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General Feats

Bare Knuckle Brawler

General Feat (Prerequisite: Level 4+, Strength 15 or higher)


Your mastery over varying wrestling maneuvers has gifted you with superior advantages when attempting to strike a target or grapple larger foes. You gain the following benefits.


  • Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

  • Empowered Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.

  • Haymaker. When you hit with your Unarmed Strike using Strength and deal damage as part of the Attack action on your turn, and you are wielding no other weapons or a Shield, you can cause the attack to deal extra damage to the target. The extra damage equals your Proficiency Bonus.


Bonded Companion

General Feat (Prerequisite: Level 4+)


In the time you have spent adventuring, you have become close to the ones you adventure with. You gain the following benefits.


  • Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • Chosen Companion. When you finish a Long Rest, choose an ally to become your Bonded Companion. A creature can only have one Bonded Companion at any time. If you and your bonded companion are within 30 feet of each other, and can see or hear each other, either of you can use your Reaction to give the other a 1d4 bonus to a failed saving throw, potentially turning the failure into a success.


Inner-Giant

General Feat (Prerequisite: Level 4, Small or smaller creature)


You have never accepted your stature in life, and refuse to let something as insignificant as fate stop you from being the size you were always meant to be. You gain the following benefits.


  • Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

  • Giant Within. You always have the Enlarge/Reduce spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell normally using any spell slots you have of the appropriate level.

Constitution is your spellcasting ability for this spell.

  • True Size. When Enlarge/Reduce is cast at you, you can expend two Hit Point Dice to become Large, if this spell would not make you at least that size.


Strong-Armed

General Feat (Prerequisite: Level 4, Strength 15 or higher)


You have strengthened your upper body and arms to wield powerful weapons with ease. You gain the following benefits.


  • Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

  • Monkey Grip. When you wield a weapon with the Versatile property in one hand and wield no other weapons, you may deal the weapon's two-handed damage die instead of its one-handed damage die.

  • Heavy Hit. Once per turn, when you hit a creature with a weapon that has the Versatile or Heavy property with two hands, you can deal an additional 1d6 damage of the weapon's type.


Whip Master

General Feat (Prerequisite: Level 4+)


You have trained extensively with whips and their utilization on and off the battlefield. You gain the following benefits.


  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • Increased Damage. The damage die for whips increases from 1d4 to 1d6 while you wield them.

  • Grab Object. You can use whips to grab a Tiny, unsecured object not being worn or carried within your whip's reach.

  • Whip Grapple. When you make an Unarmed Strike to use the Grapple option, you can attempt to grapple a creature within your whip’s reach, provided you are wielding a whip.

General Feats
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