Feats

Herein listed are a number of feats available for playtesting. Enjoy!

Absolute Unit

Prerequisite: Small Size Category, Strength 13 or higher

The rage that occupies your tiny body leaves you discontent to wield weapons "proper" for your size. You gain the following benefits:

Increase your Strength score by 1, up to a mamimum of 20.

You ignore the heavy property of weapons you wield that you are proficient with.

While wielding a weapon with the heavy property, you have advantage on attack rolls against creatures two or more size categories larger than you.

Animal Handler

Your bond to the natural world is strong, and you can communicate to animals through subtle gestures and phrases that help you wrangle unruly beasts.

Your Wisdom score is increased by 1, to a maximum of 20.

You gain the ability to speak to beasts in a manner they can understand. Any beast you speak to understands the meaning of your words though you have no innate ability to understand them back.

You have advantage on any Animal Handling checks made to discern or influence the mood of any domesticated beast. This may include pets, horses, sentient animals, etc.

Dilletante

In your travels you have caught glimpses of many other skillsets and abilities. While your path suits you well enough, you've picked up some tips and tricks from your companions.

Choose a character class. You gain a single ability from the 1st level tier of that class. The ability cannot grant spellcasting, and does not benefit from any bonuses it would get from levelling further in the class. For instance, you could gain the rogue's sneak attack feature, but your sneak attack die would always be 1d6 unless you took 3 or more levels in Rogue. If the ability has a limited number of uses defined by your class level, that limit is always once per rest. If you take a level in the chosen class, any ability granted by this feat is replaced.

Ensnarer

Your focus in combat isn't always hurting your opponent. Your whip and net can be just as effective methods of battlefield control as any magic, as long as they're in your hands. You gain the following benefits:

You have advantage on attack rolls with nets. (Just a note, since net attacks are always at disadvantage without other feats, this essentially just means that all net attacks are rolled normally.)

When you hit a creature more than 5 feet away from yoyu with a whip attack, if there is a creature between you and the target, you can deal 1d4 points of slashing damage to the intermediate creature. You may only use this feature once per turn.

As a bonus action when you hit someone with a net or whip, you can attempt to rob them of their balance. Make a Strength(Athletics) check opposed by the targets Strength(Athletics) or Dexterity(Acrobatics). On a success, the target is knocked prone.

Expert

You have honed a skill to such a fine edge that you almost never fail when it is put to the test. You gain the following benefits.

Choose a skill you are proficient in that is not affected by any other abilities you possess such as "Expertise" that would change your proficiency bonus for that skill. Your proficiency bonus for that skill is doubled.

Increase the ability score tied to that skill by 1, to a maximum of 20.

When you roll a skill check with the chosen skill, you can choose to roll with advantage once per long rest.

You may take this feat more than once, selecting a different skill each time.

Eldritch Scholar

Perhaps you looked through the wrong book, or got an inside tip from a Devil during an encounter. However you did it, you glimpsed unseen secrets of magic that you can now access. You gain the following benefits: