Half Feats

Acquiring Feats

Whenever you would gain an ability score improvement, you may exchange some or all of the bonus to acquire a feat. The standard template for an ASI is changed to the following:

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.

Alternatively, you can increase one ability score by 1 and gain a feat, or gain two feats (and no increase to any ability score).

Changes to Variant Human

The Variant Human race still gains one feat at first level, as before. The only change is in the power of a feat slot, which is roughly 1/2 the previous value.

Optional Rule: Bonus Feats

At the DM's option, each player may select a free feat at first level.

As a further variant, players receive a bonus feat at 6th level, and again at 10th, 14th, and 18th. Unlike ASIs, this is based on total level for multiclassed characters.

Feats

Alert

  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being hidden.

Improved Initiative

You gain a +5 bonus to initiative

Athlete

  • When you are prone, standing up only requires 5 feet of movement.
  • Climbing doesn't cost you any extra movement.
  • You can make a running jump after only 5 feet on foot.

Actor

  • You gain proficiency in the disguise kit.
  • You have advantage of Charisma (Deception) and Charisma (Performance) checks to pass yourself off as someone else.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the speech or sound for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine the effect is faked.

Close Quarters Archer

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • If you're within 5 feet of a creature and you reduce it to 0 HP with a ranged attack, you can choose to knock it out non-lethally, as though you had attacked it with a melee weapon.

Sniper

  • You ignore the loading quality of ranged weapons with which you are proficient
  • As a bonus action, you can steady your weapon and aim at a creature you can see. Until your next turn, attacks made with the steadied weapon against that creature ignore disadvantage caused by range and penalties from one-half and three-quarters cover, and score a critical hit on a roll of 19 or 20. In addition, those attacks deal additional damage equal to your proficiency bonus.

Dual Wielder

  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • Once per turn, when you would be entitled to an Opportunity Attack, you may make that attack with your offhand weapon without using your reaction. You may use this in conjunction with your reaction attack, or separately.

Dungeon Delver

  • You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You can search for traps while traveling at a normal pace.

Durable

  • When you roll a Hit Die to regain hit points, the amount of hit points regained is equal to the die roll plus twice your Constitution modifier (min. 2)

Elemental Adept

Prerequisites: Able to cast at least one spell
When you gain this feat, choose on of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to the chosen type.

You may take this feat multiple times; each time, you must select a different damage type.

Elemental Master

Prerequisites: Elemental Adept
You can can change the damage type of any spell to a type you have selected with Elemental Adept.

Grappler

Prerequisites: Strength 13

  • You have advantage on attack rolls against creatures you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Charger

  • You can take a bonus action to use the Dash action.
  • When you use the Dash action in combat and move at least 10 ft. before making a melee attack or shoving a creature, you gain either a +5 bonus to the damage roll (if you have the Extra Attack feature, this bonus only applies to the first attack) or push the target up to 10 feet away from you (if you chose to shove and you succeeded).

Cleave

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Power Attack

  • Before you make a melee attack with a heavy weapon or a versatile weapon held in two hands with which you are proficient, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If you do so and the attack hits, it deals additional damage equal to twice your proficiency bonus.

Shield Master

You gain the following benefits while wielding a shield:

  • When another creature hits you with an attack, you can use your reaction to add your proficiency bonus to your AC against that attack, potentially causing it to miss.
  • As a bonus action, you can use the Shove action. If your shield has a magical bonus to Armor Class, add it to the roll.

[other shield feat]

  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity save made against a spell or other effect that affects only you.
  • If you are subjected to an effect which allows you to make a Dexterity save for half damage, you can use your reaction to take no damage, interposing you shield between you and the effect.

Healer

  • When you use a healer's kit to stabilize a creature, they also regain 1 hit point
  • As an action, you can spend one use of a healer's kit to tend to a creature and heal 1d6 hit points to it, plus a number of hit points equal to the creature's maximum number of Hit Dice. That creature can't regain hit points in this way again until they finish a short or long rest.

Armor Proficiency

You become proficient with light armor. If you have or later gain light armor proficiency from any source, it upgrades to medium armor and shields. This further becomes heavy armor and shields if you have or later gain medium armor proficiency.

Medium Armor Master

Prerequisite: Proficient with medium armor

  • Wearing medium armor doesn't impose disadvantage on Dexterity (Stealth) checks.
  • When wearing medium armor, the maximum Dexterity modifier to AC you can apply increases to 3, instead of 2.

Heavy Armor Master

Prerequisite: Proficient with heavy armor

  • When wearing heavy armor, bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by 3

Inspiring Leader

Prerequisite: Charisma 13
You can spend 1 minute inspiring your companions, shoring up their will to fight. When you do so, choose up to six friendly creatures within 30 feet of you can can see or hear you and can understand you. You and each creature gains temporary hit point equal to half your level + your Charisma modifier. A creature can't gain temporary hit points in this way again until they finish a short or long rest.

