Feats

Additional Skill Feats
Alternatives to the feats in the UA: Feats for skills. Mutually exclusive with their UA counterparts, a character cannot have both feats for the same skill. These feats can be picked at character creation or at level up as normal.

Evasive Movement
+1 to Dexterity.

You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

As a reaction to being knocked prone you immediately move up to 10 feet and stand up from prone. The movement does not provoke attacks of opportunity.

Repel Beasts
+1 to Wisdom.

You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

As an action you can make an Animal Handling check and for the following 1 minute any hostile beast that you can see within 30 feet needs to succeed on a Charisma check against that roll or the beast cannot willingly move any closer to you. The ability ends if the beast takes any damage. A beast is immune to this ability if it is immune to being frightened.

Arcane Assessment
+1 to Intelligence.

You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

When making Arcana checks to investigate a visible magical effect, you can automatically determine the level of the spell in question if it is a spell or get a rough estimate of the level of power if the effect is not a spell and know if it is possible to dispel it. The magic does not need to be visible if you can see it with abilities such as truesight or Detect Magic.

Sprinter
+1 to Strength.

You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

As a bonus action you gain a extra movement equal to half your speed, and swimming and climbing do not cost you extra movement until the end of your turn.

Underhanded Negotiations
+1 to Charisma.

You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

When negotiating payment for accommodations in a tavern or similar, you can attempt a DC 15 Deception check. If the check is successful the amount you and up to 5 other creatures need to pay for your chosen lifestyle is halved, rounded down. The benefit lasts for one week and then you must succeed on the check again to gain the benefits.If the check fails you cannot try it again until a week has passed.

History
+1 to Intelligence.

You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

WIP

Scrutinize
+1 to Wisdom.

You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

As an action you study a creature you can see within 30 feet and make an Insight check contested by the creature’s Deception check. If your check succeeds you learn a one word summary of the creature’s emotional state, such as happy, afraid, confused or violent, and you gain a basic idea of what the creature would do if combat was initiated such as flee or fight to the death.

Terrify
+1 to Charisma.

You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

As an action you attempt to scare off a creature you can see within 10 feet of you. Make an Intimidation check contested by the creature’s Insight check. If your check succeeds the creature must use its movement to move 15 feet straight away from you at the start of its turn, unless the movement would cause immediate and obvious harm to the creature such as falling from a ledge. A creature is immune to this if it is immune to being frightened. The creature can Disengage before the movement if it is able.

Researcher
+1 to Intelligence.

You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

You can use your Investigation instead of only Intelligence when making the ability check at the end of a week of Research downtime.

Physician
+1 to Wisdom.

You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

During a long rest you can clean and bind the wounds of up to six willing beasts or humanoids. Make a DC 13 Medicine check for each creature. On a success that creature regains 1d4 more spent hit dice at the end of the long rest and has advantage on any saving throws made against diseases at the end of the rest.

Zoologist
+1 to Intelligence.

You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

The false appearance of plants and monstrosities such as treants and ropers does not fool you, allowing you to identify them as creatures unless they are shapechangers or actively hiding. You can also automatically identify natural hazards such as the poisonous yellow mold or acidic green slime.

Ear to the Ground
+1 to Wisdom.

You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

As a bonus action you fall prone. If you stay still and prone until the start of your next turn you gain advantage on perception checks until you get up from prone.

Motivator
+1 to Charisma.

You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

During a short rest you can inspire your allies. Choose up to your Charisma modifier amount of creatures. The next time Initiative is rolled each of these creatures gains +1 to their Armor Class for 1 minute. You can do this once, regaining the ability when you finish a long rest.

Useful Acquaintances
+1 to Charisma.

You gain proficiency in the Persuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

When you spend money as a part of a downtime activity or assist another in such an activity, research or carousing for example, you and the other creature need to only pay half of the required amount to engage in that downtime activity and only pay half as much to gain any additional bonuses to the relevant checks.

Divine Favor
+1 to Intelligence.

You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

At the end of a long rest you can make a DC 20 Religion check to perform a ritual of your religion. If the check succeeds you can add a 1d6 bonus to any ability check or saving throw you make. You can add this bonus up to twice your proficiency bonus times and all uses are lost at the end of a long rest.

Subtle Gestures
+1 to Dexterity.

You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

You can communicate with your allies silently using hand signs and other gestures to convey simple ideas, as long as they can see you. You can make a Sleight of Hand check to hide these messages from the perception of other observers. Additionally if an enemy moves adjacent to you during the first round of combat you can make one melee attack as a reaction even if you are surprised, drawing you weapon at the same time.

Sneak
+1 to Dexterity.

You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

As a reaction when you turn invisible you can roll Stealth and attempt to hide, and whenever you are under the effects of invisibility you can attempt to hide as a bonus action.

Outdoorsman
+1 to Wisdom.

