Extended Feats
Abjuration Expert Catholicon
Your will to protect those around you is unyielding and breaks Your healing magic has become extremely potent and seems
the barrier of normal Abjuration magic. to take greater effect than what is usually capable.
(Prequisite Spellcasting or Pact Magic) You gain a pool of d6's equal to your proficiency bonus
Once you cast a spell with a healing effect on a creature
Increase your Intelligence, Wisdom or Charisma score by other than yourself, you can spend up to half the number
1, up to a maximum of 20. of your dice to add to the amount that is healed. You
When you cast an Abjuration spell with the range of touch, cannot use this benefit in the same turn that you damage
you can now cast the spell on a creature up to 20 Ft. If the or attempt to harm an enemy creature. You regain these
spell has a range of self, you can now cast that spell on dice at the end of a Long Rest.
another creature as well (including reactions) up to 20 Ft.
away. Cerebral Spike
Arcane Artillerist You wield psionics with great expertise, as if your knowledge
of the mind is used as a weapon.
You've discovered how to weave arcane magic into mundane
objects, turning them into lethal utility. Increase your Intelligence, Wisdom or Charisma score by
1, up to a maximum of 20.
(Prerequisite Proficiency in Glassblower's Tools) Whenever you deal psychic or force damage with an
Using Glassblower's Tools, you can now use 30 gp of action, you can use your in the same round bonus action
materials and 4 hours downtime to create up to 1 to deal an amount of d6 equal to half your proficiency
magically infused hand grenade. These grenades have no bonus damage of the same type or attempt to frighten the
expiriry and there is no limit to the amount you can make. target until the end of your next turn. The target must
These items are thrown weapons range 30/70, and deal make a Intelligence save for either.
damage in a 5 Ft. radius upon impact. The damage type is The chosen ability is the ability for the spell save DC for
determined upon crafting (fire, cold, lightning, acid or both effects. On a fail, there is no effect. You can use this
slashing), the damage is equal to 1d8 + your Intelligence benefit a number of times equal to your proficiency bonus
modifier. You can also set the charge as a concealed trap until you take a long rest.
that is triggered by movement within its radius and
grenades cannot be set within a 10 Ft. radius of Condition Exploit
eachother. The damage increases by 1d8 per extra 30 gp Your willpower is stalwart and unwavering, allowing you the
of materials you use per grenade. refusal of negative conditions.
Breacher When you make a saving throw in which you are not
You become an unstoppable force, no one can escape your proficient, you can add half of your proficiency bonus
relentless assault. (rounded down) to the roll
You can do this a number of times equal to half of your
(Prerequisite Strength 13) proficiency bonus (rounded down) per long rest.
Increase your Strength score by 1, to a Maximum of 20 Conjured Translocation
Your movement speed is increase by 10 Ft. Your mastery of the Conjuration subclass of Teleportation
You now deal double damage to Objects and Structures
You have advantage on checks to break down doors or allows you great mobility in the face of danger.
barriers. (Prerequisite Spellcasting or Pact Magic)
Cagey Once per long rest, When you are attacked or forced to
You're always on the move and tagging multiple enemies with make a saving throw, you can use your reaction to cast a
your dexterous cunning. spell you know or have prepared that allows you to
teleport, causing the attack to fail or the saving throw to
Your speed increases by 5 feet. automatically succeed.
When you hit an enemy with a melee attack, you can move
5 feet as part of the attack at no cost to your movement.
When you hit a creature with a melee attack that you have
not already attacked on your current turn, you deal bonus
damage equal to your proficiency bonus
PART 1 | EXTENDED FEATS
1
Cryonics Double Time
You wield the cold with great expertise, as if there was ice in You're always ready for a fight, and usually the first to strike
your own veins. When rolling initiative, you add double your Dexterity
Increase your Intelligence, Wisdom or Charisma score by modifier to the roll.
1, up to a maximum of 20. During your first round of combat, your movement is
Whenever you deal cold damage with an action, you can increased by 30 Ft. and you don't provoke attack of
use your bonus action in the same round to deal an opportunity.
amount of d6 equal to half your proficiency bonus cold During your first round of combat, you have advantage on
damage or attempt to restrain (freeze) a creature until the your first attack action and you crit on a 19 or 20.
end of your next turn. The target must make a
Constitution save for both. Enchanting Presence
The chosen ability is the ability for the spell save DC for Your prowess with Enchantment magic seems to have an
both effects. On a successful save, there is no effect. You almost supernatural grasp on those around you.
can use this benefit a number of times equal to your (Prerequisite Spellcasting or Pact Magic)
proficiency bonus until you take a long rest.
