Feats (revised)

Charger (p165)

You gain advantage with your charge attack or shove attempt.

Healer (p167)

The listed functions are now included in the Medicine skill (base DC15).

This feat instead does the following: Heavy Armor Mastery (p167)
 * Increase your Wisdom score by 1, to a maximum of 20.
 * You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
 * If you attend to Recuperating creatures during downtime, you can replace their DC15 Con save with the result of your Medicine check.

When you wear magical armor you can apply the damage reduction to damage from magical weapons.

Inspiring Leader (p167)

You can use a bonus action or reaction to add your charisma modifier to any ally within 30' making a check against Fright until the start of your next turn.

Keen Mind (p167)

In addition you can research things involving Int skills (History, Arcana, etc.) in one-half the normal time.

Linguist (p167)

In addition you can learn a language in one-third the regular amount of time.

Medium Armor Master (p168)

Also increase either your Strength or Dexterity by 1 (max 20)

Savage Attack (p169)

Applies to all melee attacks rather than one per turn

Tavern Brawler (p170)

Monks who take this feat can use improvised weapons as monk weapons.

Weapon Master (p170)

Gain proficiency with all simple and martial weapons (rather than 4).

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