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  Feats ....................................................................................................................................................................... 1 
       Why Feats? ........................................................................................................................................................ 1 
  Feat Chains ........................................................................................................................................................... 6 
       Draconic Feats ................................................................................................................................................ 6 
       Martial Arts Feats .......................................................................................................................................... 8 
       Psionic Feats .................................................................................................................................................... 9 
       Vampiric Feats ................................................................................................................................................ 11 
       Werewolf Feats ............................................................................................................................................. 12 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission. 
  Feats for the Fearsome is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2017 Mage Hand Press. All Rights Reserved 
  
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  Feats 
  A feat represents a talent or an area of expertise that gives a 
  character special capabilities. It embodies training, 
  experience, and abilities beyond what a class provides. 
       At certain levels, your class gives you the Ability Score 
  Improvement feature. Using the optional feats rule, you can 
  forgo taking that feature to take a feat of your choice 
  instead. You can take each feat only once, unless the feat’s 
  description says otherwise. 
       You must meet any prerequisite specified in a feat to 
  take that feat. If you ever lose a feat’s prerequisite, you 
  can’t use that feat until you regain the prerequisite. For 
  example, the Grappler feat requires you to have a Strength 
  of 13 or higher. If your Strength is reduced below 13 
  somehow—perhaps by a withering curse—you can’t 
  benefit from the Grappler feat until your Strength is 
  restored. 
  Why Feats? 
  Among the optional rules in 5th edition, Feats are easily 
  among most popular. Perhaps this is because allowing feats 
  in a game expands the character customization options in 
  the hands of players, adding a whole new dimension of 
  options to the sandbox. A rogue character is always cool, 
  but a rogue can be a detective, a hand-to-hand fighting 
  expert, a gambler, or a thousand other more specific things. 
  A fighter might have training with dozens of weapons, but 
  are they exceptionally good with one type, like throwing 
  weapons, heavy weapons, or spears? Maybe a fighter is 
  also a magician or an escape artist―the possibilities are 
  vast. Feats give players one more way to express their 
  character. 
       Feats also fill a mechanical niche, which helps to 
  actualize the character traits they represent. In contrast to 
  backgrounds or strictly-roleplaying character notes, a feat 
  influences the way a character plays in a game, giving a 
  concrete definition to the feat’s meaning. For example, a 
  character can merely be impulsive, running into danger 
  whenever the opportunity arises, but such a character might 
  feel better realized with the Gatecrasher feat as well. Such a 
  feat provides a mechanical interaction to the personality 
  trait, and also helps such a character survive the adventure 
  to tell their stories. 
       Ultimately, feats make characters more interesting. 
  Whether it’s strictly to fulfill a powergaming purpose or to 
  bring to life a three-dimensional character, feats probably 
  have a role to play in your game. 
   
   
  Blindfighter 
  Prerequisite: Wisdom 13 
  You fight exceptionally well, even when you can't see. As 
  long as you can hear, you do not have disadvantage on 
  attack rolls you make against targets within 10 feet of you, 
  and attack rolls against you do not have advantage as a 
  result of a darkness, a heavily obscured area, the attacker 
  being invisible, or you being blinded. 
  Brutal Grip 
  You've learned to use the weight of your weapons 
  effectively, and have adapted to use large weapons one-
  handed. 
  • Increase your Strength score by 1, to a maximum of 20. 
  • When wielding a versatile weapon in one hand, you 
  may use the two-handed damage die. 
  • You may wield a two-handed melee weapon in one 
  hand, treating it as a one-handed weapon. You have 
  disadvantage on attack rolls made when wielding a 
  two-handed weapon this way.  
  Detective 
  Your keen eye for details and mechanical acuity give you a 
  wide set of tools to unravel any mystery that presents itself. 
  You gain the following benefits: 
  • Increase your Intelligence score by 1, to a 
  maximum of 20. 
  • By spending 1 minute examining a corpse 
  that has been dead for no longer a month, 
  you can automatically determine its cause 
  of death. 
  • Whenever you make a successful 
  Intelligence (Investigation) check, you gain a 
  +2 bonus on subsequent Intelligence 
  (Investigation) checks you make that relate to the 
  same topic (for example, examining multiple pieces of 
  evidence to a single murder.) These bonuses stack with 
  multiple successes (up to a maximum of +10), but a 
  failed check reverts your bonus to +0. 
  • By spending 1 minute studying a humanoid you can 
  see, you can learn 1 thing, chosen by the GM: the 
  target's alignment (either good/evil or lawful/chaotic, 
  but not both), one of the target's bonds, or one of its 
  flaws. 
  
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  Dilettante 
  With a few minutes of preparation, a bit of improvisation, 
  and some talent, you can appear proficient in just about 
  anything. When you finish a long rest, you can spend 10 
  minutes practicing with a skill or tool to become proficient 
  in it until you finish a long rest. 
  Early Riser 
  By following a strict routine, you've become accustomed to 
  resting less than others. You gain the full benefit of taking a 
  long rest in only 4 hours, and you gain the full benefit of 
  taking a short rest in only 30 minutes. Additionally, you 
  regain all your expended hit dice, rather than half of them, 
  when you take a long rest. 
  Escape Artist 
  You are practiced in picking locks and slipping any type of 
  bond, and can even do so blindfolded. You gain the 
  following benefits: 
  • Increase your Dexterity score by 1, to a maximum of 
  20. 
  • You have advantage on ability checks you make to slip 
  bonds or escape grapple. 
  • You can hold your breath for twice as long as normal 
  for your race/ability scores. 
  • You have advantage on ability checks you make to pick 
  locks, and you can do so without thieves' tools, as long 
  as you have some suitable instrument. Moreover, you 
  can pick locks one-handed and when blinded. 
  Familiar Keeper 
  You learn the find familiar spell, and can cast it as a ritual 
  without expending spell components. Additionally, you can 
  choose the following forms for you familiar: imp, 
  pseudodragon, quasit, or sprite.  
   
