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World of Shantar D&D 5e House Rules

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These feats are in addition to those found in the Players Handbook.

Arcane Blood
    Requires: Spellcasting Feature
    If you have a metamagic feature and sorcery points with your class, you gain one additional metamagic option chosen from the sorcerers 
    metamagic list, and you gain 1 additional sorcery point.

    Otherwise you may choose a single metamagic option from the sorcerers spell list. You also gain 2 sorcery points which can be used 
    to apply the metamagic feature to your spells.

Cooperative Casting
    Requires: Spellcasting Feature
    You may aid a spell caster to empower their spells. You must expend a level 1 or higher spell slot as a bonus action and be 
    within 10' of the other spell caster. Using this feat counts as casting a spell of level 1 or higher. Multiple spell casters can
     aid a single caster using this feature at the same time, but the features do not stack. The spell caster may choose one of the
      following actions on their turn:
    •  Cast a prepared spell using a spell slot 1 level lower then stated. They can for example cast a 3rd level spell using a 
    2nd level spell slot.
    •  Cast a spell with a saving throw DC 2 higher.
    •  Cast a spell at a higher level. The spell is increased in level with the level of the spell slot you expended in aiding.
    •  Cast a spell that is on your both of your spell lists but is not prepared. The spell must be at most 1 level higher then the 
    spell slot chosen and the spell slot you expend must be at least the same level. For example, a 3rd level wizard could aid another
    3rd level wizard to cast a fireball. Both casters must expend a 2nd level spell slot.   

Cave Explorer
    You are trained in the art of surviving and moving in natural underground environments. You gain the following
    • You gain proficiency with the advanced climber's kit (detailed below)
    • You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks when needed while climbing.
    • You have been trained in recognizing airborne chemical (poison gases) and biological (mold and fungus spores) environmental 
    hazards and gain advantage on saving throws related to such hazards.
    • So long as you are in a natural underground environment you gain proficiency in Wisdom (Survival) or gain expertise in Wisdom 
    (Survival) if already proficient from another source.

Superior Acrobatics
    Prerequisite: Proficiency with Acrobatics and Dexterity 13 or higher.
    Your are an expert at Acrobatics under difficult situations. You gain the following benefits:
    • You gain expertise in Dexterity (acrobatics).
    • You may use Dexterity (acrobatics) in place of Strength (athletics) for climbing.
    • You may use the Tumble action as part of your movement. Each square you tumble through is considered difficult terrain 
    for calculating movement.  A natural 20 on the check indicates that your tumble was so unexpected that you gain advantage 
    you next attack roll against any opponent that you bypassed this way.
    • You may use Dexterity (acrobatics) to cross a tight rope at full movement or a slack rope at half movement.

Whip Master
    Prerequisite: Proficiency with Martial Melee Weapons.
    You become an expert at using the whip.  Benefits include:
    • Increase your Dexterity score by 1, to a maximum of 20.
    • When you hit a creature with a whip on your turn, you can use a bonus action to attempt to grapple the target.
    • Alternatively, you can attempt to trip a creature or  attack a weapon it item a creature possesses.  You attack the target, 
    and if successful, the attack does not do any damage.  Your opponent must succeed at a Strength (Athletics) check  vs. your 
    Strength (Athletics) or Dexterity (Acrobatics) check or they are disarmed or tripped.  If disarmed, the item falls in the nearest
     adjacent space close to you.
    • You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your
     square. To do so, you must hit AC 10 for a small object, and AC 14 for a tiny one. Further, you can use the whip to grasp onto
      an object within your whip’s reach, using your whip as if it were a grappling hook, allowing you to use the whip to swing on
       like a rope. As a bonus action, you can release the object your whip is grasping, but you cannot use the whip to attack 
       while the whip is grasping an object.