New or Improved Feats

These are additions or improvements that I have made for feats in our games. New feats may be taken instead of standard feats. Improved feats replace those written in the Player's Handbook.  

New Feats

Arcane Professor: 

Wizard only


The wizard can concentrate on two spells at a time and Attune to 4 items.

Dual Wield Master:

Must already have Dual Wielder

Additional  +1 AC. Your weapons count as being held in two hands.

Fast Drinker:

You can drink a potion for free once per turn, and can give a potion to someone else as a Bonus Action.

You can drink a potion as a Reaction.

If a die is rolled as a result of your drinking something, you can choose what number appears on the die (e.g., high for healing, low for poison).

You  automatically identify any potion found.

Improved Initiative:

You add 4 to your initiative roll, and get an extra action on a natural initiative roll of 19 or 20.

Mulligan:

If you miss with a spell attack roll you don’t expend the spell slot.

If an enemy saves vs your spell and suffers no ill effect (like for charm or slow, but not fireball), then you don’t expend the spell slot. This only applies to spells that you cast, not from items such as scrolls or wands.

Combat Reflexes:

Grants two reactions per round.

Improved Feats

Athletics:

Gain proficiency in the Athletics skill. If you already have proficiency, gain expertise.

Dual Wielder:

You get an extra attack with your offhand weapon as part of the Attack. You can make a 4th attack if you spend your bonus action.

Grappler:

You can pin others. They are Restrained while you are only Grappled. You can move them at half speed, no roll needed, or full speed with a grapple check. You deal your Prof dice in damage to grappled creatures.

Inspiring Leader:

Only takes 1 minute to give a speech.

Keen Mind:

Also gain proficiency in a Knowledge skill or INT saves.

Mobility and Sentinel

 You can Disengage as a free action. Mobility cancels, and is cancelled, by the Sentinel Feat.

Tough + Endurance+ Die Hard:

In addition to RAW.

Con save 15 to avoid a point of exhaustion. Won't die from 6 points of Exhaustion, you pass out instead.

Advantage on Death Saves.

Instant kill effects like Power Word Kill, instead put you at 0 HP with two failed death saves.

Weapon Expert:

Pick one weapon and add your Prof mod to damage and increase the DMG die one size (d12 weapons would deal an additional d4).

Weapons Master:

Fighter, Ranger, Barbarian, or Paladin only

Pick four types:

Axe = Add proficiency die damage if you hit a different enemy than you attacked in the previous round.

Dagger = Add prof die damage if grappling the target.

Flail
= Forgo crit damage to trip target, no save.

Hammer = Can reduce plate/shell/stone AC on a crit.

Mace = Break finesse weapon on a crit. if forgoing damage.

Spear/Polearm = Range of 10', can set vs charge if using Action & Reaction. Deals crit damage.

Staff = Extra attack that doesn’t cost Bonus action. So 3 attacks if you already have an extra attack.

Scythe = Bleed effect on a crit. Bleed damage is prof die.

Swords = Add prof die damage if you hit the same enemy you attacked the prev round.

Whip = Different damage according to range 5’=1d4,  10’=1d6, 15’=1d8,  or can entangle.