Prestigious Feats

I was inspired to do this by Fifth Edition's emphasis on simplicity and ease. Many prestige classes in previous editions can be converted to feats in 5e, potentially more accessible and lower pressure than in the past, in the sense you don't have to plan your character carefully to meet a laundry list of requirements.

This is not to say all can fit the mold. Classes with multiple unique mechanics like Binders, Incarnum, and Swordmage need full treatment. Others with few unique features of their own, like the Factotum or Mystic Theurge, may best be done with multiclassing. A few already work in 5e, like a Rogue being a functional Scout.

The "Prestige Feats" provided below tend to have one or two truly unique mechanics and/or flavor. In 5e, feats can change how a character plays entirely, usually by providing additional tactical options rather than straight bonuses, making them optional thematic choices for the player.

Arcane Archer

Prerequisite: Ability to cast spells, proficiency with a ranged weapon

As an action, you can imbue a spell of 1st level or higher into ammunition or a dart you are holding. You cast the spell as normal, but the spell effect does not occur until after it is used in an attack. You can only imbue a spell that affects one creature or a spell that has an area such as a sphere, cloud, or cylinder. The item holds the spell effect until the end of your next long rest or until it is used in an attack that hits.

The next time the item hits a creature with an attack, the attack deals damage as normal, and then you resolve the spell’s effect against the target. For area spells, you resolve the spell’s effect from the space or creature you targeted.

Blood Magus

Prerequisite: Ability to cast spells

Master of your own vitae, you gain the following benefits:

You can expend one of your Hit Dice while casting a spell, as if using it during a short rest. Instead of regaining hit points, you add the die roll to the damage or healing the spell bestows. This can only be done once per spell, and does not work on creatures immune to poison.

You can lose 1 hit point to ignore the non-costly material components of a spell (this is part of the spell's casting and does not trigger a concentration save).

Blood Walk: once per long rest you may take an action to step into an adjacent creature’s space and appear adjacent to any other creature in range (as Dimension Door). You may choose to exit violently, dealing 1d10 necrotic damage multiplied by your Constitution modifier to the creature you choose as the exit point. Creatures immune to poison are not a selectable target for this ability.

Drunken Master

Prerequisite: Monk

Improvised weapons are monk weapons and you are proficient with them. You have a breath attack like a red dragonborn.

Hellfire Warlock

Prerequisite: Warlock

Having made a pact with Mephisto (in addition to any other pacts you may have...) you gain the following benefits:

Once per short rest, when you take the attack action with your pact weapon or cast Eldritch Blast, you may choose to deal fire damage instead.

Once per short rest, when you activate a magic item you are attuned to and deals damage, you can choose to deal fire damage instead.

You gain an additional warlock spell slot that can only be used for Hellish Rebuke.

Horizon Walker

Choose one terrain you are familiar with (arctic, desert, coastal, forest, grassland, hill, mountain, swamp, underdark, underwater, or urban).

You have advantage on Survival checks to track natives of that terrain and while in that terrain, and advantage on saves against environmental effects of that terrain (such as drowning for underwater or an avalanche for mountain). If you already have advantage you gain expertise instead (double your proficiency bonus).

At 5th level you may choose one planar trait you are familiar with (fiery, weightless, cold, shifting, aligned, cavernous). You receive the same bonus as you would for your favored terrain.

At the DM’s discretion, more terrain and planar trait choices may be available.

Kensai

Prerequisite: Weapon Master feat

You can take 24 hours to attune yourself to any weapon (taking one of your attunement slots). You can only be attuned to one weapon at a time. You gain the following benefits while in possession of this weapon: