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OC5e Expanded Feats for 5th Edition

Content of the article: "OC5e Expanded Feats for 5th Edition"

Link to the PDF copy of my Expanded Feats for 5th Edition

The feats contained in this document are an amalgamation of feats from the 5th Edition Players Handbook, Matt Mercer's Tal'Dorei Campaign Setting, a few bright individuals on various forums, and my own creations. I do not take credit for every feat in this document. This is simply an aggregate of every interesting feat I could find or dream up.

This document contains ample revisions to the feats from the original list of feats in the 5th Edition Players Handbook. Most of these changes are buffs to the weaker feats to make them more appetizing to players, but some of the changes are nerfs to some of the most powerful and even broken feats in the game. If you do not agree with every change I made, feel free to use the original 5th Edition feats list or homebrew your own rules! Allow your own creativity to flourish!

The homebrew feats that I created:

Arcane Bender

Prerequisite: The ability to cast at least one spell

Your expertise with the art of magic allow you to withhold the power of your spells, reducing their area of effect. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • When you cast a spell that has an area of effect, you can manipulate the area of effect to be smaller. The area of effect cannot be made any smaller than a 5 ft square if the area is a cone, cube, or line and cannot be smaller than a 5 ft radius if the area is a sphere or cylinder.
  • If you are within the area of effect of a spell you cast, you can choose to not be affected by the spell.

Experienced Combatant

You’ve been though enough battles to know when they are going to happen and how best to navigate the battlefield. You gain the following benefits:

  • Increase your Wisdom by 1, to a maximum of 20.
  • You can use your Wisdom modifier, instead of your Dexterity modifier, when rolling for initiative.
  • At the top of each round in combat, you can use your reaction to reroll your initiative, using the new roll.

Expert

Through years of devoted study or practice, you have become a master of a certain skill. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Fortitude

You are resilient against attempts to put you down. You gain the following benefits:

  • Increase your Constitution score by 1 to a maximum of 20.
  • You have advantage on death saving throws.
  • You are immune to the wearied condition.

Note about Fortitude, it is a feat that is based off a homebrew rule I use in my games, so unless you impliment the wearied condition as noted in the document, I'd say to just ignore that feat.

Frontline Archer

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Being thrown into the fray of battle more often than the average archer, you have mastered the art of fighting in the face of your enemies. You gain the following benefits:

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • You can stow your bow and draw a weapon as part of the same free action. You can also do the reverse, stowing a weapon and drawing your bow, as part of the same free action.
  • You can use ranged weapons to make attacks of opportunity.

Hardened

Prerequisite: Constitution 13 or higher

You have developed a resolve in combat that pushes you to your limits when you need it most. When you are below half of your maximum HP and are not exhausted or poisoned, you gain the following benefits:

  • Your movement speed is increased by 5 feet
  • You gain a +1 bonus to all saving throws
  • Your attack rolls deal +1 damage
  • You take 1 less damage from weapon attacks, spells, and other magical abilities.

Magical Protection

Over many encounters with magical creatures and entities, you have learned how to resist some forms of magic.

  • Pick one ability score of your choice. You gain advantage on all saving throws using that ability when trying to resist the effects of a magical spell or ability.
  • Once per day, you can choose to bolster your resolve for one saving throw. Before you make the roll, you can add a +5 bonus to that saving throw.

Mending Affinity

Your body has begun to adapt extremely well to healing itself through extraordinary means, gifting you the following benefits.

  • Increase your Constitution score by 1, to a maximum of 20.
  • When a creature uses a healer’s kit to stabilize you when you are dying, you also regain hit points equal to your Constitution modifier.
  • Whenever you regain hit points as a result of a spell, potion, or class ability (except Lay on Hands), you regain additional hit points equal to your Constitution modifier.

Opportunist

You capitalize on any advantage you get on your enemies. You gain the following benefits:

  • If a creature attacks you with a melee weapon attack but it has disadvantage on an attack roll against you, you can use your reaction to make a melee weapon attack roll at that creature so long as it is within your reach.
  • When a creature makes an attack roll and the result of the d20 roll is a 1, you can use your reaction to make a melee weapon attack roll against the creature.
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Prudent Ward

Prerequisite: Bard, druid, sorcerer, warlock, or wizard

When you are at your full strength, you produce a magical aura that protects you from harm. When you are at your maximum hit points and are not exhausted or poisoned, you have an arcane ward on your person that increases your AC by 2. You lose this ward when your hit points are reduced to any amount below half of your maximum hit points. Once lost, this ward does not regenerate until you finish a long rest.

Psionic Mind

Prerequisite: Intelligence of 13 or higher

You’ve honed your mind to access a higher level of temporal thinking. You gain the following benefits:

  • You gain the ability to communicate telepathically to a creature you can see within 120 ft. You can also communicate with a creature within 30 ft as long as you know generally where they are.
  • When you suffer from psychic damage, you can use your reaction to reduce the amount of psychic damage taken by half.

Rejuvenation

Prerequisite: The ability to cast at least one spell

Due to your mastery of healing magic, sometimes even your skills at healing surprise you.

  • You gain a +1 to all healing spells
  • When you cast a healing spell on a creature that has 0 hit points, you double the dice of the healing spell.

Resourceful Ordinance

After years of training, you are able to attempt ranged attacks to change the tide of battle. You gain the following benefits:

  • As a reaction to seeing a melee weapon attack within the normal range of your ranged weapon, you force disadvantage on that attack roll by making a ranged weapon attack roll at their weapon.
  • Before making a ranged weapon attack roll, you can choose to instead make the attack at disadvantage. If the attack still strikes your target, then you deal maximum damage on your weapon’s dice. This does not apply to other features that add dice to a weapons damage roll such as a paladin’s Divine Smite or a rogue’s Sneak Attack.

Savage Caster

Prerequisite: The ability to cast at least one spell

You can bolster the power of your magic in combat, sometimes at the expense of some accuracy. You gain the following benefits:

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.
  • Before you make a ranged spell attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
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Simple Melee Master

Prerequisite: proficiency with simple weapons

Your experience using simple melee weapons gains you the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • While using a simple melee weapon, the damage die is increased to the next highest damage die. For example, a spear would deal 1d8 piercing damage and 1d10 if wielded with two hands.

Tactician

As a seasoned warrior in combat, you gain the following benefits:

  • When an enemy creature within 5 ft of you is reduced to 0 hit points or is forcibly moved more than 5 ft away from you, you can use your reaction to move up to half your movement speed.
  • You can use your bonus action swap spaces with a willing creature within 5 ft of you. This movement does not provoke an attack of opportunity.
  • If a creature falls prone or becomes grappled or restrained within 5 ft of you, you can use your reaction to make an attack of opportunity against that creature.

Warrior Training

Through rigorous training, you have increased your skills with weapons and combat tactics.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Gain proficiency with all simple weapons.
  • Gain a Fighting Style of your choice from the Fighter class.

Shoutout to Homebrewery for allowing me to make this document look significantly more polished than it otherwise would have been!

Source: reddit.com

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