Combat Feats

Dervish

You’re at your best when you are in constant motion. You gain the following benefits:

Your speed increases by 5 feet when you are dual wielding light weapons.

When you move at least 15 feet in a straight line, you gain a +1 bonus to AC and a +1 bonus to attack rolls until the start of your next turn.

When you hit a creature with a melee weapon attack, you can move 5 feet at no movement cost as part of the attack.

Point Blank Shot

You are trained in making ranged attacks at close quarters. You gain the following benefits:

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

As a bonus action, you may make a melee attack with your ranged weapon on your turn. This attack deals 1d4 bludgeoning damage.

When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, the result is instead treated as the average for the die rounded down if the target is within 5 feet of you.

Stalwart Defender

You hold the line at all costs and have a near impenetrable defense. You gain the following benefits:

At the start of your turn you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn.

You have advantage on ability checks and saving throws against effects that cause you to move against your will.

When you are subject to a critical hit, you can expend your reaction to make the attack a non-critical hit. When you use this feature, you can’t use it again until you finish a short or long rest.

Thrown Weapon Master

You have mastered the art of throwing weapons with pinpoint accuracy. You gain the following benefits:

You gain a +1 bonus to attack rolls when making a thrown weapon attack.

When you take the Attack action and make a thrown weapon attack, you can draw the weapon, or weapons if applicable, without using your interaction.

Attacking at long range doesn’t impose disadvantage on your thrown weapon attack rolls.

Whenever you have advantage on a thrown weapon attack roll and hit, you can add double your ability modifier to the damage roll if the lower of the two d20 rolls would also hit the target.

Whip Mastery

You have mastered the art of bending a whip to your will. You gain the following benefits:

You gain a +1 bonus to attack rolls you make with a whip.

You may use your whip to interact with objects where applicable. For example, you may use your whip to pull a lever or open a door. The DM may require an Athletics or Acrobatics check when performing such an action.

When you make an attack roll and hit, you may choose to grapple the target instead. The escape DC is equal to your Dexterity modifier plus your Proficiency Bonus. Until this grapple ends, the target is restrained, and you cannot move or attack with the whip.

Tool Feats

Herbalist

You are a studied botanist and know what plants are harmful or helpful. You gain the following benefits:

You increase your Wisdom or Intelligence score by 1, to a maximum of 20.

You gain proficiency with the Herbalism 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 foraging, you can then spend 8 hours to create a Potion of Healing.

Mountebank

You have mastered the art of misleading others through forgery and deception. You gain the following benefits: