Feats (Black Clover Supplement)
Feats[edit]
The following feats are available for characters with levels in the Magical Classes.
Background Feats[edit]
All of these feats are only obtainable when creating your character, they do not spend a feat slot but you must ask your gm if you have permission to use them.
Apostle of Sephirah[edit]
Prerequisites: Must be an Elf, and must not have the Hybrid heritage.
While all elves have great mana amounts, you were born with so much mana and magical power that you are praised even in the Elf Tribe. You gain the following benefits:
- Your Charisma score increases by 2, to a maximum of 20.
- Your Mana maximum is increased by your level added twice.
- You gain expertise in the Arcana skill.
- You gain one additional Mana Skill of your choice.
Blessed[edit]
Prerequisites: 16 or higher Intelligence, Wisdom or Charisma score, must be able to cast spells.
From birth you’ve had an innate grasp on mana and how to manipulate it, displaying a great divide in skill between you and other normal mages. You gain the following benefits:
- You gain an additional amount of Mana Skills equal to your proficiency bonus.
- When creating a Spell, your Spell Point maximum is increased by half your level (rounded down).
- You gain proficiency in the Arcana skill, or expertise if already proficient.
- Your natural abilities receive a +1 bonus when creating spells.
Coverless Grimoire[edit]
Prerequisites: Must have at least a medium grimoire.
Your grimoire is extremely unique, having no cover at all, making you have infinite learning potential.
You start out with two known spells as normal, however you have no limits to how many spells you can learn. Your grimoire grows in size the more spells you learn, as detailed in the Grimoire feature.
Diverse Heritage[edit]
Your heritage has gifted you with more abilities than most. Choose a second Heritage to benefit from during character creation.
Enhanced Mage[edit]
Prerequisites: Cannot be a Devil.
Due to heavy experimentation, you've had several Mage Stones implemented into your body, affecting your mana and your mind. You gain three of the following benefits:
- Your mana maximum is increased by your level added twice.
- You can add up to your spellcasting modifier in dice to a created spell without spending any additional mana. This can't be used to overcome the spell dice limit.
- You can add up to your spellcasting modifier times 10 in feets to the range of a created spell without spending additional mana.
- As a reaction to being hit by a spell, you may reduce the damage of the attack by xd6 (with X being your class level + your spellcasting modifier). You regain mana equal to half the amount spent when casting the spell. If you absorb more mana than your Mana maximum, you must make a Constitution saving throw with a DC of 10 or half the mana gained (whichever is higher), with you becoming stunned until the end of your next turn on a failure.
- You unlock Magic Bullet at first level, its range is doubled and its damage die is increased by 1.
- You can spend 1 additional mana when using a Mana Skill that requires Mana Reinforcement a number of times equal to your proficiency bonus per long rest.
Indomitable Mana[edit]
Prerequisites: Must have the Noble Blood heritage.
Your reserves were high since you were born thanks to your Noble blood, even higher than normal nobles. You add your level three times when calculating your mana amount.
Due to how great your magical power is, you have a hard time controlling it. You suffer from the following detriments:
- Lack of Precision. You have disadvantage in ranged spell attack rolls. Having advantage on the attack roll does not remove this disadvantage.
- Excessive Power. Whenever you target something with a spell attack roll, all objects and creatures within 10 feets of said target are also targeted, making the spell hit them if it reaches or overcomes their AC.
- Flightless. You cannot use the Magic Flight feature.
- Mana Rebellion. Whenever you are reduced to below half your maximum hit points, you must make a DC 20 Constitution saving throw. On a success, nothing happens. On a failure, your body reacts to the damage and tries to defend itself. A large circle of mana is created around you, with it being a 100 foot-radius area. Whenever a creature enters this area, they take a number of damage fitting to your magical attribute equal to your level. You will be located on the center, being incapacitated and your speed reduced to 0. You lose mana equal to your proficiency bonus at the beginning of your turns. When your mana reaches 0 or a creature removes you from the radius, the aura ceases.