   
   
   
   
   
   
   
  If you gain the ability to cast this spell by another means, 
  you can maintain two familiars at once. 
  Field Commander 
  Under your leadership, your allies fight as a cohesive unit, 
  outmaneuvering and outflanking any enemy. You gain the 
  following benefits: 
  • Increase your Charisma score by 1, to a maximum of 
  20. 
  • As an action, you can issue an order to an ally within 
  60 feet that can hear you. They can then use their 
  reaction to take one of the following actions: Attack, 
  Dash, Disengage, Dodge, Help, Hide, Search or Use an 
  Object. 
  • While you are within 5 feet of two or more allies who 
  aren’t incapacitated, hostile creatures cannot have 
  advantage on attack rolls against you. 
  Focused Critical 
  You've honed your combat skills to seize on any opening 
  you're presented. When you choose this feat, select ranged 
  weapon attacks or melee weapon attacks. You score a 
  critical hit on a roll of 19 or 20 with attack rolls of that 
  type. 
       You can choose this feat more than once, selecting a 
  different attack type each time. 
  Gambler 
  Always keen for probabilities and risk, you often trust your 
  safety and fortune to the hands of fate. You gain the 
  following benefits: 
  • You gain proficiency in all gaming sets and have 
  advantage on ability checks you make for games of 
  chance. 
  • Once on each of your turns, before you roll damage, 
  you can place stakes on the roll. Choose less than the 
  average or higher than or equal to the average. If you 
  choose correctly, you can add one additional die of 
  damage to the roll. If you choose incorrectly, you must 
  remove the damage die with the highest number. 
  Gatecrasher 
  Prerequisite: Strength 13 
  Whereas others inch cautiously through dungeons and 
  stealthily scale enemy fortifications, you've found it easier 
  to barrel right through your obstacles. You gain the 
  following benefits: 
   
  
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  • You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To 
  gain this benefit, you can't be blinded, deafened, or 
  incapacitated.  
  • You have advantage on Strength checks you make to 
  break down doors and demolish obstacles. 
  • When you make a successful Shove action against a 
  creature holding a shield, you can choose to disarm the 
  target of the shield instead of pushing it or knocking it 
  prone. You can hold the shield yourself or throw it to 
  any location within 30 feet. 
  Gifted Spellcaster 
  Prerequisite: Spellcasting feature, spellcasting ability 13  
  Thanks to study, or simply deep introspection, you have 
  expanded your magical potential. You learn 4 spells of your 
  choice of 7th level or lower from your class's spell list. 
  These spells must be for a level for which you have spell 
  slots. 
  Hedge Magic 
  Prerequisite: 5th level 
  You are self-educated in the ways of arcana. Having 
  learned much through experimentation and practice, you 
  have gained exceptional insight into lower level spells. You 
  learn one cantrip of your choice from any class's spell list. 
  Your spellcasting ability for this cantrip is your choice of 
  Intelligence, Wisdom, or Charisma. Once you make this 
  choice, it can't be changed. 
       Additionally, cantrips you know become more potent: 
  when you cast a cantrip that deals damage, you deal one 
  additional die of damage to one of the cantrip’s targets. 
  Iron Hero 
  You have resolved yourself to save the day when all hope 
  seems lost. You gain the following benefits: 
  • When in combat against a creature that has a CR higher 
  than your level, you gain a +2 bonus to your AC. 
  • You have advantage on attack rolls against any creature 
  that has reduced one of your allies to 0 hit points in the 
  last round. 
  • If a hostile creature you can see takes a legendary 
  action, you can use your reaction to intercede, 
  preventing the legendary action from happening. Once 
  you use this ability, you can't use it again until you 
  finish a short or long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Javelineer 
  Prerequisite: Master Thrower feat, proficiency with 
  javelins 
  Thanks to your advanced skills, you are far more deadly 
  with a javelin than most warriors. You gain the following 
  benefits: 
  • When you hit a target with a thrown javelin, it sticks 
  into their body, shield, or armor, slowing them down. 
  Their base walking speed is reduced by 10 feet until 
  they use an action to remove the javelin. 
  • If you move at least 25 feet in a straight line on your 
  turn, you have advantage on the first attack you make 
  with a thrown javelin on that turn, as long as you are 
  not indoors or underground. 
  • Before you make a thrown attack with a javelin, you 
  can choose to take a -5 penalty to the attack roll. If the 
  attack hits, you add +10 to the attack’s damage. 
  Magician 
  Whereas true spellcasters weave profound arcane secrets 
  into runes and gestures to produce incredible works of 
  magic, you merely pretend to for others' amusement. You 
  learn the prestidigitation cantrip, with the following 
  improvements: 
  • The spell's range is 120 feet. 
  • You can maintain any number of the spell's non-
  instantaneous effects at once, each of which can last up 
  to an hour. 
  • The spell can produce larger sensory effects and 
  illusions. Visuals effects and illusions can be up to 10 
  feet in diameter and sensory effects can include other 
  magical trappings, such as the ground rumbling, 
  rushing winds, mystical glowing, levitating rocks, and 
  so on. 
  
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  • You can use the cantrip to appear to cast much more 
  powerful spells. When you do so, choose a spell effect 
  to emulate within 120 feet and make a Charisma 
  (Deception) roll contested by a Wisdom (Insight) check 
  of anyone witnessing it. You have advantage on the roll 
  if the creature observing it is not proficient with the 
  Arcana skill. You instead have disadvantage on the roll 
  if the emulated spell directly interacts with the creature 
  or the spell contradicts itself. For example, if you 
  choose to emulate the effect of the spell sleet storm 
  (sheets of freezing rain), you have disadvantage on the 
  check if the spell's radius includes the viewer (since the 
  viewer would realize that the spell's effects are 
  intangible), or if they noticed that the spell did not 
  create wet ground (since that contradicts the nature of 
  the spell.) If you succeed, the target believes that you 
  cast the spell. 
  Marksman's Luck 
  Prerequisite: Dexterity 13 
  Once per turn, when you roll for damage with a ranged 
  weapon, you can flip one of the damage dice over and use 
  the number on the bottom. 
  Master Thrower 
  Prerequisite: Dexterity 13 
  You are an expert in using thrown weapons. You gain the 
  following benefits: 
  • When you take the Attack action on your turn, you can 
  use a bonus action to make a ranged attack with a 
  thrown weapon.  
  • When you make a ranged weapon attack, you can draw 
  the weapon as part of the attack. You can draw any 
  number of weapons in this fashion each round.  
  • The short and long ranges of your thrown weapons 
  doubles. 
  Metamagic Adept 
  Prerequisite: 5th level, Spellcasting feature 
  You have been instructed in the art of twisting the fabric of 
  spells. You gain two of the sorcerer’s Metamagic options of 
  your choice and you have 5 sorcery points. You 
  regain expanded sorcery when you finish a long 
  rest. 
   
   
  Poisoner 
  You know well the toxic admixtures and poisonous 
  concoctions that can stop a man's heart in seconds. Your 
  expertise with poisons grant you the following benefits:  
  • You gain proficiency with the poisoner's kit. 
  • You have resistance to poison damage. 
  • You can apply or release poison as a bonus action, 
  rather than an action. 
  • The Constitution saving throw DC for poisons you craft 
  is increased by your proficiency bonus. 
  Ritualist 
  Through your dabbling with the occult, you have become 
  well-versed in ritual magic. You learn four spells that have 
  the ritual tag from any class's spell list whose levels are no 
  higher than half your level (rounded up). Your spellcasting 
  ability modifier for these spells is Intelligence, Wisdom, or 
  Charisma (your choice). Once chosen, this spellcasting 
  abilities can’t be changed. 
       You can cast these spells as rituals. Additionally, you 
  can perform a ritual in 1 minute, or the spell's normal 
  casting time, whichever is longer. Furthermore, if a spell 
  requires expensive material components, you must provide 
  only half the normal amount in order to cast it. 
  Silver-Tongued 
  Your power of persuasion is evident in every interaction 
  you have, matched only by your penchant for the exact 
  details of contracts. You gain the following benefits: 
  • Increase your Charisma score by 1, to a maximum of 
  20. 
  • You have advantage on any check you make to 
  negotiate the terms of a deal or write a binding contract 
  in your favor. 
  • You are already familiar with the laws and regulations 
  of any of place you visit, and have advantage on any 
  Charisma (Persuasion) checks made to interact with 
  law-enforcement authorities. 
  • If you spend 1 minute haggling with a shopkeeper, you 
  can get a one-time 10 gp discount on your purchase, up 
  to a maximum of half the purchase price. 
   
   
   
   
  
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  Skill Focus 
  Through dedicated training and years of practice, you have 
  perfected a particular skill. You gain the following benefits: 
  • Increase your Intelligence score by 1, to a maximum of 
  20. 
  • You gain expertise with one skill of your choice you’re 
  proficient in, which means your proficiency bonus is 
  doubled for any ability check you make with it. This 
  skill must be one that isn’t already beneﬁting from a 
  feature, such as Expertise, that doubles your 
  proﬁciency bonus. 
  Spearmaster 
  You've learned to use the length of your weapon for your 
  advantage, lunging with its strikes to skewer your foes from 
  afar. You gain the following benefits: 
  • Your reach with reach weapons increases to 15 feet.  
  • You can skewer multiple targets in a single strike. Once 
  you per turn, before you make a melee attack with a 
  reach weapon that you are proficient with, you can 
  choose to take a -5 penalty to the attack roll. If the 
  attack hits, you can make a second attack against a 
  target directly behind the first. This penalty also applies 
  to the attack against the second target. 
  Team Player 
  You always put the needs of the group first, putting all your 
  efforts into making the whole team runs like clockwork. 
  You gain the following benefits: 
  • If a hostile creature makes an attack against a friendly 
  creature within 5 feet of you, you can use your reaction 
  to force them to target you instead. 
  • No friendly creature within 60 feet of you can be 
  surprised if you are not also surprised. 
  • You can use the Help action as a bonus action. 
  The Best Defense 
  When you hit a creature with a melee weapon attack on 
  your turn, you can use your bonus action to give that 
  creature disadvantage on the next attack roll it makes 
  against you before the start of your next turn. You can’t use 
  this ability if the creature would already have advantage on 
  melee attacks against you. 
  Titan Fighting 
  Prerequisite: Small size 
  You are adept at felling creatures larger than you. While 
  you are adjacent to a Large or larger creature, you can use 
  your bonus action to enter that creature's space. You remain 
  in this creature's space until it moves or until you use your 
  bonus action to move to an unoccupied space adjacent to 
  the creature. While in that creature's space, it is considered 
  the only creature within your reach, and you gain advantage 
  on attack rolls against the creature. Additionally, the 
  creature has disadvantage on attack rolls against you. 
  Upcaster 
  Prerequisite: Spellcasting feature, spellcasting ability score 
  of 15 or higher 
  Choose one level of spells for which you have spell slots. 
  When you cast a spell of that level using a spell slot of that 
  level, you can cast the spell as if it used a spell slot one 
  level higher. You can choose this feat multiple times, 
  selecting a different level of spells each time. 
  Veritable Badass 
  Grizzled and probably wearing an eyepatch, you gain the 
  following benefits: 
  • Increase your Strength score by 1, to a maximum of 20. 
  • You gain one Fighting Style of your choice from the 
  following list: Archery, Defense, Dueling, Great 
  Weapon Fighting, Protection, Two Weapon Fighting. 
  Veteran Hoplite 
  Prerequisite: Proficiency with shields 
  Through rigorous training, you have become exceptionally 
  skilled when wielding a spear in one hand and a shield in 
  the other. While you are wielding both a shield and a spear 
  or trident, you gain the following benefits:  
  • Your weapon’s damage die increases to 1d8, if it were 
  lower. 
  • When you take the Attack action on your turn, you can 
  use your bonus action to make one additional attack 
  with a spear or trident you are holding. You don’t add 
  your ability score modifier to the damage of this 
  additional attack. 
  • While you are adjacent to one or more friendly 
  creatures who are also holding shields, and are not 
  restrained or unconscious, you can use your action to 
  form a shield wall. Doing so grants you and any of 
  those creatures 3/4 cover. This cover remains as long as 
  two or more shielded creatures in the shield wall 
  remain adjacent to one another. 
  
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  Whip Master 
  Prerequisite: Dexterity 13, whip proficiency 
  You have cultivated incredible skill with this esoteric 
  weapon. You gain the following benefits: 
  • While you are using a whip, its damage die increases to 
  1d8, and its reach increases by 5 feet. 
  • While wielding a whip, you can use the shove action 
  against any creature within reach of your whip.  
  • As a bonus action while you are holding a whip, you 
  pull an object weighing under 10 lb. to your hand from 
  up to 10 feet away. 
  Witch Hunter 
  You have experience in the detection and elimination of 
  warlocks, occultists, and creatures possessed by foul spirits, 
  which grants you the following benefits: 
  • You gain resistance to acid, cold, fire, lightning, or 
  thunder damage (your choice when you gain this feat.) 
  • You can instantly identify a creature that has cast a 
  spell within the last 24 hours. 
  • When you hit a creature with a melee attack, you can 
  use a bonus action to disrupt its magic. This creature 
  must make a Constitution saving throw or have 
  disadvantage on spell attack rolls it makes until the 
  beginning of your next turn. The DC equals 10 or half 
  the damage dealt, whichever is higher. 
  Feat Chains 
  Most feats are intended to be a singular choice, 
  representing but one aspect of a character’s expertise or 
  personality. Feat chains, on the other hand, represent a 
  character’s personal journey: a gradual transformation, the 
  accumulation of knowledge, or the perfection of a talent 
  with years of practice. Feats chains consist of multiple feats 
  that require previous feats as prerequisites, creating a string 
  of features that grow stronger with their character, 
  signifying a broader transformation. 
   
