5 New Fantastic Feats for your Dungeons & Dragons Game
We love RPGs because they offer us an escape from the world, allowing us to take on the role of adventurers so we can delve into forgotten dungeons, slay monsters, and stop the evil necromancers' plots. Arguably, one of the best parts of Dungeons & Dragons is creating your character. When it comes to this, you can never have enough options.
While there is a myriad of different ways to do this: selecting a race, class, background, and archetype to name a few. One of the customization mechanics is feats. Simply put, feats are special features that allow a character to specialize or excel in a particular way.
In the end, the goal of D&D is to have fun. For some of us adding more customization for each of our players by comparing feats already created by Wizards of the Coast as a template and reference. I was able to work out a general structure and build off that. Keep in mind, feats are one of the elements in D&D that don’t typically follow a formula. They come in a variety of forms, but for this format, I wanted to keep it as consistent as I could to help ensure game balance to the best of my ability.
Below are 5 feats from our newest DMsguild product Fantastic Feats of Forgotten Realms. If you enjoy these feats, consider supporting our content and picking up the full product with over 50 feats to add to your table.
Prerequisite: Wisdom score of 13 or higher
Your expert tracking and hunting skills are a bit more refined than others. You gain the following benefits:
Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
You learn the hunter’s mark spell and one 1st-level spell of your choice from the ranger’s spell list. The 1st-level spell must have the ritual tag. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability for these spells is Wisdom.
Your honeyed words make it difficult to disagree with you. Whether through honesty or deception, you are almost always able to bring people into agreement with you. You gain the following benefits:
You gain proficiency in Deception and Persuasion.
You gain 3 Adept points. Whenever you make an ability check using Deception and Persuasion, you can spend one Adept point to roll a d6 and add it to the result. You can choose to spend one of your Adept points after you roll the die, but before the outcome is determined. You regain expended Adept points when you finish a long rest.
You’ve spent much of your time perfecting a defensive stance that allows you to move freely without fear of retribution from your foes. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
When you use your action to Dodge, add your proficiency bonus to your AC against any opportunity attacks made against you while dodging. Additionally, if a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against that creature.
Your movement speed is increased by 10 feet.
You can spend 10 minutes spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and up to six friendly creatures within 30 feet of you who can hear and understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Sneak of the Shadows
You’ve practiced heavily on your ability to infiltrate where you’re not welcome and keep your presence hidden from others. You gain the following benefits:
You gain proficiency in the Sleight of Hand and Stealth Skills.
You gain proficiency with the thieves' tools and the disguise kit.
Your quick thinking and agility allow you to move and take cover quickly. You can take a bonus action on each of your turns in combat. This action can only be used to take the Disengage or Hide action.
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