Increase your Intelligence, Wisdom, Charisma score by 1,
Current Manipulation up to a maximum of 20.
You wield lightning and thunder with great expertise, as if you You can add your spellcasting modifier to Insight and
yourself were a lightning rod. Deception checks that you make on any creature within
10 Ft. of you.
Increase your Intelligence, Wisdom or Charisma score by Your movements themself become enchanting, allowing
1, up to a maximum of 20. you to deliver Enchantment spells without use of a Verbal
Whenever you deal lightning or thunder damage with an component.
action, you can use your bonus action in the same round When an ally is under the effects of one of your
to deal an amount of d6 equal to half your proficiency Enchantment spells, they gain +1 to their AC. When an
bonus damage of the same type or attempt to deafen enemy is effected by one of your enchantment spells, they
(thunder) or blind (lightning) a creature until the end of suffer -1 to their AC. You declare wether the target is an
your next turn. The target must make a Dexterity save for ally or enemy before casting the spell.
either.
The chosen ability is the ability for the spell save DC for Eye for Quality
both effects. On a successful save, there is no effect. You You have been overcome with an outright uncontrollable urge
can use this benefit a number of times equal to your to procure currency, valuable items, and magical sources, but
proficiency bonus until you take a long rest. do so with great efficiency.
Decisive Striker Increase your Charisma score by 1, up to a maximum of
You are clever and tactical when planning your strikes during 20.
martial combat and your knowledge allows you to know how You are automatically informed of the pressence of gold
best to wound a creature. amount up to 50, any items containing precious metals,
precious stones or any magically infused items within a 10
(Prerequisite Proficiency with a Melee martial weapon) Ft. Radius of you unless they are hidden by the use of
Increase your Intelligence score by 1, to a maximum of 20 Divination Magic.
On a melee attack roll that you hit of 20 or higher, you can Additionally, you have advantage on any Perception or
add your Intelligence modifier to the total damage of your Investigation checks to discern the value of an item and its
attack rarity. On a success, you can also accurately recall
You gain advantage when attacking a creature information about that item at any time.
concentrating on a spell within melee range.
Deep Insight
Your ability to discern the true nature of a creature is exact
and meticulous
(Prequisite Proficiency with Insight)
Increase your Wisdom score by 1, to a Maximum of 20.
You add double your proficiency bonus to Insight checks.
As a bonus action, you may choose to learn one of the
following details about a creature; Resistances,
Vulnerabilites, Condition Immunities, Damage
Immunities, Any single Saving Throw or their remaining
Hit Points.
PART 2 | EXTENDED FEATS
2
Familiar Link Frontrunner
You have become well versed in merging your spirit within a You have a tactical mind and are aware of the opportunities
creature companion with great proclivity. presented because of familiarity with your allies abilities.
(Prerequisite Able to cast Find Familiar) Increase your Dexterity or Wisdom score by 1, up to a
maximum of 20
You can now choose a beast, celestial, fey, or fiend up to a When rolling for initiative, you can treat a roll of 14 or
CR of 1/4 for your familar. It follows the same rules as lower on the d20 as a 15.
Find Familiar and cannot use spellcasting. At the Start of your Turn, you may choose to swap your
When you use your action to cast a spell and you and your turn with one of your allies with a lower initiative score
familiar are within 30 Ft. of eachother, your familiar can than you for that round of combat. When you do so, You
deliver a spell of any range, but it can only be delivered up take your turn on your selected allies initiative and your
to 15 Ft. selected ally takes their turn normally in place of yours
and have Advantage on the first Action they take on their
Fatal Frenzy turn. This lasts for 1 round of combat.
You're never phased by a near death experience. Coming
close to death almost stimulates you, provoking untapped Galvanism
power within you. You've discovered a breakthrough in harnessing energy
Increase your Constitution, Dexterity or Strength score by within your everyday adventuring equipment.
1, up to a maximum of 20 (Prerequisite Proficiency with Tinker's Tools)
While Bloodied, you gain an additional weapon attack on
each of your turns, +2 to your AC and resistance to non- During downtime of atleast 8 hours, you can choose a set
magical bludgeoning, piercing and slashing damage. of armour made of metal and galvanize it with your
You cannot suffer extra failed Death Saving Throws from tinker's tools. You can only galvanize 1 item at once. Once
Critical Hits while you are reduced to 0 Hit Points. you galvanize a second item, the first item loses this
property.
Fletching Expert While equipped with a galvanized item, you can use your
You are well versed in the crafting and use of arrows, action to activate it for 1 turn. When another creature
attacks you with a metal object or moves into your space
unlocking unique capabilities when crafting them. while carrying a metal object, the galvanized item
(Prerequisite Proficiency with Woodcarver's Tools) activates dealing 3d4 + Your proficiency bonus lightning
damage, disarms the attacker, and automatically paralyzes
You gain proficiency with 2 Simple or Martial Ranged it until the beginning of your next turn.
weapons of your choice
You can craft twice the amount of arrows during a short Heightened Senses
and long rest. Additionally, you can choose 2 modifcations Your cognizance has become superior to most around you,
you can apply to the arrows you craft. You can make a making your vision and hearing extremely acute.
number of these modified arrows equal to your
proficiency bonus and these arrows cost 3gp of materials (Prerequisite Proficiency in Perception)
each.
You are immune to Deafness and Blindness
Modifications You do not suffer penalities on Wisdom (Perception)
checks or attack rolls when an area is lightly or heavily
Barbed Arrow; You use 1 damage die lower when attacking
obscured or when a creature is hidden from you.
with this ammo. On a hit, the creature takes 1d4 damage You have advantage on Wisdom (Perception) or any other
when they move until it uses an action to remove the
checks that rely on sight, smell or hearing.
arrow.
You ignore disadvantage on attack rolls against creatures
Split Arrow; This arrow splits apart mid flight. When you
make a ranged attack against a creature with this ammo,
that are Invisible
you forgo your weapon's damage die and instead deal 1d4
+ Your DEX modifier on up to 2 additional creatures within
5Ft. of your target.
Armor Piercing Arrow; When you use this arrow to attack a
creature wearing Heavy or Medium Armor, you can add +2
to the attack roll.
Corkscrew Arrow; More effectively travels through water.
This ammo ignores the penalties of underwater combat.
Smoking Arrow This arrow does not deal damage. On hit, a
chemical releases smoke in a 10ft sphere, heavily
obscuring vision in that area. The smoke lasts for 1 minute,
unless removed by a strong wind.
PART 3 | EXTENDED FEATS
3
Igniter Naturopath
You wield fire with great expertise, as if your heart itself was You have become informed in paths of alternative medicine
ablaze. that employs more raw natural uses and also self-healing
methods.
Increase your Intelligence, Wisdom or Charisma score by
1, up to a maximum of 20. (Prerequisite Proficiency with Herbalism Kit)
Whenever you deal fire damage with an action, you can Increase your Wisdom or Intellegence score by 1, up to a
use your bonus action in the same round to deal an maximum of 20.
amount of d6 equal to half your proficiency bonus fire You have advantage on any checks involving plants,
damage or attempt to set the target on fire, taking 1d6 potions, medicine, or herbal remedies. (as described in
damage at the end of their turn until the target or another the Herbalism Kit text)
creature use an action to put themself out. The target When creating potions with your Herbalism Kit, it now
must make a Dexterity save for either. costs half the amount of materials and downtime to
The chosen ability is the ability for the spell save DC for complete.
both effects. On a successful save, there is no effect. You Additionally, You can now spend a full days downtime and
can use this benefit a number of times equal to your 30 gp of materials to brew a Potion of Restoration which
proficiency bonus until you take a long rest. has 1 use of the Lesser Restoration Spell. If the potion is
not expended within 1d4 days, it loses its effect.
Keen Guard
You're extremely quick witted and fast thinking in the face of Potent Evocation
imminent danger Your evocation spells strike with excessive force, leaving your
Increase your Intelligence score by 1, up to a maximum of foes decimated.
20. (Prequisite Spellcasting or Pact Magic)
As a Reaction, when you are hit with a spell or attack, you
can increase your AC by half your Intelligence Modifier When you make a ranged or melee spell attack with an
(rounded up) against the triggering attack. You can do this evocation spell, you crit on a roll of 19 or 20
a number of times equal to your Intelligence Modifier. When you cast an evocation spell that causes a creature to
You gain proficiency with Intelligence Saving Throws and make a save and they roll a 1 on the save, you can treat the
whenever you have to make a Dexterity saving throw, you damage of the spell as a crit.
can make an Intelligence saving throw instead.
Robust Vitality
Magus You have discovered a way to attack without expending too
You have become adept in the blending and weaving skills of much stamina, causing you to rejuvinate yourself during
arcane nature into melee fighting prowess. combat.
(Prerequisite Spellcasting) Increase your Constitution score by 1, to a maximum of
20
You can use your Weapon as a spellcasting focus This feat has 3 charges which recharge on a long rest.