   
   
       Feat chains are ideal for expressing a player concept 
  without multiclassing. The gradual transformation into a 
  vampire can happen to a player of any class or any race, so 
  it should not interrupt a character’s progression through 
  their class. The latent power of psionics, as well, can run 
  parallel to a character of any background or any talent. 
  Though a psionic fighter might differ greatly from a psionic 
  rogue, neither of these should need to abandon their 
  original archetype.  
       Though feat chains are more powerful if followed to 
  their conclusions, they can be followed at any pace within 
  their prerequisites, as much or as little as needed to fit a 
  character concept. If a player wishes to merely dabble with 
  psionics, they can take the Awakened feat, and never take 
  take another feat in the chain. If a player would like their 
  fighter to be exceptionally brutal in unarmed combat, they 
  can take the Hand to Hand and Tiger Style feats to crush 
  their enemies, but need not finish the feat chain. 
  Draconic Feats 
  A draconic lineage is nothing to be scoffed at. Many are 
  born with traces of dragon blood in their ancestry and fail 
  to discover it for years. Others, like half-dragons and 
  dragonborn, might find a deeper connection to their 
  draconic parentage than their kin, and aspire to the might of 
  true dragonhood. These feats are for characters that crave 
  draconic power and find it buried within themselves. 
  Dragon Ancestry 
  Even though you are not necessarily a dragonborn half-
  dragon, or kobold, you share a lineage with the great 
  dragons and express minor draconic traits, like slitted 
  pupils, long, sharp fingernails, and scaly skin. Choose one 
  type of dragon from the Draconic Ancestry table. Your 
  breath weapon and damage resistance are determined by 
  the dragon type, as shown in the table. 
       Breath Weapon. You can use your action to exhale 
  destructive energy. Your draconic ancestry determines the 
  size, shape, and damage type of the exhalation.  
       When you use your breath weapon, each creature in the 
  area of the exhalation must make a saving throw, the type 
  of which is determined by your draconic ancestry. The DC 
  for this saving throw equals 8 + your Constitution modifier 
  + your proficiency bonus. A creature takes 2d6 damage on 
  a failed save, and half as much damage on a successful one. 
  The damage increases to 3d6 at 6th level, 4d6 at 11th 
  level, and 5d6 at 16th level.  
   
   
  
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       After you use your breath weapon, you can’t use it again 
  until you complete a short or long rest.  
       Damage Resistance. You have resistance to the damage 
  type associated with your draconic ancestry.  
       Languages. You can speak, read, and write Draconic. 
  Draconic Ancestry 
  Dragon 
  Damage Type 
  Breath Weapon 
  Black 
  Acid 
  5 by 30 ft. line (Dex. save) 
  Blue 
  Lightning 
  5 by 30 ft. line (Dex. save) 
  Brass 
  Fire 
  5 by 30 ft. line (Dex. save) 
  Bronze 
  Lightning 
  5 by 30 ft. line (Dex. save) 
  Copper 
  Acid 
  5 by 30 ft. line (Dex. save) 
  Gold 
  Fire 
  15 ft. cone (Dex. save) 
  Green 
  Poison 
  15 ft. cone (Con. save) 
  Red 
  Fire 
  15 ft. cone (Dex. save) 
  Silver 
  Cold 
  15 ft. cone (Con. save) 
  White 
  Cold 
  15 ft. cone (Con. save) 
  True Dragon's Breath 
  Prerequisite: Breath Weapon racial feature or Dragon 
  Ancestry feat 
  Your breath weapon can now be used more than between 
  rests. Each turn after you use your breath weapon, you can 
  roll a d6 at the beginning of your turn to attempt to regain 
  use of it. On a 5 or a 6, you can again use your breath 
  weapon. 
  Visage of the Wyrm 
  Prerequisite: Breath Weapon racial feature or Dragon 
  Ancestry feat 
  You begin your transformation into a mighty dragon, 
  gaining its appearance and the following benefits: 
  • Increase your Strength or Dexterity score by 1, to a 
  maximum of 20. 
   
   
   
  • You grow wicked claws which are natural 
  weapons, which you can use to make 
  unarmed strikes. If you hit with them, you 
  deal slashing damage equal to 1d4 + your 
  Strength modifier, instead of the bludgeoning 
  damage normal for an unarmed strike. 
  • Parts of your skin are covered by a thin sheen of 
  dragon-like scales. When you aren’t wearing armor, 
  your AC equals 13 + your Dexterity modifier. 
  Dragon Wings 
  Prerequisites: 16th level, Visage of the Wyrm feat 
  Your transformation into a true dragon progresses: you 
  sprout a pair of dragon wings from your back and have a 
  flying speed equal to your movement speed. To use this 
  speed, you can’t be wearing medium or heavy armor. 
  Great and Terrible Dragon 
  Prerequisites: 19th level, Dragon Wings feat and True 
  Dragon's Breath feat 
  As an action, you can assume the mantle of a true dragon. 
  You can shapeshift into a dragon of Young Dragon with the 
  same color as your Dragon Ancestry, and can stay in this 
  form for up to one hour. You then revert to your normal 
  form. You can revert to your normal form earlier by using a 
  bonus action on your turn. You automatically revert if you  
  fall unconscious, drop to 0 hit points, or die. While you are 
  transformed, the following rules apply: 
  • Your game statistics are replaced by the statistics of the 
  dragon, but you retain your alignment, personality, and 
  Intelligence, Wisdom, and Charisma scores. You also 
  retain all of your skill and saving throw proficiencies, 
  in addition to gaining those of the dragon. If the dragon 
  has the same proficiency as you and the bonus in its 
  stat block is higher than yours, use the dragon’s bonus 
  instead of yours. If the dragon has any legendary or lair 
  actions, you can’t use them. 
  • When you transform, you assume the dragon’s hit dice 
  and hit points. When you revert to your normal form, 
  you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of 
  dropping to 0 hit points, any excess damage carries 
  over to your normal form. For example, if you take 10 
  damage in dragon form and have only 1 hit point left, 
  you revert and take 9 damage. As long as the excess 
  
