.
(Increased by an additional 10-feet for every 4 levels you
have) You must spend one hour every week maintaining
Tailor this padding, or it loses effect. If taken using a Legendary
ASI, the reduction is doubled.
Based on the weaver's tools, this feat is for those who create
clothing and other clothwork.
Terrifying
Increase your Dexterity score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum Based on the intimidation skill, this feat is for those who are
(Typically 20) terrifying to behold.

You gain proficiency in Weaver's Tools, if you already have Increase your Charisma score by 1 (2 if this was taken
proficiency in this tool, you instead gain expertise. If this using a Legendary ASI) up to its ability score maximum
was taken using a Legendary ASI, this always grants (Typically 20)
expertise. If taken using a Legendary ASI and you already
You gain proficiency in the Intimidation skill, if you already
had proficiency in this tool, you gain expertise and receive have proficiency in this skill, you instead gain expertise. If
a +5 bonus to checks made using this tool. this was taken using a Legendary ASI, this always grants
Over the course of 1 hour provided you have access to expertise. If taken using a Legendary ASI and you already
weaver's tools, you may add a hidden pocket to an outfit had proficiency in this skill, you gain expertise and receive
(An outfit can only ever have one hidden pocket from this a +5 bonus to checks made using this skill.
feat) This pocket can store an object of tiny size or smaller,
As a bonus action, you may make an Intimidation check
and it can only be detected with a successful Perception
against another creature within 60-feet of you, which is
or Investigation check (DC equal to 15 + your bonus to contested by their Insight check. If your check succeeds,
Weaver's tools not including any ability modifiers upon that creature cannot willingly move to a space within 15-
having made the pockets) If taken usng a Legendary ASI,
feet of you until the start of your next turn. If taken as a
you may make two pockets on a single outfit.
Legendary ASI, they must immediately use their reaction
to move 15-feet in a straight line away from you. If this
would lead them onto harmful terrain they are aware of
(Such as a pit) they stop this movement early.
Theologian Willowy
Based on the religion skill, this feat is for those who study Based on the acrobatics skill, this feat is for those with
religious texts intently. immense grace.

Increase your Intelligence score by 1 (2 if this was taken Increase your Dexterity score by 1 (2 if this was taken
using a Legendary ASI) up to its ability score maximum using a Legendary ASI) up to its ability score maximum
(Typically 20) (Typically 20)

You gain proficiency in the Religion skill, if you already You gain proficiency in the Acrobatics skill, if you already
have proficiency in this skill, you instead gain expertise. If have proficiency in this skill, you instead gain expertise. If
this was taken using a Legendary ASI, this always grants this was taken using a Legendary ASI, this always grants
expertise. If taken using a Legendary ASI and you already expertise. If taken using a Legendary ASI and you already
had proficiency in this skill, you gain expertise and receive had proficiency in this skill, you gain expertise and receive
a +5 bonus to checks made using this skill. a +5 bonus to checks made using this skill.

You learn the Thaumaturgy cantrip, you may cast it as a You may take the Disengage action as a bonus action, if
bonus action. If taken as a Legendary ASI, you may you are already capable of doing so your movement speed
produce up to three effects at once using Druidcraft. is increased by 10-feet whenever you take the disengage
action. If taken using a Legendary ASI, your movement
speed is increased by 10-feet whenever you take the
Trickster Disengage action as a bonus action (This stacks with the
Based on the stealth skill, this feat is for those who are previous 10-foot movement speed increase if you were
always sneaking around. already capable of disengaging as a bonus action)

Increase your Dexterity score by 1 (2 if this was taken


using a Legendary ASI) up to its ability score maximum
(Typically 20)

You gain proficiency in the Stealth skill, if you already have


proficiency in this skill, you instead gain expertise. If this
was taken using a Legendary ASI, this always grants
expertise. If taken using a Legendary ASI and you already
had proficiency in this skill, you gain expertise and receive
a +5 bonus to checks made using this skill.

