I went through the list of Feats that are not Ancestry related and came up with a process by which characters could gain them using daily effects/downtime/cash.
The depth of RP can vary for any of this, which helps me to gloss over the process when it suits the situation/player. I've had players that are good with a side quest to find that one person who has the time and knowledge to be a trainer, and others that just are not that into RP but who are fine with deducting gold and suffering negative effects for a set amount of time in order to gain a benefit.
For each listed Feat, Downtime is specifically noted, and Days listed are in-game days for which the noted effect is applied to the character. Cash is generally considered to be paid to a trainer or for supplies, which will need to be found.
The order of each of the items is: Feat name – One-time GP cost, Downtime, Days of effect, Effect applied, Additional Days/Effects, Additional requirements
The effects on the character are Exhaustion (because the person is spending extra time exerting themselves Mentally or Physically) or negative effects against a specific trait (to imitate the strain of working on the Feat).
Actor – Purchase Entertainer's Pack, 120 days, 1 passed CHA check (performance) each 5 days.
Alert – 60 days, 1 Level Exhaustion daily (not self-cumulative, but will accumulate with other causes)
Artificer Initiate – 300 GP trainer cost and purchase Artisan's Tools, train with Artificer for 20 downtime days, then 60 days, 1 passed INT check each 3 days.
Athlete – 40 days, 1 level Exhaustion
Charger – 20 days, -1 DEX save/check
Chef – 50 GP for books and Cook's Utensils, 45 days, 1 level Exhaustion (due to reading late into the night)
Crossbow Expert – 40 days, -1 Dex save/check
Crusher – 40 days, -1 STR save/check
Defensive Duelist – 30 days, 1 level Exhaustion
Dual Wielder – 60 days, must use 2-weapon fighting during the day.
Dungeon Delver – 30 days, -1 WIS check/save, then 30 days, -1 DEX check/save
Durable – 40 days, 1 level Exhaustion
Eldritch Adept – 100 GP training/books (find a trainer), 60 days study, -1 INT check/save
Elemental Adept – 100 GP training (find a trainer), 60 days, -1 INT check/save
Fey Touched – RP only. Will need to seek out an entity and perform a service.
Fighting Initiate – 100GP for trainer, 10 days downtime
Grappler – 20 days, 1 level exhaustion
Great Weapon Master – 100 GP for trainer, 10 days downtime, then 10 days, 1 level Exhaustion
Healer – 50GP for trainer, 10 days downtime.
Heavily Armored – 40 days, 1 level Exhaustion
Heavy Armor Master – 40 days, -1 STR saves/checks, HP MAX reduced 1d4+3/day
Inspiring Leader – 60 days, 1 successful CHA check/3 days
Keen Mind – 20 days, -1 INT save/check, then 40 days, 1 successful INT check/3 days
Lightly Armored – 50 GP trainer, 30 days of wearing light armor
Linguist – 150GP for language studies info/trainer, 30 days, 1 level Exhaustion, then 120 days "working on it" (Essentially, player needs to indicate they are somehow practicing the languages)
Lucky – 60 days, 1 level Exhaustion (mental exertion) and -1 DEX or CON check/save
Mage Slayer – 200 GP trainer, 20 days downtime
Magic Initiate – 200 GP trainer, 20 days downtime
Martial Adept – 200 GP trainer, 40 days downtime
Medium Armor Master – 30 days, HP MAX reduced by 1d4+2 /day
Metamagic Adept – 40 days, -1 INT check/save
Mobile – 40 days, -1 DEX check/save and -1 CON check/save
Moderately Armored – 40 days wearing medium armor, -1 Dex check/save
Mounted Combatant – 100 GP trainer, own a mount, 20 days downtime
Observant – 40 days, 1 level Exhaustion, then 20 days, -1 INT check/save
Piercer – 40 days using piercing weapons, -1 ATTACK rolls, -1 STR or DEX check/save
Poisoner – 250 GP trainer and Poisoner's Kit, 20 days downtime
Polearm Master – 100 GP trainer, 10 days downtime
Practiced Expert – 200 GP trainer (once found), 20 days downtime
Resilient – 40 days, -1 check/save to the chosen ability score
Ritual Caster – 200+ GP for ritual book and spells, 30 days, -1 check/save to INT or WIS (depending on caster type)
Savage Attacker – 20 days, -1 STR check/save
Sentinel – 150 GP Trainer, 40 days, -1 DEX check/save
Shadow Touched – RP Only. Need to gain a Boon from a Shadowfell entity.
Sharpshooter – 60 days, -1 DEX check/save
Shield Master – 50 GP cost for trainer, 40 days of "working on it"
Shield Training – 50 GP trainer, 20 days downtime
Skilled – 150 GP trainers, 30 days downtime
Skulker – 30 days, -1 DEX check/save
Slasher – 40 days using slashing weapons, -1 ATTACK rolls, -1 STR or DEX check/save
Spell Sniper – 100 GP trainer, 10 days downtime
Tandem Tactician – 20 days, -1 ATTACK rolls
Tavern Brawler – 40 days using improvised weapon, -1 STR check/save
Tough – 40 days, HP Max reduced 1d4+6/day
Tracker – 100 GP trainer, 20 days downtime
War Caster – 150 GP trainer, 20 days downtime
Weapon Master – 100 GP trainer, 20 days, -1 STR check/save
- Allowing players to take a feat if they reach a certain number of crits – Decent idea or game breaking?
- What to pick at level 4 and 8 (Conquest Paladin)?
- Opinion: Fighters should get a free feat at level 4
More about Dungeons & Dragons OnlinePost: "Alternative method for characters to gain Feats during play instead of only trading ASI" specifically for the game Dungeons & Dragons Online. Other useful information about this game:
Top 20 NEW Medieval Games of 2021
Swords, dragons, knights, castles - if you love any of this stuff, you might like these games throughout 2021.
10 NEW Shooter Games of 2021 With Over The Top Action
We've been keeping our eye on these crazy action oriented first and third person shooter games releasing this year. What's on your personal list? Let us know!
Top 10 NEW Survival Games of 2021
Survival video games are still going strong in 2021. Here's everything to look forward to on PC, PS5, Xbox Series X, Nintendo Switch, and beyond.