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  damage doesn’t reduce your normal form to 0 hit 
  points, you aren’t knocked unconscious. 
  • Transforming doesn’t break your concentration on a 
  spell you’ve cast, or prevent you from taking actions 
  that are part of a spell, such as call lightning, that 
  you’ve already cast. 
  • You retain the benefit of any features from your class, 
  race, or other source and can use them if the new form 
  is physically capable of doing so. 
  • Your equipment merges into your new form and has no 
  effect until you leave the form. 
       After you have used this ability you cannot use it again. 
  At dawn, roll a d6. On a roll of 5 or 6 you regain the use of 
  this ability. 
  Martial Arts Feats 
  It’s a well-known fact that that not all great martial artists 
  are trained at monasteries. Sometimes, a bare-knuckle 
  brawler, prizefighter, or trained martial artist simply 
  masters the art of punching somebody, without achieving 
  inner peace or learning to channel their ki. The following 
  feats are for players that want to dabble with unarmed 
  combat, or for monks that want a small measure of 
  additional options. 
  Hand to Hand 
  Your body is a single deadly weapon, more dangerous and 
  versatile than any sword or arrow. While you are not 
  wearing medium or heavy armor and not holding a shield, 
  you gain the following benefits: 
  • Your AC increases by 2. 
  • You can use Dexterity instead of Strength for the attack 
  and damage rolls of your unarmed strikes.  
  • Your unarmed strikes deal 1d4 bludgeoning damage. 
  • When you use the Attack action with only unarmed 
  strikes, you can make one unarmed strike as a bonus 
  action. 
  Monkey Style 
  Prerequisites: 5th level, Dexterity 13, Martial Arts feature 
  or Hand to Hand feat 
  The tricky and mischievous Monkey School of martial arts 
  has taught you a number of moves to confound your foes. 
  You gain the following benefits: 
  • Your unarmed strikes deal 1d6 damage.  
  • Your unarmed strikes count as magical for purposes of 
  overcoming damage resistance and immunity. 
  • Once on each of your turns when you deal damage to a 
  hostile creature with an unarmed strike, you can use 
  your bonus action to gain one of the following benefits: 
       Furious Blows. You can make two melee weapon 
  attacks with disadvantage against the target. You can’t 
  use this ability if you have advantage on the attack 
  rolls.  
       Mischievous Strike. As a bonus action when you 
  make an unarmed strike, you can make a Dexterity 
  (Sleight of Hand) check opposed by the target’s 
  Wisdom (Insight) check to steal an item carried by the 
  target. 
       Wide Slap. The target can’t take reactions until the 
  start of its next turn. 
  Snake Style 
  Prerequisites: 5th level, Dexterity 13, Martial Arts feature 
  or Hand to Hand feat 
  Your training in the swift, flowing Snake school of martial 
  arts has given you the ability to covertly control the flow of 
  battle. You gain the following benefits: 
  • Your unarmed strikes deal 1d6 damage. You can 
  choose for this damage to be piercing damage instead 
  of bludgeoning damage. 
  • Your unarmed strikes count as magical for purposes of 
  overcoming damage resistance and immunity. 
  • Once on each of your turns when you deal damage to a 
  hostile creature with an unarmed strike, you can use 
  your bonus action to gain one of the following benefits: 
       Asp. You can strike the creature in a sensitive spot, 
  sickening it. The target takes an additional 1d4 poison 
  damage. 
       Constrictor. You can attempt to grapple the creature 
  you struck, adding double your proficiency bonus to 
  your grapple check. You may use a Dexterity 
  (Acrobatics) check instead of a Strength (Athletics) 
  check when attempting to grapple a creature. 
       Rattlesnake. You can attempt to intimidate your 
  target. The creature you struck must succeed on a 
  wisdom saving throw (DC equals 8 + your Charisma 
  Modifier + your proficiency bonus) or be frightened of 
  you until the end of its next turn. A creature who 
  succeeds on the saving throw cannot be affected by this 
  ability for 24 hours.  
  Tiger Style 
  Prerequisites: 5th level, Strength 13, Martial Arts feature 
  or Hand to Hand feat 
  
