0% found this document useful (0 votes)
19 views1 page

DMDave - Natural Weapon Feats

This document outlines a collection of special feats related to natural weapons for various races in a role-playing game. Each feat provides unique benefits, such as increased damage, ability score enhancements, and special abilities tied to the character's ancestry. Players are advised to consult their Game Master before incorporating these options into their character builds.

Uploaded by

oleg.sidorov.o.o
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
0% found this document useful (0 votes)
19 views1 page

DMDave - Natural Weapon Feats

This document outlines a collection of special feats related to natural weapons for various races in a role-playing game. Each feat provides unique benefits, such as increased damage, ability score enhancements, and special abilities tied to the character's ancestry. Players are advised to consult their Game Master before incorporating these options into their character builds.

Uploaded by

oleg.sidorov.o.o
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
You are on page 1/ 1

Increase your Strength or Dexterity score by 1, to a

 maximum of 20.


This article introduces a collection of special feats that allow The damage dealt by your natural weapon increases by 1
you to explore the natural weapons inherent in your race. die size: 1d4 becomes 1d6, 1d6 becomes 1d8, 1d8
Many of these feats are associated with the wilder races becomes 1d10, and 1d10 becomes 1d12.
presented in the official Fifth Edition book VGtM. Always You gain a +2 bonus on Strength (Athletics) checks made
check with your GM before incorporating an option into your to grapple another creature.
character build. 
The feats are presented below in alphabetical order.
Prerequisite: Strength 18 or higher, powerful build trait

You have practiced extensively with the use of weapons built
Prerequisite: Dragonborn for creatures one size larger than you, gaining the following
benefits:
Your jaw is larger than normal and acts as a natural weapon
with which you can make unarmed strikes. On a hit, your bite Increase your Strength or Constitution score by 1, to a
deals piercing damage equal to 1d6 plus your Strength maximum of 20.
modifier plus 1d4 damage of the damage type specified by While armed with an oversized melee weapon intended for
your ancestry in place of the damage normally dealt by your a creature one size larger than you, you can use your
unarmed strikes. action to make a single melee attack, ignoring the
disadvantage normally imposed by using an oversized
 weapon.
Prerequisite: Tiefling 
Your horns are a natural weapon that you can use to make Prerequisite: Elf (drow)
attacks in place of your normal unarmed strike. On a hit, your
horns deal piercing damage equal to 1d6 plus your Strength You have a natural affinity with spiders. You gain the following
modifier. And if you move at least 10 feet in a straight line benefits:
immediately before attacking with your horns, you deal an Increase your Dexterity or Charisma score by 1, to a
additional 1d6 piercing damage on a hit. maximum of 20.
 Through clicks and gestures, you can communicate simple
ideas with Large or smaller spiders.
Prerequisite: Charisma 13 or higher You learn the spider climb and web spells, each of which
you can cast once without expending a spell slot. You
You have hags in your ancestry and their magic courses regain the ability to cast these spells when you finish a long
through your veins. You gain the following benefits: rest. Charisma is your spellcasting ability for this spell.
Increase your Intelligence or Charisma score by 1, to a 
maximum of 20.
You learn the alter self spell and cast it once without Prerequisite: Natural bite which you can use to make
expending a spell slot. You regain the ability to cast this unarmed strikes with
spell in this way when you finish a long rest. Charisma is
your spellcasting ability for this spell. When you hit a creature with your bite attack, you can use
You have advantage on Wisdom saving throws against your bonus action to attempt to grapple the target. On a
spells and magical effects. success, you grapple the target using your jaws. While
grappled by you, the target takes 1d4 piercing damage at the
 start of each of its turns and you cannot use your bite attack
against another creature.
Prerequisite: Magic resistance trait or gnome cunning

You can't be affected or detected by spells of 1st level or lower
unless you wish to be. You can take this feat up to three times. Prerequisite: Natural claws which you can use to make
Each time you do, the level of spells that cannot affect or unarmed strikes with
detect you increases by 1.
When you hit a creature with your claw attack, the target must
 make a Constitution saving throw with a DC equal to 8 + your
Prerequisite: A natural weapon you can use for unarmed proficiency bonus + your Strength modifier. If the creature
strikes such as claws or bite fails its saving throw, it must take 1d4 slashing damage at the
start of each of its turns due to a fiendish wound. Any creature
can take an action to stanch the wound with a successful DC
You have practiced extensively using your natural weapon in 13 Wisdom (Medicine) check. The wound also closes if the
combat, gaining the following benefits: target receives magical healing.

You might also like