When making a ranged spell attack while you are within 5 When you hit with a melee or ranged attack, you can
feet of a hostile creature, you do not have disadvantage on choose to expend a charge to half the total damage dealt
the attack roll. from the attack, and then heal yourself for the same
When you use your action to cast a spell, you can use your amount of damage dealt.
bonus action to make a melee weapon attack If the target already has resistance to the damage type you
use, they become immune to the attack and you are
Misconception instead healed for an amount equal to your proficiency
Your knowledge in the field of Illusory magic allows you to bonus.
create potent images to aid in your trickery
(Prequisite Spellcasting or Pact Magic)
Increase your Intelligence, Wisdom, or Charisma score by
1, to a Maximum of 20.
If you cast a spell of the Illusion school using a spell slot of
1st level or higher, you can change the spell's casting time
to 1 bonus action for this casting, provided the spell's
casting time is normally 1 action.
Enemy creatures suffer disadvantage on Intelligence
(Investigation) checks against images or Illusions you
produce.
PART 4 | EXTENDED FEATS
4
Rune Magic Initiate Transumutive Wellspring
You have taken an interest in the ancient practice of Rune Your immersion in Transmutation magic causes your body to
Magic and begin learning minor incantations on your path to change and surge with magic
mastery. (Prequisite Spellcasting or Pact Magic)
(Prerequisite Strength 13) Increase your Intelligence, Wisdom, or Charisma score by
Increase your Constitution or Strength score by 1, up to a 1, to a Maximum of 20.
maximum of 20 When you cast a Transmutation Spell that requires
You learn 1 Rune Magic Option from the Rune Knight concentration, You choose to gain the benefits of one of
Subclass the following spells while concentrating; Jump,
You count as one size larger when determining your Longstrider or Zephyr Strike.
carrying capacity and the weight you can push, drag, or
lift. Unstable Magic
You've had an epiphany which has allowed you to push magic
Spellbreaker beyonds its limits, but sometimes it is difficult to harness.
You roam the plane as a anti-mage, looking to cease magic (Prerequisite Spellcasting or Pact Magic)
used to supress martial skill.
When making a ranged or melee spell attack, you now crit
(Prerequisite Proficiency in Arcana) on a 1 or a 20. if the roll is a 10, the spell you cast
Increase your Strength or Dexterity score by 1, to a completely fizzles out and takes no effect.
maximum of 20. When you cast a spell that forces a creature to make a
When you attack a creature concentrating on a spell, you saving throw, you can choose to amplify the effect. You can
add that spell's level to your damage for that attack. increase your spell save DC by half of your proficiency
When you attack a creature, you can apply a penalty to bonus (rounded up). If the creature saves, the spell
their Spell Save DC equal to your proficiency bonus. This deflects back at you, using the amplified spell save DC.
effect lasts for 1 round and can only effect 1 creature per
round. Vigorous Wile
Your prowess as a shifty and athletic contender make you
Titan Soul difficult to strike and pin down.
You pursue glory against the most dangerous colossal (Prerequisite Proficiency with Athletics or Acrobatics)
creatures, fueled by the same vigor within you.
Increase your Dexterity or Strength score by 1, up to a
Increase your Strength or Constitution score by 1, to a maximum of 20
maximum of 20 While you take the Dodge action in combat, you add the
You can add your proficiency bonus to damage rolls chosen ability modifier in addition to your total AC.
against creatures whose size is Large. This damage bonus Additionally, if the first attack against you after you take
is doubled if the creature is Huge or larger. dodge action misses, you can choose to spend your
You have advantage on ability checks and saving throws reaction to move away from your foe up to 10 Ft. without
against being knocked prone, being restrained, being triggering reactions from enemy creatures.
grappled or being moved against your will.
Witcher
Trained Trapper You're skilled in ridding this plane of otherwordly or
You have taken a particular interest in the detection and otherwise uncouth beings and creatures.
creation of traps, giving you great knowledge on how to
assemble and reveal them. Increase your Wisdom score by 1, up to a maximum of 20
When you make a Wisdom or Charisma saving throw
(Prerequisite Proficiency in Investigation or Perception) against an effect from a Monstrosity, Fey, Fiend or
You can innately cast Snare, Find Traps and Cordon of Aberration you can roll a d4 and add the number rolled to
Arrows at will. Dexterity is your spellcasting ability for the result.
these Spells. You can cast these spells once per long rest On your turn, when you reduce a Monstrosity, Fey, Fiend
respectively. or Aberration to 0 hit points, you can make one melee
When cast in this way, Cordon of Arrows will mentally weapon attack as a bonus action, you can gain temporary
alert you when the trap is triggered and you can apply hitpoints equal to your Character level + your Wisdom
magical ammunition to the trap. Modifier. Once you use this feature, you must finish a
When cast in this way, Find Traps will reveal the location short rest before you can use it again
of the traps. Additionally, it will also reveal hazardous
areas like a natural weakness in the floor, an unstable
ceiling, or a hidden sinkhole to you.