Invividualized Feats

Unique feats for unique characters

These are a few feats that I made for the players in my campaign. They are mostly inside jokes and aren't intended for actual use, but I tried to make them close to usable. These feats could be used by characters in other games who happen to fit with their theme, but are intended to provide inspiration to other DMs looking to make feats to suit their individual players.

Digestive Regular

Your travels into the belly of various monsters have taught you unique skills for surviving in the most voracious of environments, and you gain the following benefits:

You gain resistance to acid damage.

Being swallowed by another creature does not impose the restrained condition upon you, and you have advantage on attack rolls while inside another creature.

Creatures have disadvantage on Constitution saving throws made to resist regurgitating you.

I Got Better

Your foray into the afterlife has taught you how to brush away the icy black hand of death, and you gain the following benefits:

You have advantage on death saving throws.

When you roll a 19 on a death saving throw, you regain 1 hit point.

When you are stabilized by another creature or an effect, you regain 1 hit point.

Slippery as a Tentacle

You have a knack for getting yourself into and out of trouble. You gain the following benefits:

You have advantage on athletics or acrobatics checks made to evade and escape being grappled.

As a bonus action, you can call for your allies to buy you time to escape. Your speed increases by 10 feet for each willing ally within 60 feet, and each willing ally’s speed decreases by 10 feet. This effect lasts until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Steely Disposition

Your murder eyes are hard enough to cut diamonds, and betray nothing of your inner feelings (of which there aren’t many to begin with). You gain the following benefits:

Other creatures have disadvantage on insight checks made to read your mood or intentions.

You can cast the calm emotions spell at will, targeting only yourself.

You gain proficiency with the Intimidation skill. If you already have proficiency with this skill, your proficiency bonus is doubled for this skill.

Existential Unsettler

Your penchant for situationally inappropriate comments swathes others in robes of befuddlement and doubt. You gain the following ability:

When you make a deception (1), intimidation (2), performance (3), or persuasion (4) check, before you roll the check, you can choose to roll 1d4. If you roll a number corresponding to a skill other than the one you made the check with, the check is instead made with that skill. The opposing creature must make a Wisdom saving throw against a DC equal to your check. On a fail, that creature is charmed by you for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

Credit: David C. Sutherland III, Monster Manual (1977)