You may take the Hide action as a bonus action, if you are
already capable of doing so you have advantage on the
check when you do so. If taken using a Legendary ASI,
you have advantage on the check when you take the Hide
action as a bonus action. If you were already capable of
taking the Hide action as a bonus action, you instead roll
the dice three times and take the highest result, rather
than two times.
Legendary Feats Dark Stalker
Prerequisite: Skulker
Awakened Power The shadows are practically an extension of your body,
Prerequisite: None granting you the following benefits:
You gain a +2 bonus to one ability score of your choice up
While in darkness, you are invisible to any creature that
to your ability score maximum (Typically 20) alternatively, you
relies on darkvision to see you in that darkness.
may gain a +1 bonus to two different ability scores of your
choice, still limited by the ability scores maximum. When a creature would spot you in some way while you
Additionally, choose any normal feat-you gain the benefits are hidden, you may immediately use your reaction to
of the chosen feat. If the feat gains bonus effects when taken make a new stealth check to avoid detection.
using a legendary feat, you only gain the normal benefits of
the feat. You are considered to be under the effects of half-cover
You may select this feat multiple times. while in dim light or darkness.

Beloved Leader Dual Wielding Master


Prerequisite: Inspiring Leader Prerequisite: Dual Wielding Feat
When you use Inspiring Leader, all creatures who benefit You have trained extensively in the art of dual wielding,
from the feature instead become immune to the Charmed gaining the following benefits:
and Frightened conditions. Additionally, whenever a creature
under its effects would make an ability check, attack roll or You may choose to make any off-hand attack as apart of
saving throw, they may roll 1d4 and it to the result of their the attack action. If you do this, you can not use your
roll. bonus action to make any attacks this turn.
Finally, these benefits persist for 1 hour after the When you engage in two weapon fighting, you may make
temporary hit points are lost. two attacks instead of one.

Beyond Expertise
Dungeon Sense
Prerequisite: Expertise in a skill
Choose a skill you have Expertise in (You add double your Prerequisite: Dungeon Delver
proficiency bonus to it) Whenever you enter a room that is no bigger than 50-feet
Instead of adding double your proficiency bonus to it, you in all dimensions, you immediately become aware of any
add triple your bonus to it. hidden doors or traps in the room. You do not become aware
of their location, you merely learn that they are in the room-
you also learn how many there are of each.
Chaos Caster Additionally, when detecting traps with this feature-you
Prerequisite: War Caster gain a general sense for how dangerous they are. For
Even in the midst of chaos, you are able to cast spells to example, you could learn if any traps (and how many) in the
near perfection. Which gives you the following benefits: room could permanently trap you or even kill you, or you
could learn that each trap in the room would barely hurt you.
You gain a +5 bonus to Constitution saving throws made
to maintain concentration on a spell.
Elemental Being
When you use your bonus action to cast a spell of 1st level
Prerequisite: Elemental Adept
or higher, you may still use your action to cast a spell of
If you would deal damage with a spell that deals your
1st level or higher.
Elemental Affinity to a creature and said creature would be
When you use your action to cast a spell of 1st level or immune to your Elemantal Affinity, they suffer half damage
higher, you may still use your bonus action to cast a spell instead of no damage.
of 1st level or higher.
Epic Charger
Close Range Legend Prerequisite: Charger
When you move using the bonus action granted from
Prerequisite: Close Range Fighter Feat
Charger, you may change direction a single time during this
Thanks to even further practice in the close range, you gain
movement. Additionally, the attack you gain from the ability
the following benefits:
has advantage.
You ignore 1/2 and 3/4 cover when attacking with ranged
weapons you are proficient in.

When taking the bonus action from Close Range fighter,


you make the attack at advantage.
Exalted Chromatic Power Extra Attunement
Prerequisite: Chromatic Manifestation Prerequisite: None
Your chromatic power has fully awakened, granting you the You gain an additional attunement slot.
following benefits: You may select this feat multiple times, gaining an
additional attunement slot with each taking.
You may now use your damage ability from Chromatic
Manifestation three times between long rests, and it uses
d10's for damage rather than d6's.
Fantasized Luck
Prerequisite: Lucky
When you use the damage resistance ability, all of your Your number of Luck points is doubled, and you regain 1
weapon attacks before the end of your next turn deal a
luck point whenever you finish a short rest.
bonus 1d6 damage of the damage type you gained
resistance to.
Feral Attacker
Prerequisite: Savage Attacker
Exalted Gem Power You may now roll your weapons damage die three times
Prerequisite: Gem Manifestation instead of twice and use the highest result. You otherwise
Your gem power has fully awakened, granting you the follow the normal limitations of the Savage Attacker feat.
following benefits:

You may now use your AC ability from Gem Manifestation


Genius Wordsmith
three times between long rests, and when you grant it to a Prerequisite: Linguist
creature you can choose to give them resistance to either You have studied nearly every language known to the
Bludgeoning, Piercing or Slashing damage until the AC multiverse, granting you the following benefits:
bonus wears off.
Provided a creature understands at least one language,
When you use your telekinetic burst, you may now cause you can understand anything they say-and they can
all creatures of your choice within 15-feet of you to be understand anything you say.
pushed up to 15-feet away from you in a straight line,
When speaking to a creature in their native tongue (DM
rather than just the creature who attacked you.
discretion) you have advantage on Charisma checks
against them.
Exalted Metallic Power When a creature is speaking a language you know, you
Prerequisite: Metallic Manifestation have advantage on Insight checks against them.
Your metallic power has fully awakened, granting you the
following benefits:
Great Weapon Empyrean
You may now use your healing ability from Metallic
Prerequisite: Great Weapon Master
Manifestation three times between long rests, and the
ability also grants a targeted creature temporary hit points The additional attack from triggering a critical hit or
equal to half the amount of healing rolled. reducing a creature to 0 HP from Great Weapon Master
can now trigger up to three times per round.
The wing manifestation now has a ranged of 30-feet, and
if it is used but the attack still hits, the shielded creature The penalty from Great Weapon Master is now equal to
has resistance to all damage of the attack. half your proficiency bonus (Rounded up) this does not
impact the damage.
Expertise
Prerequisite: None Impossible Observation
Choose two skills you have proficiency in, instead of adding Prerequsite: Observant
your proficiency bonus to skill checks made with those skills, You may add the bonus to your passive perception and
you now add double your proficiency bonus. passive investigation from Observant to all Perception and
Investigation checks you make. This does not increase your
Extensive Training passive perception or passive investigation however.
Prerequisite: None
Choose three conditions, you have advantage on saving Iron Mind
throws made to avoid or resist the chosen conditions. Prerequisite: None
You are immune to the charmed and frightened conditions.
Latent Magical Power Mage Punisher
Prerequisite: Spell Slots Prerequisite: Mage Slayer
You have an inner well of magical power that's finally Mages often think they can run around the world, with no
become activated. You gain a number of points equal to your consequences for their reality warping actions? You're
character level that may be expended on a long rest. determined to prove them wrong. You gain the following
You may expend a number of points equal to a spell slot features:
level to gain an additional spell slot for that level. These
When a creature is concentrating on a spell and you
additional spell slots last until you finish a long rest.
(For example: A level 7 Char with this feat would have 7 damage them, instead of the normal save-they must
points, they could use them to gain an additional 4th and 3rd succeed on a Constitution saving throw with the DC being
equal to 10 or the total damage you dealt with that attack
level spell slot, so they'd have two 4th level slots total and
(Whichever is higher) or lose concentration.
four 3rd level slots total)
When a hostile creature you can see casts a spell, you may
Legendary Duelist use your reaction to move up to your speed. If you end this
movement within your weapons reach of them, you may
Prerequisite: Defensive Duelist
Whenever you use Defensive Duelist, you may now move make an attack against them as apart of the same
up to 5-feet without provoking attacks of opportunity. reaction.
Additionally, Defensive Duelist may now be used against As an action, you may touch a creature and cast Dispel
ranged attacks, however the bonus when used against ranged Magic on them. This requires no components and is non-
attacks is only equal to one third of your proficiency bonus magical itself. You choose your casting ability for this
(Rounded up, minimum of 1) rather than half. feature. Once you use this feature, you may not do so
again until you complete a long rest.
Legendary Healer
Prerequisite: Healer Magic Resistance
When you would heal a creature using the Healer feat, that
creature no longer suffers a cumulative penalty on the Prerequisite: None
healing they receive for each time they've received healing You have advantage on saving throws against spells and
from a healers kit since the end of their last long rest. other magical effects.
Additionally, over the course of one minute and by
expending 1 usage of a Healers Kit, you may end one Marked by the Arcane
nonmagical disease afflicting them. If your DM decides that a Prerequisite: You do not have another "Marked By" feat.
nonmagical disease is severe enough, they may call for a You have been marked by the arcane, granting you the
Medicine check in order to remove it (They decide the DC) following benefits:

Legendary Resistance You gain resistance to Force damage, if already have


resistance to Force damage you instead gain immunity to
Prerequisite: None it.
When you fail on a saving throw, you may instead choose to
succeed. As a bonus action, you launch a small arcane missile
You may use this feature a number of times equal to half towards a creature within 30-feet of you, dealing 1d4 force
your proficiency bonus (Rounded up), you regain all expended damage to them. At 11th level, you instead launch two
uses upon completing a long rest. missiles, and at 23rd level you launch three. If you launch
multiple missles, you can divide them amongst creatures
within range as you wish. Effects that grant immunity to
magic missiles also grants immunity to this damage.

You learn two cantrips of your choice from any spell list,
you use your choice of Intelligence, Wisdom or Charisma
as your spellcasting ability score for these spells.
Marked by the Blizzard Marked by the Echo
Prerequisite: You do not have another "Marked By" feat. Prerequisite: You do not have another "Marked By" feat.
You have been marked by the blizzard, granting you the You have been marked by the echo, granting you the
following benefits: following benefits:

You gain resistance to Cold damage, if already have You gain resistance to Thunder damage, if already have
resistance to Cold damage you instead gain immunity to resistance to Thunder damage you instead gain immunity
it. to it.

As a bonus action, you may release a miniature blizzard in As a bonus action, you may let out a wave of sound in a
a 5-foot radius around you. All creatures within this radius 15-foot radius around you, forcing each creature in this
must succeed on a Constitution saving throw (DC equal to area to make a Strength saving throw (DC equal to 8 +
8 + Your choice of your Intelligence, Wisdom or Charisma Your choice of your Intelligence, Wisdom or Charisma
modifier + your Proficiency bonus) suffering 1d6 cold modifier + your Proficiency bonus) on a failed saving
damage on a failed saving throw. This increases to 2d6 at throw, a creature becomes Deafened until the start of your
11th level and 3d6 at 23rd level. next turn.

You can walk across water as if it were a solid surface, the Whenever you take the disengage action, a distracting
water freezing as you step across it and unfreezing when white noise surrounds you until the end of your turn. If
you lift your feet. you move within 5-feet of a creature while this noise is
present, they must immediately make a Concentration
check (DC equal to 12 + your Proficiency bonus) a
Marked by the Darkness creature can only be affected by this once per round.
Prerequisite: You do not have another "Marked By" feat.
You have been marked by the darkness, granting you the
following benefits: Marked by the Flame
Prerequisite: You do not have another "Marked By" feat.
You gain resistance to Necrotic damage, if already have
You have been marked by the flame, granting you the
resistance to Necrotic damage you instead gain immunity
following benefits:
to it.
You gain resistance to Fire damage, if already have
As a bonus action, you may reach out with a decaying
resistance to Fire damage you instead gain immunity to it.
touch, making a melee spell attack against a creature
within your reach (You use your choice of Dexterity, You gain access to a special attack that allows you to hurl
Intelligence, Wisdom or Charisma for the attack and flames, you can make ths attack provided you have at least
damage rolls) on a hit, a target suffers 1d10 + the chosen one free hand, and you can make it whenever you would
ability score modifier in necrotic damage. This increases be capable of making a ranged attack. This attack uses
to 2d10 + modifier at 11th level and 3d10 + modifier at your choice of Dexterity, Intelligence, Wisdom or
23rd level. Charisma for its attack and damage rolls. It has a range of
120-feet and deals 2d6 + the chosen ability scores
Other creatures cannot reduce your hit point maximum,
modifier in fire damage on a hit. If you already have a fire
however abilities you possess that reduce your hit point attack like this (Such as from the Cambion) race, then that
maximum still reduce it as normal. attacks damage is increased by 1d6.

Whenever you take the dodge action, you become


wreathed in flame, causing creatures who attack you
while within 5-feeet of you to suffer 1d8 fire damage,
increased to 2d8 fire damage if the attack hit.
Marked by the Light Marked by the Plague
Prerequisite: You do not have another "Marked By" feat. Prerequisite: You do not have another "Marked By" feat.
You have been marked by the light, granting you the You have been marked by the plague, granting you the
following benefits: following benefits:

You gain resistance to Radiant damage, if you already You gain resistance to Poison damage, if you already have
have resistance to Radiant damage you instead gain resistance to Poison damage you instead gain immunity to
immunity to it. it.

As a bonus action, you may force a creature within 30-feet Poison constantly seeps from weapons you hold, causing
of you who can see you to make a Constitution saving all of your weapon attacks to deal an additional 1d6
throw (DC equal to 8 + Your choice of your Intelligence, poison damage.
Wisdom or Charisma modifier + your Proficiency bonus) You have advantage on saving throws against disease and
on a failed saving throw, the creature becomes Blinded
the Poisoned condition. If you have immunity to Poison
until the start of your next turn.
damage, you instead become immune to both disease and
You are immune to being cursed, possessed, or having the Poisoned condition.
your actions controlled by another creature (Such as via
the Dominate Person spell) Marked by the Storm
Prerequisite: You do not have another "Marked By" feat.
Marked by the Mind You have been marked by the storm, granting you the
Prerequisite: You do not have another "Marked By" feat. following benefits:
You have been marked by the mind, granting you the You gain resistance to Lightning damage, if you already
following benefits:
have resistance to Lightning damage you instead gain
You gain resistance to Psychic damage, if you already have immunity to it.
resistance to Psychic damage you instead gain immunity
As a bonus action, you may throw a lightning bolt to a
to it.
target within 60-feet of you, making a ranged spell attack
As a bonus action, you may force a creature within 30-feet roll (Using your choice of Intelligence, Wisdom or
of you who can see you to make an Intelligence saving Charisma) on a hit, the target suffers 1d8 + the attack rolls
throw (DC equal to 8 + Your choice of your Intelligence, ability modifier in lightning damage. This increases to 2d8
Wisdom or Charisma modifier + your Proficiency bonus) + modifier at 11th level and 3d8 + modifier at 23rd level.
on a failed saving throw, they sufer 1d8 + the attack rolls Whenever you take the dash action, lightning engulfs you.
ability modifier in Psychic damage. This increases to 2d8
If you move within 5-feet of a creature, you can choose to
+ modifier at 11th level and 3d8 + modifier at 23rd level.
deal lightning damage to them equal to your proficiency
Your Intelligence, Wisdom and Charisma ability scores bonus. A creature can only suffer this damage once per
cannot be reduced by any means. Additionally, you have turn.
advantage on saving throws against abilities that deal
Psychic damage (Such as a Mind Flayers Mind Blast) Master Gunner
Prerequisite: Gunner
Marked by the Pits Your skills and expertise with firearms are unmatched, you
Prerequisite: You do not have another "Marked By" feat. gain the following benefits:
You have been marked by the pits, granting you the
Firearms you attack with deal an additional 1d8 damage.
following benefits:
If you are using firearm rules that use the Misfire feature,
You gain resistance to Acid damage, if you already have
its range is decreased by 1.
resistance to Acid damage you instead gain immunity to it.
When you roll a critical hit with a firearm, you may
As a reaction to a creature hitting you with a melee
immediately make another attack with the same firearm.
weapon attack, you may flood them with pain, causing
them to suffer a -2 penalty to all ability checks, attack rolls
and saving throws until the end of your next turn. If a Mighty Durability
creature is resistant to acid damage, this penalty is only -1. Prerequisite: Durable
Creatures immune to acid damage are immune to this Your hit die increases by one stage to a maximum of d12
ability.
(d6 to d8, d8 to d10, d10 to d12) this increases your
Whenever a creature damages you with an unarmed strike maximum hit points to reflect the new hit die, and features
or natural weapon, they suffer 1d6 acid damage. such as Resilient Body that are based on your hit die also
Additionally, creatures grappling you and creatures you improve.
are grappling suffer 2d6 acid damage at the start of each
of their turns.
Mighty Resilience Renowned Grappler
Prerequisite: Resilient Prerequisite: Grappler
Choose a saving throw you have proficiency in, you gain You have advantage on checks made to grapple a creature
expertise in the chosen saving throw. or maintain your grapple against a creature. Additionally,
creatures grappled by you are also considered to be
Peak Athlete Restrained.

Prerequisite: Athlete
You have undergone training beyond mortal limits,
Showsoul
allowing you to gain the following benefits: Prerequisite: Actor
You are so skilled at acting that you can even pretend to
When you are prone, standing up requires no movement.
have abilities you don't.
You gain a bonus to your carrying capacity equal to 15
At the end of every long rest, you may choose any feat you
times Your Dexterity score.
meet the prerequisites for. You gain the benefits of said
Your jump distance is doubled. feat (Including its ability score improvement if it has one)
If you choose a feat that has bonus effects if taken using a
You can escape from a grapple by expending half of your legendary feat, you only gain the normal benefits of the
movement (No action required) feat. You retain this feat until you use this feature to gain
the benefits of a new feat.
Pit Fighter Using your actor feat, you can mimic any sound another
Prerequisite: Tavern Brawler creature has made that you have heard for at least one
You are a master of fighting with whatever you can get your second-rather than one you have heard for at least one
hands on, granting you the following benefits: minute.

Your unarmed strikes deal an additional die of damage.


Skills of Mythos
While not wearing armor, you gain a +1 bonus to AC.
Prerequisite: None
You have advantage on attack rolls with an unarmed strike You gain the following benefits:
or improvised weapon against a target you have grappled.
Choose any three skills or tools, if you lack proficiency in a
chosen skill or tool, you gain proficiency in it. If you
Precise-Shooter already had proficiency in it, you instead gain expertise.
Prerequisite: Sharpshooter You gain proficiency in two saving throws of your choice.
Your mastery at ranged weapons reaches a level thought
impossible, granting you the following benefits:
Soul Preference
Your ranged weapons have their range doubled.
Prerequisite: Weapon Preference Feat
The penalty from Sharpshooter is now equal to half your Your weapon preference has resonated with your soul,
proficiency bonus (Rounded up) this does not impact the granting you the following benefits:
damage.
Instead of rerolling 1's for your weapon damage a single
time, you may now reroll 1s and 2s until you get a result
Rapid Armor Training on the damage die that is not 1 or 2 (This still does not
apply to any outside sources of damage such as Sneak
Prerequisite: None
Attack)
You gain proficiency in light armor, medium armor and
heavy armor. If you already had proficiency in one of these Weapons that deal your chosen damage type have their
types of armor, you receive a +1 bonus to your AC while damage die increased by 1 stage to a maximum of 1d12
wearing that type of armor. (D4 to D6, D6 to D8, D8 to D10, D10 to D12) if a weapon
You also gain proficiency in shields, if you already had has multiple damage die, only one of the die is increased
proficiency in shields, you gain a +2 bonus to your Dexterity (So a greatsword would now deal 1d8+1d6)
saving throws while wielding a shield.

