First-Level Feats
The following feats are available for selection at first level
Ambidextrous DM
Prerequisite: First level or Dual Wielder feat
Repeatable: No
There’s no such thing as an “off-hand” for you.
- If fighting with only a single one-handed weapon and no shield, you can switch your weapon to the other hand as a bonus action to gain advantage on the next attack.
- If fighting with a single one-handed weapon and a shield with which you are proficient, you can bash with your shield as a bonus action, applying your Strength modifier to the damage given in the Basher house rule. You cannot shield-bash as a bonus action if you are not proficient with the shield. As both hands must be used to shield-bash with a tower shield, attacks made with a tower shield must use your action or Extra Attack class feature.
- If fighting unarmed or with two one-handed weapons, you can make an attack with either hand and retain your Strength or Dexterity bonus to both the attack and damage. If you have the Extra Attack class feature and choose to make the second attack with the opposite hand from the first, you gain advantage on the attack.
- If you also have the Dual Wielder feat, you can attack with both hands in the same action and can apply your Strength or Dexterity bonus to damage with both hands.
- A character with the Ambidextrous feat who takes the Two-Weapon Fighting style can strike with both weapons as part of the same action, including with their Extra Attack class feature or as part of an opportunity attack. However, they cannot make an additional off-hand attack in that same round using a bonus action.
Artificer Initiate TCE
Prerequisite: None
Repeatable: No
You are a tinkerer and dabbler who enjoys indulging your inventive side.
- You learn one cantrip and one 1st-level spell of your choice from the arcane or artificer spell list; these spells do not count against your limit of spells known and are cast using Intelligence as the spellcasting ability.
- Once per short rest, the cantrip can be cast without expending a cantrip slot, and it can also be cast using any cantrip slots you have available.
- Once per long rest, the 1st-level spell granted by this feat can be cast without expending a spell slot, and it can also be cast using any spell slots you have available.
- You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Crafter
Prerequisite: None
Repeatable: No
You are adept at crafting things and bargaining with merchants, granting you the following benefits:
- Tool Proficiency with three different Artisan’s Tools of your choice.
- Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
- When you craft an item using a tool with which you have Tool Proficiency, the required crafting time is reduced by 20 percent.
Healer
Prerequisite: None
Repeatable: No
You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:
- If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
- Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Lucky
Prerequisite: None
Repeatable: No
You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:
- You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.
- Immediately after you roll a d20 for a d20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
- When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
Magic Initiate
Prerequisite: None
Repeatable: Yes, but you must choose a different spell list each time
You have learned the basics of a particular magical tradition. Choose one spell list: Arcane, Divine, or Primal. You gain the following benefits related to that choice:
- You learn two cantrips of your choice from the Spell list.
- Choose one 1st-level spell from the spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this Feat). Consult the Player’s Handbook for the rules on spellcasting. Whenever you gain a new level, you can replace one of the spells you chose for this Feat with a different spell of the same level from the chosen spell list.
Martial Initiate TCE
Prerequisite: Proficient with a martial weapon
Repeatable: Yes, but you must choose a different Fighting Style each time
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 fighter 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 fighter class that you don’t have.
Musician
Prerequisite: None
Repeatable: No
You are a practiced musician, granting you the following benefits:
- You gain Tool Proficiency with three Musical Instruments of your choice.
- As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.
Poisoner TCE
Prerequisite: None
Repeatable: No
You can prepare and deliver deadly poisons, granting you the following benefits:
- When you make a damage roll that deals poison damage, it ignores resistance to poison damage
- You can apply poison to a weapon or piece of ammunition as a bonus action instead of an action
- You gain proficiency with the poisoner’s kit if you don’t already have it.
With one hour of work using a poisoner’s kit and expending 50 gp of materials, you can create a number of doses of a simple poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, it retains its potency for 1 minute or until you hit with the weapon or ammunition.
When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 1d6 poison damage and become poisoned until the end of your next turn.
Poisons which are more potent or have secondary effects can be crafted according to House Rules.
Savage Attacker
Prerequisite: None
Repeatable: No
You have trained to deal particularly damaging strikes. When you take the Attack Action and hit a target with a weapon as part of that Action, you can roll the weapon’s damage dice twice and use either roll against the target. You can use this benefit only once per turn.
Sentinel
Prerequisite: None
Repeatable: No
You have mastered techniques to take advantage of every drop in an 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.
Skilled
Prerequisite: None
Repeatable: Yes
You gain proficiency in any combination of three skills or tools of your choice.
Tavern Brawler
Prerequisite: None
Repeatable: No
Accustomed to brawling, you gain the following benefits:
- When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
- When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.
- You can wield furniture as a Weapon, rather than an improvised weapon; see the House Rules.
Tough
Prerequisite: None
Repeatable: No
Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.
Vigilant DM
Prerequisite: None
Repeatable: No
Always on the lookout for danger, you gain the following benefits:
- When you roll Initiative, you can add your proficiency bonus to the roll.
- After you roll Initiative but before you have taken a turn, you can swap your Initiative with the Initiative of one willing ally in the same combat who also has not taken a turn. You can’t make this swap if you or the ally is incapacitated.
The proficiency bonus does not stack with the +5 Initiative bonus conferred by the Alert feat, but can be replaced by it.