Improved Inspiring Leader

Prerequisite: Charisma 15, Inspiring Leader
As Inspiring Leader, except each affected creature gains temporary hit points equal to your level + twice your Charisma modifier.

Keen Mind

  • You gain proficiency in one of these skills: Arcana, History, Nature, Religion
  • You always know which way is north.
  • You always know how the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Linguist

  • You gain proficiency with the forgery kit.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others cannot decipher a code you create unless you teach it to them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Lucky

You have 2 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.

If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.

You regain expended luck points when you finish a long rest.

Mage Slayer

  • When a creature within reach you can take opportunity attacks casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, they have disadvantage on the saving throw it makes to maintain concentration.

Spell Shield

Prerequisites: Mage Slayer
You have advantage on saving against spells cast by creatures with your reach.

Magic Initiate

Choose a class: bard, cleric, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's list. In addition, you learn one 1st level spell from the same list. You can cast it at its lowest level; once cast, you cannot do so again until you finish a long rest. Your spellcasting modifier for these spells is the same as the class you chose (Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard)

Martial Adept

  • You learn two maneuvers of your choice from the Battle Master archetype. If the maneuver requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain 1 superiority die (if you don't already have superiority dice, it is a d6). This die is used to fuel your maneuvers. It is expended when you use it, and is regained when you finish a short or long rest.

Mobile

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost extra movement on that turn.

Tactical Retreat

  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

[Mounted Feat 1]

While you are mounted and not incapacitated, you have advantage on melee attack rolls against unmounted creatures that are smaller than your mount.

[Mounted Feat 2]

While you are mounted and not incapacitated, you gain the benefits:

  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity save to take only half damage, it takes no damage if it succeeds and half damage if it fails.

Observant

  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret their words by reading their lips.
  • You have a +5 bonus to your passive Wisdom (Perception), Wisdom (Insight), and Intelligence (Investigation) scores.

Resilient

You gain proficiency in saving throws using one ability of your choice. You may take this feat up to 3 times, choosing a different ability each time.

Ritual Caster

Prerequisite: Intelligence, Wisdom, or Charisma 13
You have learned a number of spells you can cast as rituals. These spells are written in a ritual book, which you must have on hand when casting one of them.

When you gain this feat, choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You acquire a ritual book holding two 1st level spells with the ritual tag, which must be on the list of the chosen class. Your casting ability for these rituals are the same as the chosen class (Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard).

If you come across a spell in written from, such as a magical scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level must not be higher than half your level (rounded up), and it must have the ritual tag. The proccess of copying the spell into your ritual books takes 2 hours per level of the spells, and costs 50 gp per level of the spell. This cost represents material components spent on practicing the spell, as well as the fine inks you must use to record it.

Haft Strike

When you make an attack with any polearm held in two hands, you can use a bonus action to make a melee attack with the other end of the weapon. The damage die is a d4 (add attribute modifiers as normal) and deals bludgeoning damage. Otherwise, this attack functions just as if you attacked with the weapon in question.

What is a polearm?
Any weapon with a wooden or metal haft is a polearm. This includes the quarterstaff, the spear, glaive, halberd, lance, pike, and trident. Other weapons may exist that fall under this classification as well. While technically all axes are hafted weapons, neither the greataxe nor the battleaxe may be used with this feat. Handaxes are right out.

Hold The Line

  • Other creatures provoke an opportunity attack from you when they enter your reach.
  • Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.

Sentinel

  • Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
  • When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

Skilled

You gain 6 skill points, which you can spend on any of the below options. You can take this feat multiple times; if you do so, you can spend previously gained but unspent Skill Points.

  • 4 points: Gain Expertise (as the Bard class ability) for any skill or tool with which you are already proficient.
  • 3 points: Gain proficiency in any one skill
  • 2 points: Gain proficiency with any one tool
  • 1 point: Learn any one language (requires DM permission to learn secret languages like Druidic and Thieve's Cant)

Skulker

Prerequisite: Dexterity 13

  • You can try to hide when you are only lightly obscured from the creature from which you are hiding.
  • Dim light doesn't impose disadvantage on Wisdom (Perception) bonuses made with sight.

Strike From Shadow

Prerequisite: Skulker

  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

Tavern Brawler

  • You are proficient with all improvised weapons.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Tough

Your hit point maximum increases by +1 per level. This applies retroactively, as well as to every level you take hereafter. You may take this feat twice; the effects stack.

War Caster

Prerequisite: Able to cast at least one spell

  • You have advantage one Constitution saves that you make to maintain concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, instead of making an opportunity attack. The spell must have a casting time of only 1 action and must target only that creature.

Weapon Master

  • You gain proficiency with any four weapons of your choice; OR you gain a fighting style of your choice from the Fighter's list.
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