Rapid Weapon Training


Prerequisite: None
You gain proficiency in all simple and martial weapons. All
simple and martial weapons that you already had proficiency
in before selecting this feat receive a +2 bonus to their attack
and damage rolls for you.
Swift Strikes Ward of Blade and Bow
Prerequisite: None Prerequisite: Spellcasting or Pact Magic Feature
When you take the attack action, you can make two attacks If you can cast spells of 1st level or higher, you gain a +1
instead of one. This does not stack with extra attack or bonus to all weapon attack and damage rolls. If you can cast
similar abilities. spells of 4th level or higher, this bonus is increased to +2. If
You may select this feat up to three total times. On the you can cast spells of 7th level or higher, this bonus is
second taking the number of attacks you can make increases increased to +3. If you can cast spells of 10th level or higher,
to 3, and on the third taking the number of attacks you can this bonus is increased to +4.
make increases to 4.
Ward of Plate and Shield
Tabaxi's Swiftness Prerequisite: Spellcasting or Pact Magic Feature
Prerequisite: Mobile If you can cast spells of 1st level or higher, you gain a +1
Your speed increases by 30 feet, and you ignore bonus to your AC. If you can cast spells of 6th level or higher,
nonmagical difficult terrain. this bonus is increased to +2. If you can cast spells of 11th
level or higher, this bonus is increased to +3.
Tale of Two
Prerequisite: Mounted Combatant
Ward of Sorcerous Defense
You may now cast Find Greater Steed once per long rest Prerequisite: Spellcasting or Pact Magic Feature
without expending a spell slot instead of Find Steed. If you can cast spells of 1st level or higher, you gain a +1
Additionally, while mounted you may add your mounts bonus to all saving throws. If you can cast spells of 6th level
proficiency bonus to all saving throws you make, and your or higher, this bonus is increased to +2. If you can cast spells
mount may add your proficiency bonus to all saving throws it of 11th level or higher, this bonus is increased to +3.
makes.
Weave Artillerist
True Vigilance Prerequisite: Spell Sniper
Prerequisite: Sentinel
When you cast a spell that requires you to make an attack
When you hit a creature with an attack of opportunity, that roll, the spell's range is tripled instead of doubled.
creature must succeed on a Strength saving throw (DC
equal to 8 + the attack rolls ability modifier + your Your critical hit range for ranged spell attacks is increased
proficiency bonus) or fall prone. by 1 (From 20 to 19-20 for example)

You gain an additional reaction every round that can only


be used to make attacks of opportunity or use the reaction
Worldsense
attack from the Sentinel feat. Prerequisite: Alert
As an action, you can open up your senses into the world
around you. You become aware of every creature within 300-
Ultimate Blessing feet of you until the start of your next turn, you are also aware
Prerequisite: Arcane Blessing of their general shape and what they are considered (For
The number of usages you have for all of the spells granted example, you could identify a vampire or balor with this
to you by Arcane Blessing is tripled (So you have three feature, but you could not identify a specific vampire or balor)
usages of each of your 1st level spells, and 3 usages of your Once you use this feature, you cannot do so again until you
2nd level spell) complete a short or long rest.

Veteran Adventurer
Prerequisite: Seasoned Adventurer
You've seen nearly everything adventures can throw at you,
granting you the following benefits:

You can now drink one potion once per turn without
requiring any actions (You may still use your action/bonus
action to drink a potion if you wish)