You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

As a part of a long rest you make an unnoticeable defensive perimeter of traps around the campsite to alert you of any intruders. Roll a Survival check to set a DC for the traps. Any creature attempting to come within 60 feet of the camp must succeed on a Stealth check against the DC or any creatures within the camp are alerted to its presence and gain advantage on Initiative if the intruder is hostile.

Ashen Hands special training
Ashen Hands feats focus on fighting mages, negating magic, noticing it's effects and enduring them.

Improved Mage Slayer
Requires the Mage Slayer feat.

Ashen Hands techniques further improve upon the traditional ones used to fight mages.

When making an opportunity attack as a reaction to spellcasting, the caster needs to make a Con save or the spell fails and has no effect.

Eye for Treachery
Requires Investigation proficiency.

Knowledge of foul play and keen senses allow you to detect even the most subtle effects of magic, and even fight off their effects before they fully take hold.

You can make an Investigation check against the spell save DC of the caster to determine if magic is being used or has been used within the last 1 minute to manipulate others or otherwise influence them, even yourself.

Once per long rest you can at start of your turn reroll any save against charms or mind control as a bonus action, even if such thing would normally be impossible, unless you are incapacitated.

Steel Yourself
Requires Constitution 16.

With the proper preparation and knowing what to expect the effects of spells are easier to endure.

As a bonus action can prepare your body and mind, granting advantage on saves vs spells until the start of your next turn.

Hidden Presence
Requires Stealth proficiency.

Moving carefully allows you to blend in with your surrounding so well even magic has difficulties locating or harming you.

When you finish a long rest you can roll a Stealth check to hide against divination magic. This is against the spell save DC of would-be observer.

Can roll a Stealth check instead of a saving throw against magical traps to avoid or lessen their effects.

Negating Influence
Requires Persuasion proficiency.

A stern command or an encouraging word can have a great effect on the morale of allies.

As a bonus action you can roll a Persuasion check against the effect’s DC to allow one creature within 60 feet that can hear you to reroll their save against an ongoing magical effect that influences their behavior such as charm, fear and control spells.

Shift Stance
Requires Dexterity 16.

Speed and swift reaction times are essential in the heat of battle.

You ignore Difficult terrain directly caused by magic.

When you roll a Dexterity save you can as a reaction move up to half your speed in any direction or to stand up from prone. If standing up from being prone affects the saving throw you can do so before the save is rolled.

Swift Recovery
Requires Charisma 16.

Your great willpower can help you to shrug off the effects of magic and endure their power.

When a magical effect allows you to reroll a save at the end of your turn you can instead reroll it a the start of your turn, but this prevents you from taking a bonus action until the start of your next turn.

When you succeed on a save against a magical effect you can expend 1 hit die to heal yourself. You can do this up to your Constitution modifier times per long rest.

Attuned Senses
Req Wisdom 16.

Senses attuned to the subtle hints of magic allow you to notice their effects even when such a thing would otherwise be impossible.

When trying to detect illusions you can substitute your Investigation bonus with your Insight bonus.

You can feel when you’re being affected or targeted by magic even when you wouldn’t normally be aware, such as being targeted by Scrying or Suggestion. This however does not allow you to ignore a spell’s effect or identify the caster unless if it's otherwise obvious.

Arcane Disruption
Requires the ability to cast at least one spell.

You harness your own magic to fight fire with fire and learn to undo the spells of others.

You have advantage on the ability checks made when you cast Counterspell or Dispel Magic.

Can cast either Dispel Magic or Counterspell once per long rest without any components.

Burning Will
With training and a will of steel you endure that which would kill a lesser man.

When you would take damage from a spell or a magical effect you can as a reaction roll up to your proficiency bonus amount of hit dice and lessen the damage by the amount rolled. If the amount of damage is reduced to zero, you gain temporary hit points equal to the amount left over from the roll for 1 minute. You must finish a short or a long rest to use this feature again.

Gatekeepers special training
Gatekeeper feats specialize in minor psionic benefits and abilities.

Inertia
As a reaction to falling you begin concentrating as if concentrating on a spell. While you concentrate on this ability you fall more slowly, descending 100 feet per round and taking no falling damage when you land.

If you maintain your concentration on this ability until you have landed again you can choose to store the energy of the fall, 1d6 for every 10 feet you fell up to 20d6 maximum, by continuing to concentrate. You can store this energy up to 1 minute and can release it as an action by touching a creature or an object within 5 feet. The creature must succeed on a DC 20 Constitution saving throw or take the stored energy as force damage and fall prone, taking only half of that damage and not falling prone on a success.

Aura Sense
You can sense the presence of other creatures within 30 feet. You always see other creatures within that range even if you are blinded or they are heavily obscured, and can cast spells targeting them and do not suffer disadvantage when attacking them unless they are successfully hiding from you. Likewise other creatures do not gain advantage on attack rolls against you for attacking unseen if they are within 30 feet of you. If you have Blindsense or Blindsight with a range less than 30 feet the range of that ability is extended to 30 feet.