There are certain methods to deal with your uncontrollable magic. The methods are described below:
- If you are wielding a Magic Wand, you do not receive the detriments of this feat. However, you still can't use the Magic Flight feature.
- If you have the Mana Skin Mana Skill, you lose all the detriments of this feat permanently.
Magic Power Absorber[edit]
Prerequisites: Must be a Human.
You were cursed from a very young age to passively absorb the magical power from others near you. Whenever a creature starts their turn within 30 feet of you or enters that range, they must make a DC 25 Constitution saving throw. On a failure, they lose an amount of Mana equal to your level + your spellcasting modifier. On a success, they lose half as much.
Whenever a creature is affected by this feature, you regain an amount of Mana equal to the amount they lost, up to your maximum.
Mixed Race[edit]
Prerequisite: Must have the Hybrid heritage.
In rare cases, a hybrid of two races may have a natural affinity for two different attributes. When picking your mana attribute, you may pick two instead. To unlock this second attribute, you must go below ¼ of your maximum hit points and make a DC 20 Saving throw using your spellcasting stat. On failure you do not unlock this second attribute. On success you instantly learn 1 spell using your second attribute if you have space. Whenever you use the second attribute, the front side of your Grimoire will change colors and your body will change to resemble more like the second race. For example, a dwarf growing to resemble more of a human. Both attributes count towards your spells learned. For example, if you have an Ice and Fire grimoire, whenever you create an Ice spell it will count towards your spells learned the same way a Fire spell would.
Qliphot Devil[edit]
Prerequisites: Must be a Devil.
You are considered one of the most powerful devils in existence, which in turn makes your existence itself something dangerous. You gain the following benefits:
- You have advantage on saving throws against magic that doesn't originate from Dark or Natural mana, or from spirit magic.
- You add your level twice when calculating your total mana amount.
- You have expertise in Arcana.
- You gain expertise in Intimidation.
Reincarnation Vessel[edit]
Prerequisites: Must be a Human.
From the moment of your birth, you were determined to be the vessel of someone who is in the process of reincarnation. As a vessel, you may be unaware that you are one, who to or when that soul will be incarnated, instead you live your life normally. You bear a striking resemblance to the one reincarnating and you share the same or a very similar attribute to them. The way they are incarnated into your body is DM dependent, rather it be through a certain amount of time or a condition or spell has to be fulfilled.
Soul Traits. You share many similarities with the soul you’ve reincarnated as, including Magic Power. Your mana maximum benefits from any mana increases (such as racial traits, heritage or background feats) your old soul once had.
Incarnation. If your body is taken over by the reincarnated soul, your own soul is effectively unconscious and unaware of most actions your overtaken body takes, while your body is controlled by the GM. This generally grants the soul new spells their body once had, however they may learn new spells during the time they are in control of the body.
Regaining Control. To regain control, you can make a saving throw utilizing your Spellcasting score against the Spell save DC of the reincarnated soul. On a success, you regain control over your body, making the soul unconscious until it awakens once more. On a failure, your body shall remain under the soul’s control.
This saving throw can only be made when one of the following happens:
- The soul receives a Average or higher condition.
- The soul receives a critical hit.
- The soul is reduced to below half their maximum hit points.
- The soul is reduced to below ¼ of their maximum hit points.
- The soul is reduced to 0 hit points.
If the soul is Berserk, Bloodlusted, charmed or frightened, you make the save with advantage.
Soul Expulsion. If the soul is expelled from your body for good (generally from the use of a spell or similar effect), they still leave behind the power obtained while they were inside your body. You have 10 soul slots. These slots can be used to obtain skills the soul had before leaving. You can occupy these slots with the following, with each thing learned occupying 1 slot.
- Become proficient with one skill, weapon or tool they had.
- You learn one Mana Skill the soul had that you meet the prerequisites for
- You learn one Spell the soul had, even if you couldn’t make said spell. Spells learned this way still occupy grimoire pages, therefore count towards your maximum number of spells.
Stitched Grimoire[edit]
Prerequisite: Must have the Diamond Kingdom background.
Due to an experimentation on your grimoire, you have a mixed grimoire, with one part being yours and the other from another person. When picking your mana attribute, you may pick two instead. Both attributes count towards your spells learned. For example, if you have an Ice and Fire grimoire, whenever you create an Ice spell it will count towards your spells learned the same way a Fire spell would.
Vitality Thief[edit]
Prerequisites: Must be a Human.
Due to an unknown condition, your body absorbs the mana and vitality from those around you. Whenever a creature starts their turn within 30 feet of you or enters that range, they must make a DC 30 Constitution saving throw. On a failure, they lose an amount of hit points equal to your level times your spellcasting modifier and an equal amount of mana. On a success, they suffer half as much from both sources.
Whenever a creature is affected by this feature, you regain an amount of hit points and mana equal to the amount they lost. Both resources cannot go above your maximum for them.
Body Feats[edit]
Athlete[edit]
Prerequisites: Must have a 12 or higher Strength or Dexterity score.
You have undergone extreme physical training, giving you the following benefits:
- Your Strength or Dexterity score is increased by 1, to a maximum of 20.
- When you are prone, standing up uses only 5 feet of your movement. Also, climbing doesn't cost you extra movement.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Mobile[edit]
Prerequisites: 14 or higher Dexterity score, 4th level.
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Strong Body[edit]
Prerequisite: Must have 14 Constitution or more.
You have proven yourself to be very durable, making taking you down a very hard task. You will gain the following benefits:
- Your Constitution score increases by 1. This cannot go above 20.
- You will now add your Constitution modifier twice when calculating your hit dices.
- You will reduce all damage but psychic or thunder by your Constitution modifier, although magic can bypass through it.
Human Wall[edit]
Prerequisites: You must have 18 Constitution or more, Strong Body
Your endurance is from out of this world, no matter what you're not going down in the battlefield. You will gain the following benefits:
- You have advantage on Constitution saving throws.
- Your hit point maximum increases by your level times 3.
- As a reaction upon being reduced to 0 hit points, you can expend a hit die to instead fall to the amount rolled in hit points. You can use this reaction a number of times equal to your Constitution modifier before you need to take a long rest to use it again.
Resilient Body[edit]
Prerequisites: 12 or higher Strength, Dexterity or Constitution scores.
Choose one physical ability score. You gain the following benefits:
- The score is increased by 1, to a maximum of 20.
- You gain proficiency in saving throws using said ability.
Body Skill Expert[edit]
Prerequisites: Must have proficiency in a skill that uses Strength, Dexterity or Constitution.
You have honed your proficiency with particular skills, granting you the following benefits:
- Increase one physical ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in one skill of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Mana Control Feats[edit]
Mana Skilled[edit]
You've been learning and studying mana for a while now, with your hard training rewarding you by granting you more abilities regarding Mana. You gain the following benefits:
- Your Spellcasting score increases by 1, to a maximum of 20.
- You gain two Mana Skills that you meet the prerequisites of your choosing.
Broomstick Rider[edit]
Prerequisites: 14 or higher Intelligence, Wisdom or Charisma score, Must be 2nd level or higher
You have flown great distances by broom, eventually mastering the art of flying upon them, gaining the following benefits:
- When you activate Magic Flight, the object's flying speed is equal to your movement speed + x (x = your spellcasting modifier times 5).
- You have advantage on checks and saving throws to resist being knocked off of an object affected by Magic Flight.
Mastered Mana Skin[edit]
Prerequisites: Must be 12th level or higher, 16 or higher Intelligence, Wisdom or Charisma score, must have the Mana Skin Mana Skill.
You’ve used Mana Skin for long and painful hours, learning how to use it more efficiently than other mages, gaining the following benefits:
- When activating Mana Skin, the amount of Mana you must spend to maintain it is reduced by 2. In addition, you now only need to spend mana to maintain it after every 10 minutes instead of 1.
- When activating Mana Skin, you may select 1 additional Mana Skill to be under the effects of for the duration.
- You have advantage on concentration checks to maintain Mana Skin.
Mind Feats[edit]
Actor[edit]
Prerequisites: 12 or higher Charisma score.
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Alert[edit]
Prerequisites: 14 or higher Wisdom score, 4th level.
You are always on the lookout for danger. You gain the following benefits:
- You can't be surprised while you're conscious.
- You gain a bonus to your initiative rolls equal to your proficiency bonus.
- Other creatures don't gain advantage on attack rolls against you as a result from being unseen by you.
Chef[edit]
Prerequisites: 12 or higher Intelligence or Wisdom score.
Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
- Your Intelligence or Wisdom score are increased by 1, to a maximum of 20.
- You gain proficiency with cook’s utensils. If you already had it, you gain expertise instead.
- As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 + your Intelligence or Wisdom hit points.
- With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to regain hit points equal to your level + your proficiency bonus, up to their maximum.
Cruel[edit]
The challenges and struggles you've faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6s. These dice increases to a d8 at 5th level, to a d10 at 10th level, and to a d12 at 17th level.
You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.
You can roll a cruelty die under any of the following circumstances, with the indicated result:
- When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll. If the attack had advantage or the creature was suffering from a condition that isn't the invisible condition, the extra damage is doubled.
- When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll + your Magic Power added twice.
- When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check.
You regain all spent cruelty dice when you finish a short or long rest.
Helper[edit]
You've always been a good support for others, helping them while in times of need. This has made you become quicker at helping. You gain the following benefits:
- You can take the help action as a bonus action.
- The reach of your Help action is increased by 5 (10 feet total).
Inspiring Leader[edit]
Prerequisites: 13 or higher Charisma score, 4th level.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains temporary hit points equal to your level added twice + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Observant[edit]
Prerequisites: 12 or higher Intelligence or Wisdom score.
Quick to notice details of your environment, you gain the following benefits:
- Your Intelligence or Wisdom score are increased by 1, to a maximum of 20.
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Resilient Mind[edit]
Prerequisites: 12 or higher Intelligence, Wisdom or Charisma scores.
Choose a mental ability score. You gain the following benefits:
- The score increases by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability.
Mind Skill Expert[edit]
Prerequisites: Must have proficiency in a skill that uses Intelligence, Wisdom or Charisma.
You have honed your proficiency with particular skills, granting you the following benefits:
- Increase one mental ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in one skill of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Spell Feats[edit]
Spell Sniper[edit]
Prerequisites: 14 or higher Intelligence, Wisdom or Charisma score, must be able to cast spells, 4th level.
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
War Caster[edit]
Prerequisites: 14 or higher Intelligence, Wisdom or Charisma score, 4th level.
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Cantrip Aptitude[edit]
Prerequisites: 14 or higher Intelligence, Wisdom or Charisma score, must be able to cast spells, Must have 3 or more Cantrips learned.
You’ve gotten used to casting spells without your Grimoire and now can learn an additional amount of cantrips equal to half your proficiency bonus (rounded down) +1 (minimum of 1).
Communication Magic Marketer[edit]
Prerequisites: 14 or higher Intelligence, Wisdom or Charisma score, must be able to cast spells.
You have somehow enhanced your proficiency with communication spells, gaining the following benefits:
- When you create a spell that is categorised as a communication magic spell, you only need to spend spell points and mana every 60 feet instead of 40.
- You may mark a number of creatures up to twice your spellcasting modifier.
Tough Creations[edit]
Prerequisites: 14 or higher Intelligence, Wisdom or Charisma score, must be able to cast spells.
You have enhanced your proficiency with creation spells, gaining the following benefits:
- When you create a spell that is categorised as a Creation Magic spell, every additional mana will count as 10 Hit points instead of 5.
- Your Mana creations gain a damage reduction equal to your spellcasting modifier.
Flash Artist[edit]
Prerequisites: 16 or higher Intelligence, Wisdom or Charisma score, must be able to cast spells.
You have enhanced your proficiency with drawing Trap Magic Sigils, gaining the following benefits:
- When creating a trap spell, the amount of turns required to draw the trap sigil is reduced by your proficiency bonus. This does not affect its natural potency.
- You can add your proficiency bonus to concentration checks relating to drawing trap magic sigils.
Zone Caster[edit]
Prerequisites: Must have the Mana Zone mana skill, 12th level.
You have mastered Mana Zone, now being able to call it your own with unique spells. You gain a number of pages in your grimoire equal to your proficiency bonus, which can only be used to store Mana Zone spells.
Creating Mana Zone spells function basically the same as creating normal spells, however you have additional Spell Points equal to your Magic Power to spend during their creation.
Finally, Mana Zone spells can only be cast during or as part of activating Mana Zone, which can only be one at a time if done during the latter.
Weapon Feats[edit]
Battle Maneuverer[edit]
Prerequisites: 12 or higher Strength or Dexterity score.
Through arduous training, you've learned how to utilize Battle Maneuvers. You learn a number of Battle Maneuvers equal to your proficiency bonus.
At the end of a long rest, you can change one Battle Maneuver to another one you meet the prerequisites of.
Charger[edit]
Prerequisites: 12 or higher Strength or Dexterity score.
By focusing on a fighting style that focuses on charging head on, you gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you take the Dash Action, your Speed increases by 10 feet for that action.
- If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
Crusher[edit]
Prerequisites: 12 or higher Strength score.
You are practiced in the art of crushing your enemies, granting you the following benefits:
- Your Strength score increases by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Dual Wielder[edit]
Prerequisites: 12 or higher Strength or Dexterity score.
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while wielding two weapons.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. Also, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Fighting Initiate[edit]
Prerequisites: 12 or higher Strength or Dexterity score, proficiency with a martial weapon.
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the Combatant Mage class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the Combatant Mage class that you don't have.
Follow up Attacker[edit]
Prerequisites: 4th level, 12 or higher Strength or Dexterity score.
When you push someone, its the best moment to make a follow up. Whenever you push someone via your Shoving or other features, you can spend a bonus action to move up to the creature (taking from your next turn's movement) and make a melee weapon attack roll against them if they are within range. On a hit, it adds your modifier twice to the damage roll.
Great Weapon Master[edit]
Prerequisites: 12 or higher Strength score.
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Mage Slayer[edit]
Prerequisites: Must be proficient with a melee weapon.
You have practiced techniques in melee combat against spellcasters, gaining the following benefits.
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Martial Artist[edit]
Prerequisites: 13 or higher Strength or Dexterity score.
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Martial Style options of your choice from the Combatant Mage class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's Martial Style with another one from the Combatant Mage class that you don't have.
Piercer[edit]
Prerequisites: 12 or higher Dexterity score.
You have achieved a penetrating precision in combat, granting you the following benefits:
- Your Dexterity score is increased by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals piercing damage, you can add your proficiency bonus to the total damage roll.
- When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Polearm Master[edit]
Prerequisites: 12 or higher Strength or Dexterity score.
You have trained a lot with long reach weapons. You gain the following benefits:
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Sentinel[edit]
Prerequisites: 14 or higher Strength or Dexterity score, 4th level.
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sharpshooter[edit]
Prerequisites: 12 or higher Dexterity score.
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
Slasher[edit]
Prerequisites: 12 or higher Strength or Dexterity score.
You've learned where to cut to have the greatest results, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Street Brawler[edit]
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Your Strength or Constitution score is increased by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strike uses a d6 for damage, unless it is already higher.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Weapon Master[edit]
Prerequisites: 12 or higher Strength or Dexterity score.
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Your Strength or Dexterity score are increased by 1, to a maximum of 20.
- You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
Racial Feats[edit]
Inner Peace[edit]
Prerequisites: Must be an Elf and must have the Deviltouched heritage.
You have been through hell and absolute pain, seeing the horrors of this world drove you mad. However, you managed to recover, finding your inner peace.
Your skin and one of your eyes returns to its natural color. Also, you no longer gain disadvantage on Wisdom saving throws. However, you are now immune to the Berserk, charmed and frightened conditions.
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