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  You have trained in the powerful Tiger School of martial 
  arts and learned how to capitalize on the strength in your 
  blows. You gain the following benefits: 
  • Your unarmed strikes deal 1d6 damage.  
  • Your unarmed strikes count as magical for purposes of 
  overcoming damage resistance and immunity. 
  • Once on each of your turns, when you make an 
  unarmed strike, you can take a -5 to your attack roll to 
  deal an additional 10 damage.  
  Crane Style 
  Prerequisites: 5th level, Dexterity 13, Martial Arts feature 
  or Hand to Hand feat 
  Your training in the Crane School of martial arts has taught 
  you how to evade and defend yourself without abating your 
  assault.  
  • Your unarmed strikes deal 1d6 damage.  
  • Your unarmed strikes count as magical for purposes of 
  overcoming damage resistance and immunity. 
  • Once on each of your turns when you deal damage to a 
  hostile creature with an unarmed strike, you can gain 
  one of the following benefits: 
       Evasive Stance. You gain a +2 bonus to AC until 
  the beginning of your next turn. 
       Swift Exit. You can move 15 feet without expending 
  movement or provoking opportunity attacks. 
       Underhanded Blow. The target creature can't gain 
  advantage on attack rolls on its next turn. 
  Mantis Style 
  Prerequisites: 5th level, Strength 13, Martial Arts feature 
  or Hand to Hand feat 
  You have studied the careful but powerful forms belonging 
  to the Mantis School of martial arts, which has taught you 
  to wait for the perfect moment to strike. You gain the 
  following benefits: 
  • Your unarmed strikes deal 1d6 damage.  
  • Your unarmed strikes count as magical for purposes of 
  overcoming damage resistance and immunity. 
  • Whenever a creature within 5 feet of you deals damage 
  to you with a melee weapon attack, you can use your 
  reaction to make an unarmed strike against the attacker. 
  Dragon Style 
  Prerequisites: 15th level, Strength or Dexterity 15, Crane, 
  Mantis, Monkey, Snake, or Tiger Style feat 
  Through endless hours of training, you have mastered the 
  elusive Dragon School of martial arts. With it, you can 
  summon fire at your fists and unleash your dragon spirit as 
  you battle. You gain the following benefits: 
  • Your unarmed strikes deal 1d8 damage. You can 
  choose for this damage to be fire damage instead of 
  bludgeoning damage. 
  • You can release a burst of flame from your fists. When 
  you make an unarmed strike, you can replace the melee 
  attack with a ranged weapon attack. This ranged 
  weapon attack has a range of 30/120 feet and deals fire 
  damage on a hit.  
  • You can use your bonus action to summon a dragon 
  spirit around you as an aegis of protection. For the next 
  three rounds, you have resistance to bludgeoning, 
  piercing, and slashing damage. Once you use this 
  ability, you can't use it again until you finish a long 
  rest. 
  Psionic Feats 
  Legend often refers to psionic powers as the Gift or the 
  Third Eye. It is a slumbering energy that dwells within the 
  minds of many (perhaps even all), awaiting its time to open 
  the mysterious doors of reality to those who embrace it. 
  Those who unlock this potential become Awakened; their 
  minds are open to the forces of the universe, and they can 
  begin use their minds to shape the universe in turn. These 
  feats are for players that want to create psionic characters 
  without multiclassing or complicated alternatives to 
  spellcasting.  
  Awakened 
  The latent hum of psionic insight has always dwelled in the 
  back of your mind, but an awakening of your consciousness 
  has brought it to the forefront. You gain proficiency in your 
  choice of Intelligence, Wisdom, or Charisma saving 
  throws. Additionally, you gain the following psionic 
  abilities: 
       Empathy. You can use your action to probe the surface 
  level of a creature's emotions. You must be able to see the 
  creature and it must be within 30 feet and have an 
  Intelligence of 3 or higher. You learn the creature's 
  emotional state and, at the GM's discretion, one of the 
  creature's Bonds. 
       Kinesis. You can use your action to invisibly manipulate 
  objects within 30 feet of you. You can move objects 
  weighing less than 10 pounds, open an unlocked door or 
  container, stow or retrieve an item from an open container, 
  
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  or pour the contents out of a vial. You can't use this ability 
  to attack or activate magic items. 
  Psionic Adept 
  Prerequisite: Awakened feat 
  Your awareness has expanded, and your psionic abilities 
  have grown in turn. You gain a pool of 6 psionic power 
  points, which you can spend to power special psionic 
  abilities. You regain all expended power points when you 
  finish a long rest. If you already have a pool a power 
  points, your pool instead increases by 4. 
       You gain the Clouded Thoughts, Mind Nail, and 
  Telepathy psionic abilities. The saving throw DC for your 
  psionic abilities is 8 + your proficiency bonus + your 
  Intelligence modifier. 
      Clouded Thoughts (2 Points). As an action, choose one 
  creature you can see within 60 feet to make a Wisdom 
  saving throw. On a failed save, the target creature can 
  neither see nor hear you for 1 minute. You must 
  concentrate on this effect as you would a spell. This effect 
  ends immediately if you lose concentration on it or if you 
  deal damage to the target creature.  
       Mind Nail (2+ Points). As an action, you can spend 2 or 
  more power points (up to a maximum of your proficiency 
  bonus) to drive an invisible psionic spike into the mind of a 
  creature you can see within 60 feet. The target must make a 
  Wisdom saving throw. On a failed save, the target takes 
  1d10 psychic damage for each point spent, and you can 
  choose for one creature the target can see to appear to be 
  invisible to it until the beginning of your next turn. 
       Telepathy (3 points). You can use an action to cast the 
  detect thoughts spell. As long as you maintain 
  concentration on the spell, you can use a bonus action to 
  send a telepathic message to a creature you are focused on. 
  It can reply—using a bonus action to do so—while your 
  focus on it continues. 
  Soulwarrior 
  Prerequisite: Awakened feat 
  Just as your mind grows in focus, so too does your body 
  become honed. You gain a pool of 6 psionic power points, 
  which you can spend to power special psionic abilities. You 
  regain all expended power points when you finish a long 
  rest. If you already have a pool a power points, your pool 
  instead increases by 4.  
       You gain the Honed Strike, Psychic Resolve, and Shift 
  psionic abilities. The saving throw DC for your psionic 
  abilities is 8 + your proficiency bonus + your Intelligence 
  modifier. 
       Honed Strike (1+ Points). As a bonus 
  action, you can spend 1 or more power 
  points (up to a maximum of your 
  proficiency bonus) to augment a weapon 
  you are holding with an invisible edge of 
  psionic energy. The weapon gains a bonus to 
  attack and damage rolls equal to the number 
  of points spent. This bonus lasts for a 
  number of rounds equal to twice the 
  number of points spent. 
       Psychic Resolve (2 Points). As an 
  action, you can collect your focus, mending 
  wounds in your body and mind. You can use your 
  action to regain hit points equal to 1d8 + your Intelligence 
  modifier. Additionally, the next Intelligence, Wisdom, or 
  Charisma saving throw you make before the beginning of 
  your next turn is made with advantage. 
       Shift (1 Point). As a reaction when a hostile creature 
  that you can see moves, you can move 15 feet without 
  provoking Opportunity Attacks. 
  Psimaster  
  Prerequisites: 11th level, Psionic Adept or Soulwarrior feat 
  Your psionic power has strengthened, and you have come 
  into your own as a true psion. Your pool of power points 
  increases by 10, and you gain the following psionic ability: 
       Psionic Casting. You can spend power points to cast the 
  following spells: 
   
  2 Points: charm person, command 
   
  3 Points: calm emotions, suggestion 
   
  5 points: major image, tongues 
   
  6 points: arcane eye, confusion 
   
  7 Points: modify memory, telekinesis 
  Overmind  
  Prerequisites: 17th level, Psimaster feat 
  The true potential of your mind unlocked, you have reached 
  the heights of psionic potential. Your pool of power points 
  increases by 10, and you gain the following psionic 
  abilities: 
       Psiblast (11 Points). You emit a burst of psionic power 
  in a 60-foot cone. Each creature in that area must succeed 
  on an Intelligence saving throw or be stunned for 1 
  minute. A creature can repeat the saving throw 
  on the end of each of its turns, ending the 
  effect on itself on a success. 
       Total Domination (11 Points). 
  You can cast the spell dominate 
  monster. 
  
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  Vampire Feats 
  It is well known that the curse of vampirism is spread when 
  a vampire bites a victim, like a terrible, infectious disease. 
  What happens next is not well understood, for most 
  fledgling vampires retreat from mainstream society and 
  keep their secrets well hidden. Few ordinary people spend 
  long enough around vampires to learn the affliction's 
  details. 
       The actual process of becoming a vampire is arcane, 
  complex, and obtuse. In order to make the transition into 
  undeath without becoming a mindless zombie, the subject 
  must be killed and buried in a specific manner in a ritual 
  involving the blood of an existing vampire. Thereafter, 
  should the new vampire accept their fate, they can begin 
  building their supernatural powers. This is a gradual 
  process, fed by regular blood meals and strengthened with 
  additional dark rites, but results in a master of sinister 
  necromantic powers.  
       These feats are for characters that wish to pursue 
  vampirism and embrace unlife. Optionally, the GM can 
  freely bestow the first feat, Vampirism, to a player 
  character that is afflicted with the curse of vampirism. 
  Vampirism 
  Afflicted with the curse of vampirism, you have taken the 
  first of many dreadful steps toward vampire lordship. You 
  gain the following benefits: 
  • You gain a fanged bite attack, which is a natural 
  weapon that you can use to make unarmed strikes. If 
  you hit with it, you deal necrotic damage equal to 1d4 + 
  your Dexterity modifier, instead of the bludgeoning 
  damage normal for an unarmed strike. If the target is 
  not a construct or undead, its hit point maximum is 
  decreased by the damage dealt until it finishes a long 
  rest, and you regain that many hit points.  
  • When you are not wearing armor, your AC is equal to 
  12 + your Dexterity modifier. 
  • You have darkvision with a range of 120 feet. 
  • You gain a climbing speed equal to your walking speed 
  and you gain the ability to move up, down, and across 
  vertical surfaces and upside down along ceilings, while 
  leaving your hands free. 
  • You have resistance to necrotic damage. 
  • You do not age and cannot die of natural causes. You 
  also do not need to breathe air, and you do not need to 
  eat or drink as long as you have dealt damage to a 
  humanoid to a humanoid with your bite attack in the 
  last day. 
  As an undead creature, you also gain the following 
  weaknesses: 
  • You are considered to be undead for the purposes of 
  effects that specifically target undead, such as a cleric's 
  Turn Undead ability. 
  • You gain no benefit from a long rest unless you spend 
  it in your own grave. A grave can be designated as 
  yours by mixing your grave dirt with the local soil. 
  Bloodsucker 
  Prerequisite: Vampirism feat 
  You have fully embraced your curse of unlife, redoubling 
  your necromantic strength. You gain the following benefits: 
  • Increase your Strength, Dexterity, and Constitution 
  scores by 1, to a maximum of 20. 
  • Whenever you deal damage to a creature using your 
  bite attack, you regain hit points equal to the three 
  times the damage dealt and gain resistance to 
  bludgeoning, piercing, and slashing damage from 
  nonmagical weapons until the beginning of your next 
  turn. 
  With your greater affinity for unlife also comes the 
  following weakness: 
  • You can't enter a residence without an invitation from 
  one of the occupants. 
  Child of the Night 
  Prerequisite: Vampirism feat 
  As your unholy connection strengthens, you gain the 
  shapeshifting abilities of a vampire, gaining the following 
  benefits:  
  • You can speak to bats, rats, and wolves as if you shared 
  a common language. If you know the find familiar 
  spell, your familiar can take the form of a wolf, swarm 
  of bats, or swarm of rats. 
  • You can use your action to polymorph into a Tiny bat 
  or transform back into your true form. While in the bat 
  form, you can't speak, your walking speed is 5 feet, and 
  you have a flying speed of 40 feet. Your statistics, other 
  than your size and speed, are unchanged. Anything you 
  are wearing transforms with your, but nothing you are 
  carrying does. You revert to your true form if you are 
  reduced to 0 hit points.  
  • You can cast the spell gaseous form once targeting 
  yourself without expending a spell slot or spell 
  components, and regain the ability to do so when you 
  finish a short or long rest. 
  
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  • You have advantage on saving throws you make 
  against being transformed into a creature against your 
  will. 
  Because of your changing undead physiology, you gain the 
  following weaknesses:  
  • You are considered to be a shapechanger for the 
  purposes of effects that specifically target 
  shapechangers. 
  • You take 10 acid damage if you end your turn in 
  running water. 
  Unholy Regeneration 
  Prerequisites: 11th level, Bloodsucker or Child of the Night 
  feat 
  At the beginning of your turn, you regain hit points equal to 
  your proficiency bonus. If you end your turn in direct 
  sunlight or in running water or take radiant damage, this 
  ability doesn't function until the end of your next turn. 
       Because your rapidly healing body can't withstand the 
  sun's light, you gain the following weakness: 
  • You have disadvantage on attack rolls and ability 
  checks while in direct sunlight, and you take 5 damage 
  if you end your turn in direct sunlight. 
  Vampire Lord 
  Prerequisites: 17th level, Unholy Regeneration feat 
  Now at the peak of your necromantic potential, you have 
  achieved the title of Vampire Lord. You are unkillable, 
  capable of raising thralls for your undead army, and rapidly 
  regenerating any damage you take. You gain the following 
  features: 
  • If you drop to 0 hit points are aren't in direct sunlight, 
  you evaporate into an unholy mist instead of dying. 
  Your mist returns to the last grave at which you 
  finished a long rest, where you reanimate after 24 
  hours. 
  • You can regenerate incredible damage, saving you 
  from the brink of death. As an action, you can regain 
  hit points equal to twice your level. Once you use this 
  ability, you can't use it again until you finish a short or 
  long rest, and you Unholy Regeneration feat doesn't 
  function for the following minute. 
  • You can use your action to touch an unconscious 
  humanoid, transforming it into your thrall. That 
  creature is then charmed by you until a remove curse 
  spell is cast on it, the charmed condition is removed 
  from it, or you dismiss this effect as an action. You can 
  have only three thralls at one time. 
  You also gain the following weakness: 
  • If a stake is driven through your heart while you 
  slumber in your grave, you die. 
  Werewolf Feats 
  It is unclear as to whether lycanthropy is a magical curse or 
  simply an insidious biological disease. Many believe that 
  the first lycanthropes were created by the gods as 
  punishment for some long-forgotten misdeed. Others think 
  that they originate from a connection to some an original 
  Primal Beast, the first of all animals. Whatever the truth, it 
  seems that there is no way to contain this deadly condition. 
       Those infected with lycanthropy spontaneously 
  transform (often suddenly and against their will) into a 
  savage monster, an incredibly powerful hybrid of humanoid 
  and beast, driven by sheer instinct. The most common 
  lycanthrope is that of a werewolf, but dozens of 
  werecreatures exist, spawned from their unique own strains 
  of lycanthropic curse. Mysteriously, the moon carries some 
  great connection to this disease, coaxing the beast out of 
  otherwise well-controlled infected humanoids, and sending 
  them on unchecked rampages. 
       These feats are for characters that wish to become 
  lycanthropes (chiefly werewolves, though the Skinwalker 
  feat can be easily modified to allow transformations into 
  other types of animals.) 
  Lycanthropy 
  You have been cursed with lycanthropy, a terrible affliction 
  that causes you to transform into a bloodthirsty beast. 
  These animal instincts and keen senses persist even when 
  untransformed: you have advantage on Wisdom 
  (Perception) checks that rely on scent.  
       Additionally, as an action, you can assume a 
  lycanthrope form for up to 1 minute, gaining some of the 
  
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  savage, bestial characteristics of a wolf, as well as the 
  following benefits: 
  • You gain temporary hit points equal to three times your 
  level. You automatically revert to normal if these 
  temporary hit points are reduced to 0. 
  • You grow sharp claws and teeth which are natural 
  weapons that you can use to make unarmed strikes. If 
  you hit with it, you deal 1d4 slashing or piercing 
  damage (your choice.) 
  • Your Armor Class equals 14 + your Dexterity modifier. 
  • Your movement speed increases by 10 feet. 
  If you are wearing armor, it falls to the ground in your 
  space when you transform into a werewolf. While you are 
  transformed, you can’t concentrate on spells. Once you use 
  this ability, you can’t use it again until you finish a short or 
  long rest. 
  Skinwalker 
  Prerequisites: 5th level, Lycanthropy feat 
  You have fully embraced the curse of lycanthropy that 
  pulses through your veins, allowing you to leave your 
  humanoid form behind completely in favor of the beast, 
  granting you the following benefits: 
  • You can use your action to polymorph into a wolf for 
  up to 1 hour or transform back into your true form. 
  Your statistics, other than your hit points and your 
  Intelligence, Wisdom, and Charisma scores, become 
  that of a wolf. While in the wolf form, you can't speak. 
  Anything you are wearing transforms with you, but 
  nothing you are carrying does. You revert to your true 
  form if you are reduced to 0 hit points. Once you use 
  this ability, you can’t use it again until you finish a 
  short or long rest. 
  • While in your lycanthrope form or wolf form, your 
  Strength and Dexterity are increased by 2. 
  • While in lycanthrope form, when you take the Attack 
  action to use your claws or teeth to make an unarmed 
  strike, you can make an additional unarmed strike as a 
  bonus action. 
  • During a full moon, you can transform into your 
  lycanthrope and wolf form as a bonus action and can 
  maintain this form indefinitely. 
   
   
   
   
  Big Bad 
  Prerequisites: 11th level, Skinwalker feat 
  When the feel the beast within you rising, you transform 
  into a monstrous beast of immense scale and terrifying 
  might. 
  • While transformed, you become Large size and your 
  reach with melee strikes becomes 10 feet. 
  • If you roll initiative while transformed, you can choose 
  one creature you can see to make a Wisdom saving 
  throw (DC equals 8 + your proficiency bonus + your 
  Constitution modifier) or be frightened of you until the 
  end of your next turn.  
  • You can cast the spell gust of wind at will. Your saving 
  throw DC for this spell equals 8 + your proficiency 
  bonus + your Constitution modifier.    
  Alpha Beast 
  Prerequisites: 11th level, Skinwalker feat 
  Your lycanthropy transforms you into a primal beast of 
  unmatched power, a savage thing of teeth and fur from the 
  earliest days of the world. You gain the following benefits:  
  • You no longer return to your true form when your 
  temporary hit points are reduced to 0. 
  • While you are transformed and have temporary hit 
  points, you have resistance to nonmagical bludgeoning, 
  piercing, and slashing damage from weapons that aren’t 
  silvered. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Producers 
  Jessica Neklewitz 
  Matt Eger 
  Zachary 
  Calderone 
  Justin Jönsson 
  William Corrie 
  Mike Litkewitsch 
  Pedro Gonzalez 
  Kris Hunter 
  Shane 
  McDermott 
  The Palm of 
  Vecna 
  Billy 
  Sasquatch 
  Justin Forkner 
  Aidan Sandlant 
  James Belin 
  Bryce Clark 
  Kyle Beltz 
  Dustin Harbuck 
  AceofKnaves 
  Jeffrey Griffith 
  bolthawk 
  Julien Therrien 
  M. Maxwell 
  Matuszak 
  Brandon Martin 
  tyrell hayward 
  Kura Tenshi 
  Michael Jeanes 
  Jared Masouras 
  Alexander 
  Garcia 
  Ariel Drissman 
  brandon johnson 
  Data Frag 
  The Knuckle of 
  Vecna 
  JA 
  John Daniel 
  Zillman 
  Wyrm_f00d 
  Charles Koeppel 
  Flynn Patrick 
  Harne 
  Robert Field 
  Dreydon Barber 
  Drew Hayes 
  Gregory 
  Karl Bludworth 
  Pandric 
  luke maxwell 
  Daniel 
  Lamoureux 
  Neyd Harlequin 
  Matthew Atkins 
  LeoSaysNO 
  William Dunbar 
  Joshua Cates 
  Jordan Snyder 
  Garrett Lloyd 
  Joe Shine 
  Eddie Freeman 
  Brandon 
  Spencer Houston 
  Guðmundur 
  Guðmundsson 
  Kurt C Yost 
  Zackary D 
  Szechenyi 
  Wes Decker 
  Travis Prosser 
  Shadistro 
  Patrick van der 
  Linde 
  Patrick Jackson
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Art Credits 
  Pg. 2, 4, 6, 7 by Martin Kirby 
  All other art is public domain, CC0. 
  
   
   
  License 
  This material is being released under the Open Gaming License.  
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved.  
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative 
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  modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be 
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  distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work co 
  vered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product 
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
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  Channeler Copyright 2017, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Feats for the Fearsome.pdf