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This document contains a small collection of feats that were originally created for 3rd edition and have been updated for 5th edition Dungeons & Dragons.

Source: The World of Aenea

Feats

Aquatic

You have been permanently altered by some sort of magic or event, giving you gills, webbing between your fingers, and the following benefits:

You can breathe underwater.

You have a swimming speed equal to your current speed.

Fearless

You are not really afraid of anything, and you gain the following benefits:

Increase your Charisma score by 1, to a maximum of 20.

You are immune to being frightened.

You have advantage on Acrobatics and Athletics skill checks involving imminent danger, such as balancing on a rope over lava or climbing to dangerous heights.

Furred

You have been permanently altered by some sort of magic or event, giving you a thick, insulating coat of fur, a higher body temperature, and the following benefits:

While you are wearing no armor, your Armor Class increases by 1. You can use a shield and still gain this benefit.

You have resistance to cold damage.

Living Helm

Prerequisite: The ability to cast at least one spell

Spelljamming is in your blood. You can move a spelljamming ship you are currently on as if you were using a standard helm.

The ship cannot have an active helm at the time, you must expend magic as if powering a helm normally, and you can only do so for up to 1 hour.

You can use this ability again after completing a short or long rest.

This feat is only used for campaigns taking place in the Spelljammer universe or if the DM includes elements of spelljamming in the game.

Battle Ready

Through experience and innate understanding, anything feels like a familiar weapon in your hands.

You can add half your proficiency bonus, rounded down, to any attack roll you make that doesn't already include your proficiency bonus.

Otherworldly Marked

Through birth or luck, you are linked to creatures or objects not natural to the material plane. Choose one of the following creature types: aberration, celestial, elemental, or fiend.

You gain the following benefits:

You always know when you are within 90 feet of a creature of the chosen type.

Your unarmed attacks or melee weapons you are wielding are considered magical against such creatures.

When you touch an object, you know if it is not from the plane of existence you are on.

Otherworldly objects draw your attention; you have advantage on Investigation and Perception checks to notice them.

Stone Headed

Prerequisite: Intelligence 7 or lower

Lack of mental capability has turned into something good for you, and you gain the following benefits:

Increase your Constitution score by 1, to a maximum of 20.

You have advantage on saving throws made to resist enchantment spells.

You are immune to being charmed.

Skillful Tradesperson

Prerequisite: Intelligence 13 or higher

You are adept with the tools and skills of many trades, and gain the following benefits:

You may add half your Intelligence modifier, rounded down, to any skill checks made using tools listed on the Tools table (Player's Handbook, pg. 154).

You have advantage on Intelligence (History) and Intelligence (Investigation) checks made related to crafting and trades that use such tools.

Winged

Prerequisite: level 8 or higher

You have been permanently altered by some sort of magic or event, sprouting large wings from your back. You have a flying speed equal to your current walking speed.

You cannot wear armor or clothing that is not made to accommodate your wings. You cannot fly if wearing armor heavier than 20 pounds or if carrying more than your Strength score multiplied by 10 (in pounds).