New Feats

Update: A PDF of these feats – expanded and revised – is available exclusively on the DMs Guild site, here.

Here are some new feats from a project I’ve been working on.

Alchemist

Prerequisite: Proficiency in herbalist kit or alchemist’s supplies
You are skilled at mixing strange chemicals and substances to produce items of wonder. This skill allows you to craft alchemical potions and elixirs.
When crafting an alchemical substance, the total market value you can craft in a single downtime day increases to 10 gp.
You also know how to brew the following alchemical concoctions:

  • Adrenal Distillation. A creature that ingests or is injected with this serum gains 2d4 temporary hit points for 1 minute and can make a Constitution saving throw against one effect they are currently suffering from. This elixir confers no benefit to undead or constructs. A dose has a market price of 50 gp.
  • Alchemist’s fire
  • Antitoxin
  • Elixir of Might. Choose one ability score at time of brewing: Strength, Constitution, or Dexterity. A creature that drinks this elixir gains advantage on ability checks from the chosen ability score for 1 minute. This elixir confers no benefit to undead or constructs. A dose has a market price of 50 gp.
  • Medicinal Tonic. A creature that drinks this tonic substance gains advantage on saving throws against disease for 1 day. It confers no benefit to undead or constructs. A dose has a market price of 50 gp.
  • Potion of healing
  • Metallic Polish. This thick oil coats one item in thin layer of gold or silver. The item is considered to be made of that substance for 8 hours. Each time a weapon covered in metallic polish deals damage, the remaining duration is decreased by 1 hour. A dose has a market price of 50 gp. (The coating is obviously artificial upon inspection and thus cannot be used to inflate an item’s value for sale.
  • You may be able to craft other alchemical items and bre additional potions at the discretion of the Dungeon Master. These might require more exotic ingredients or special recipes.

Blood Mage

Prerequisite: The ability to cast spells
You can use your own body as a source of magical fuel, causing injury to empower you magic.

  • Increase your Constitution by 1, to a maximum of 20.
  • As a bonus action you can spend a hit die, and add the result of the roll to the damage or healing roll of a spell cast before the end of your next turn.

Monster Hunter

Prerequisite: Wisdom 13 or higher
When you gain this feat, choose one of the following creature types to be your chosen prey: aberrations, constructs, fey, fiends, monstrosities, or undead.
You are skilled at hunting creatures of the night, and gain the following benefits:

  • You gain proficiency in Survival.
  • While using Wisdom (Survival) to track a creature, you treat d20 rolls of 9 or lower as a 10 and are considered to have advantage on all passive Wisdom (Survival) checks.
  • When you roll damage for your attacks against your chosen prey, you can treat any 1 on a damage die as a 2.
  • You can make an Intelligence check to recall information about a creature you might have researched, such as a weaknesses, special power, method of hunting, prefered prey, etc . The DM determines the DC of the check based on how common the monster is and if you have encountered similar creatures. Once you have used this feature, you must spend one downtime day researching monsters before you can use it again.

Knife Master

Prerequisite: Dexterity 13 or higher
You only need the smallest of blades to deal crippling wounds, and are skilled at making sudden rapid strikes when an opportunity is presented.

  • When you deal a critical hit with a dagger or sickle you roll 1d6 and add the result to the extra damage.
  • When you are wielding a dagger or sickle that you are proficient with, and a creature misses you with a melee attack, you can make an opportunity attack against that creature with that weapon.

Spear Warrior

Prerequisite: Dexterity 13 or higher
Polearms are a favoured weapon in Falkovnia, used for punishment as much as offence. As a result of your extensive training with spears, you gain the following benefits:

  • You treat spears as a finesse weapon.
  • When you wield a spear two-handed it gains the reach property.
  • When you take an Attack action and attack using only a spear, you can use a bonus action to attempt to trip your opponent. A successful Strength or Dexterity check (your choice) contested by the target’s Strength or Dexterity check (their choice) allows you to knock a Large or smaller creature prone.

Thrown Weapon Master

You are able to rapidly hurl weapons with surprising power and accuracy.

  • Your normal range with a thrown weapons increases to by 10 feet and your maximum range increases by 30 feet.
  • You can draw or stow two thrown weapons when you would normally be able to draw or stow only one.
  • Before you make a melee attack with a light or finesse thrown weapon that you are proficient with, you can choose to throw two weapons at the same time. Both weapons must target the same creature and use the same attack roll and you take a -5 penalty to that roll. If the attack hits, , you roll damage for both thrown weapons.

Unyielding

You have learned to fight your hardest when things are at their worst.

  • Increase your Constitution by 1, to a maximum of 20.
  • You die after four failed death saving throws instead of three.
  • When you are reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point and gain temporary hit points equal to your level + your Constitution modifier. Once you use this feat’s ability, you must complete a long rest before you use it again.