Vigilant Mind
Choose Intelligence or Wisdom. You can add the chosen ability modifier to you Initiative, and during the first round of combat you gain the modifier as a bonus to your AC unless you are surprised. If you are surprised you automatically benefit from the dodge action until your second turn in combat.

Diehard
When you are reduced to 0 HP you can begin concentrating as if concentrating on a spell. While you concentration lasts or until the end of your turn you cannot fall unconscious due to being at 0 HP. You do not begin making death saving throws until you are unconscious.

Instead of instantly suffering a death saving throw failure when taking damage while at 0 HP you roll a new death saving throw each time you take damage, only taking the failure if you roll under 11 on the save.

Eye of the Storm
For each hostile creature within 10 feet you gain +1 to your saving throws for each creature, up to a maximum of your Proficiency bonus. You do not gain the bonus if you have any friendly creatures within the same area.

Pool of Tranquility
For each friendly creature within 10 feet you gain +1 to your attack rolls for each of those creatures, up to a maximum of your Proficiency bonus. You do not gain the bonus if you have any hostile creatures within the same area.

Adaption
You do not need to eat, drink, breathe or sleep. You automatically become accustomed to nonmagical environmental hazards such as extreme heat or cold and frigid water.

At the end of a short or a long rest you are automatically cured of any diseases or poisons affecting you.

Rakdaran Circle special training
The Rakdaran Circle is a organization of freelancer mages and other magic specialists that are not affiliated with any of the countries.

Concentration Continuation
Requires Spellcasting or Pact Magic

When you cast a spell that requires concentration, affects only one creature and that would normally end when the creature succeeds in their saving throw or you miss with the spell’s attack roll (such as Hold Person or Banishment) you can choose to continue concentrating on the spell. If you continue concentrating on the spell you can cast the same spell again without expending a new spell slot. If your second attempt at the spell fails you must succeed on a DC 15 concentration check or lose concentration, repeating it on each subsequent failed attempt. You can concentrate on this ability up to 1 minute.

Refined Art
Requires Spellcasting or Pact Magic

Choose one spell you can cast using a spell slot. When you cast that spell using a spell slot you can choose to cast the spell as if it was cast using a slot one level higher than the one you used. You can do this up to your Proficiency bonus amount of times until you must finish a long rest to do so again. The spell choice cannot be changed after acquiring this feat.

Mystic Bond
Requires the ability to cast spells.

At the end of a long rest you can imbue an item with your magic. When you cast a spell you can cause that spell to originate from that item as if you were in the same space as the item even if the item is being carried by another creature. You must have line of of sight to the item and the target of the spell if the spell requires you to see the target, and be within 1 mile of the item. You can do this up to your Proficiency bonus amount of times until you must finish a long rest to do so again.

Circle of Elements
When you attempt to damage a creature that is immune to the damage your attack or spell dealt you can as a reaction analyze the creature’s defenses. Pick one damage type and you then know if the creature is immune or resistant to that damage. The damage cannot be bludgeoning, piercing or slashing. If the creature is not immune or resistant to the damage type you analyzed you deal bonus damage of that type equal to your proficiency bonus every time you deal that damage to the enemy. The bonus lasts until you or the target finishes a short or a long rest.

Elemental Augment
Requires the ability to cast a spell that deals one of the damage types used by this feat.

As a bonus action you temporarily enchant one melee weapon you are holding. Choose one element from acid, cold, fire, lightning or thunder. For the following 1 minute the weapon counts as magical and deals an extra 1d6 damage of the chosen element. The weapon also sheds 10 feet of dim light while the enchantment lasts. The damage bonus increases to 1d8 when you reach level 5, to 1d10 at level 11 and to 1d12 at level 17. You can use this ability up to your Proficiency bonus amount of times before you must finish a long rest to do so again.

Ritual Expertise
Requires Ritual Casting.

When you cast spells as rituals they only require 1 minute of additional casting time and when you cast a spell you can apply either one of the following benefits:


 * When you cast a spell as a ritual and if the spell’s duration is less than 1 hour you can extend it to that duration, or if it is at least 1 hour you can extend it to 24 hours.


 * You can choose to cast a spell that is not normally a ritual spell as a ritual. The spell’s level must be equal to your Proficiency bonus or lower.

You can use either of these features up to your Proficiency bonus amount of times until you must finish a long rest to do so again.

Shifting Ward
Requires the ability to cast spells.

You can defend yourself from magical damage using the energy of the opposing nature. The opposing pairs are fire and cold, and necrotic and radiant. Whenever you take magical damage from one of those damage types you gain resistance to the opposing one for 1 minute. You can only have one resistance from either of the opposing pairs at the same time.

If you have resistance to a damage type from this feature and you take the opposing damage you can choose to gain resistance to the triggering damage type instead, losing the original resistance. The new resistance is lost at the end of your next turn.

If you are already resistant to a damage type given by this feature you are instead immune to that damage while this ability gives you resistance against that same type.