When using a spell scroll, roll 1d20 (Nothing can


influence or change the result of this roll) on a roll of 15 or
higher, the spell scroll is not destroyed. Once a spell scroll
benefits from this feat, it can never benefit from it again.
Removed the following Legendary feats: Legends Trades,
Changelog Shield Legend, Supernatural Influence, True Instinct, Wall
of Iron (Redundant given the power level of the other
Added 12 new regular feats: Arcane Blessing, Chromatic
feats), Soul Crusher/Piercer/Slasher (Replaced with Soul
Manifestation, Dragon Blooded, Gem Manifestation, Fey
Preference)
Blooded, Heavenly Blooded, Infernal Blooded, Master of
Simplicity, Seasoned Adventurer, Serpent Blooded, War All of the damage resistance/immunity legendary feats
Caster and Weapon Preference. have been reworked into the "Marked By" feats.
Added 24 skill feats based on each of the tools to go
alongside the skill feats based on skills: Alchemist,
Blacksmith, Brewer, Builder, Burglar, Calligrapher, Carver,
Chef, Forger, Gemcutter, Glassblower, Herbalist, Inventor,
Mapmaker, Master of Disguse, Musician, Navigator,
Painter, Poisoner, Pot Spinner, Shoemaker, Stoneworker,
Tailor, Tanner

Added 25 new Legendary feats: Beloved Leader, Dungeon


Sense, Elemental Being, Epic Charger, Exalted Chromatic
Power, Exalted Gem Power, Exalted Metallic Power, Extra
Attunement, Fantasized Luck, Feral Attacker, Impossible
Observation, Legendary Duelist, Legendary Healer,
Mighty Durability, Mighty Resilience, Rapid Armor
Training, Rapid Weapon Training, Renowned Grappler,
Showsoul, Soul Preference, Tale of Two, True Vigilance,
Ultimate Blessing. Veteran Adventurer, Worldsense

Changed the following regular feats: Durable, Mobile,


Savage Attacker and Weapon Master (Renamed to Martial
Training)

All of the skill feats have been changed in some way, the
Legendary ASI Only portions have been removed since
those just felt bad (At least in my opinion) A universal
change is that all skill feats now grant a +5 bonus to the
skill in addition to expertise if taken using a Legendary
ASI when you already had proficiency in the skill.

Updated the following Legendary feats: Crossbow Legend


(Now called Close Range Legend, instead of making two
attacks as a bonus action you just have advantage on the
singular attack)), Dark Stalker (Half-Cover instead of flat
AC bonus), Great Weapon Empyrean (Attacks can only
trigger three times rather than infinite, Replaced damage
maximization with reducing the attack penalty from Great
Weapon Master), Legendary Resistance (Rounded up),
Master Gunner (Bonus damage is 1d8 rather than just a
bonus die), Peak Athlete (15 times Dex score rather than
5 times it), Pit Fighter (Unarmed Strikes deal 1d8 bonus
damage rather than following monk progression. You no
longer need to be wielding an improvised weapon to get
the AC bonus) Precise Shooter (Feat entirely reworked),
Swift Strikes (Reworked to purely benefit Gishes as it was
initially intended), Tabaxi's Swiftness (Now requires
mobile, +30 speed instead of +20) Tarrasque Toughness
(Entirely reworked), All three 'Ward' feats (Entirely
reworked)

Removed the following feats: Crossbow Expert, Heavy


Armor Master, Martial Adept, Medium Armor Master,
Shield Master, Polearm Master, Tough
Credits and Thanks!
Other Homebrew
You may recognize me for other homebrews such as the
Siphoner class and my project to turn every league of legends
champion into a subclass, if you want to be alerted as soon as
all of those are publically available, join the discord!
https://discord.gg/c4T35TqbqT

Patron Thanks!
This homebrew was supported for by my patrons on
https://www.patreon.com/Zellorea. If you wish to support me
or encourage me to make more things like this or update this
in the future, that's the best way to do it!
A thank you to my current supporting patrons! Their
names are listed below as a show of my immense
appreciation towards them.

Living Legend: Kiphea, OneMoreStimpak, Trains

Savior: Mistaken Faith, YourWanderer

Renowned Hero: Cynical Sorcerer, Xabbu

Mercenary: DeathKnight, DemonMist, RobynHoodWest,


Sonaht

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