Feats

Feats

Wyrlde allows for, encourages, and uses the optional rules for Feats within the game. All feats in the PHB and XGE are found here, as well as additional ones from other sources with GM approval.

Here are some additional Feats available.

Acrobat

You become more nimble, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • 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 bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.

Alchemist

You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore

Ammunition

This Feat is the making of Ammunition. 

  • In combat, this feat takes three turns the character is able to make 10 rounds of ammunition for a firearm. You must have the firearms proficiency for this feat, and a firearms toolkit.

Animal Handler

You master the techniques needed to train and handle animals. You gain the following benefits.

  • Increase your Wisdom score by 1, to a maximum of 20.
  • 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.
  • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.

Arcanist

(Elves and Halflings or Shangrila background only) You study the arcane arts, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • 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.
  • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Blade Mastery

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
  • When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Brawny

You become stronger, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • 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.
  • You count as if you were one size larger for the purpose of determining your carrying capacity.

Burglar

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them

Diplomat

(Must have the Courtier background only) You master the arts of diplomacy, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
  • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Fell Handed

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
  • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
  • If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.

Flail Mastery

The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.

  • You gain a +1 bonus to attack rolls you make with a flail.
  • As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
  • When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Gourmand

You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
  • During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

Empathic

You possess keen insight into how other people think and feel. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • 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.
  • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

Historian

Your study of history rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • 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.
  • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying

Investigator

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • 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 take the Search action as a bonus action.

Master of Disguise

You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
  • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action

Medic

You master the physician’s arts, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • 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 short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

Menacing

You become fearsome to others, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • 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.
  • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

Naturalist

Your extensive study of nature rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • 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.
  • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Ordnance

This feat is the making of a Grenade or Charge.

  • You must have the Explosives proficiency and an explosives or firearms toolkit for this feat. For the price of three turns, you are able to make a single explosive Grenade or Charge.

Perceptive

You hone your senses until they become razor sharp. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • 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.
  • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

Performer

You master performance so that you can command any stage. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • 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.
  • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

Quick-Fingered

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • 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.
  • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

Racial Feats

This includes the Racial Feats on Page 73 of the XGE, modified as follows:

1.   Dragon Fear/ Dragon Hide

Dragon Fear and Dragon Hide are Racial Feats for Halflings, adapted for their particular antecedent.

2.   Wood Elf Magic/Elf Magic

Wood Elf Magic is only for Wylde Elves. The others are available to any Elf. These tend to run in elf families, and are remainders of the power they once had during the God’s War.

3.   Infernal Flames

The Flames of Phlegethos and Infernal Constitution are available to all races, because Demons are not very picky.

Cost of Racial Feats

There is a cost for a Racial Feat, however, unlike a typical Feat. Racial Feats cost the PC 1d6 HP whenever used, recovered after a short rest. This is because the use of one takes a lot out of the character.

Silver-Tongued

You develop your conversational skill to better deceive others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • 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 you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.

Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.

  • You gain a +1 bonus to attack rolls you make with a spear.
  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn

Stealthy

You know how best to hide. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • 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.
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.

Survivalist

You master wilderness lore, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • 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.
  • You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Theologian

Your extensive study of religion rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • 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.
  • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Multiclassing

As noted elsewhere, multiclassing is quite permissible in Wyrlde.

The trick is that one cannot start out multiclassed, even if making a new character at a higher level.  Multiclassing must be done in game, and arise out of the needs, desires, or role playing involved in the story. Pretext counts, so do not think it is going to be hard, just be aware that part of the character’s story is why they chose to multiclass, and what it was that drove them to do so.

Goddess of Change, Mystery, Wonder, and Fun
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