Alert
Proficiency bonus to initiative — always ready.
Magic Initiate
You learn the Fire Bolt and Ray of Frost cantrips; casters also pocket Magic Missile.
Skilled
Proficiency in Investigation, Survival, and Medicine — and Medicine training arms a Healer's Kit.
Savage Attacker
Once per turn, roll your weapon's damage dice twice and keep the better set.
Grappler
Feat (level 4, STR or DEX 13). +1 STR or DEX. Punch and Grab: once on each of your turns, an Unarmed Strike that lands during your Attack action also tries to seize the target, which resists with its better STR or DEX save against your grapple DC. You attack a creature you hold with Advantage, and hauling a held creature no bigger than you costs no extra movement. Taking it puts an Unarmed Strike in your kit.
Close Call
Origin Feat. You have Breaks equal to your proficiency bonus, back at the start of every battle. When your attack roll misses (not on a natural 1) or your saving throw fails by 3 or less, a Break is spent on its own and the roll succeeds instead
Hard to Fell
Origin Feat. Your hit point maximum rises by 1 per level. The first time in each battle you become Bloodied (half your hit points or fewer) and are still standing, you gain temporary hit points equal to your level
Bonesetter
Origin Feat. You are trained in Medicine and carry a Healer's Kit (2 more uses if you were already trained). First Aid costs you a Bonus Action, not an Action, and an ally it wakes gets up with hit points equal to your proficiency bonus + Wisdom modifier (minimum 2) — on its feet if it was Prone
Harness Drill
Feat (level 4, not trained in Heavy armor). +1 STR or DEX. You gain training in the next armor category above the heaviest you know — none to Light, Light to Medium, Medium to Heavy — and in Shields if you lacked them. Your starting kit dresses you in the heaviest armor you are now trained for
Ironclad
Feat (level 4, Heavy armor training). +1 STR or CON. While you wear Heavy armor and aren't Incapacitated, each of your turns starts with temporary hit points equal to your proficiency bonus + Constitution modifier (minimum 1). They don't stack with other temporary hit points — you keep the higher
Turn the Blade
Feat (level 4, Shield training). +1 STR or CON. While you hold a shield, a creature that misses you with a melee attack is left open: the next attack roll against it before the start of its next turn has Advantage, whoever makes it
Give Ground
Feat (level 4, DEX 13). +1 DEX. Reaction, taken on its own when it pays: a creature you can see hits you in melee while you hold a Finesse or Light weapon — the damage drops by your Dexterity modifier + proficiency bonus (never below 1) and you step 5 ft to a free space farther from the attacker, spending no movement and provoking no opportunity attacks. Grappled, Restrained or boxed in, you only reduce the blow
Unbowed
Feat (level 4). Choose Body (STR, DEX, CON) or Mind (INT, WIS, CHA) and raise one ability of that group by 1. Once per battle, when you fail a saving throw of that group, you reroll it on the spot and must use the new roll
Full Weight
Feat (level 4, STR 13). +1 STR. While the Full Weight switch is on, once per turn a hit with a Heavy melee weapon deals extra damage equal to twice your proficiency bonus — and commits you: the next attack roll against you before the start of your next turn has Advantage
Killing Craft
Feat (level 4). +1 STR or DEX. Once per turn, a weapon hit leaves the wound of its damage type. Bludgeoning — Rattled: it can't take reactions until the start of its next turn. Piercing — Bleeding: at the start of its next turn it takes piercing damage equal to your proficiency bonus. Slashing — Opened: its AC is 1 lower until the start of your next turn. A creature carries one of each at most; a fresh wound replaces the old
Paired Steel
Feat (level 4). +1 STR or DEX. While you hold a melee weapon in each hand, the first hit each of them lands on your turn adds one damage die of the other weapon
Long Draw
Feat (level 4, DEX 13). +1 DEX. Your ranged weapon hits against a creature more than 30 ft away deal extra damage equal to your proficiency bonus
Backstep
Feat (level 4). +1 DEX or your spellcasting ability. Once per turn, when you make a ranged attack — weapon or spell — with a hostile creature within 5 ft of you, you first step 5 ft to a free space beside no hostile creature you can see, spending no movement and provoking no opportunity attacks. With no such space, you shoot as normal, at Disadvantage
Glancing Spell
Feat (level 4, a spell that makes an attack roll). +1 to your spellcasting ability. Once per turn, when your spell attack roll misses a creature, it still takes damage equal to your spellcasting modifier (minimum 1) of the spell's damage type. If Potent Cantrip also grazes that miss, the creature takes the larger, not both
Spellgrip
Feat (level 4, Spellcasting or Pact Magic). +1 INT, WIS or CHA. Once per battle, a failed concentration save frays your spell instead of ending it: a frayed spell ends at the end of your next turn unless you spend a Bonus Action on that turn to steady it. Another failed concentration save ends it at once, and dropping to 0 hit points still ends it
Spellchaser
Feat (level 4). +1 STR or DEX. Reaction, taken on its own when it pays: a hostile creature you can see within 30 ft casts a spell — you move up to half your speed toward it without provoking opportunity attacks. If you end within melee reach of the caster, or started there, your next melee attack roll against it before the end of your next turn has Advantage
Bar the Way
Feat (level 4, STR 13 or CON 13). +1 STR or CON. Reaction, taken on its own when the walk would go on past you: a hostile creature you can see moves into a space within 5 ft of you — its movement ends there for this turn. A creature more than one size larger than you isn't stopped, and neither is a teleport
Words Under Fire
Feat (level 4, WIS 13 or CHA 13). +1 WIS or CHA. At the start of each of your turns, unless you are Incapacitated, the Bloodied ally within 30 ft of you who is worst off (not you) gains temporary hit points equal to your proficiency bonus + your Wisdom or Charisma modifier (the higher; minimum 1)
Fieldcraft
Feat (level 4). +1 INT or WIS. At the start of each of your turns you sweep for traps without spending an action, and your sweeps reach 30 ft. When your Investigate check places a creature, it places it one tier deeper: its name, then its toughness and resistances, then its whole sheet
Clamber
Feat (level 4). +1 STR or DEX. You scramble up a built wall up to 10 ft high (double movement) with no stairs or ladder. A drop of 20 ft or less deals you no damage and doesn't leave you Prone, whether you step off or are shoved. Reaction, on its own: when you're knocked Prone, you roll with it — move 5 ft without provoking opportunity attacks and stand up
Moving Target
Feat (level 4). +1 DEX or CON. Your speed increases by 10 ft. If you end your turn having spent at least 20 ft of movement during it, ranged attack rolls against you have Disadvantage until the start of your next turn
Onrush
Feat (level 4, STR 13 or DEX 13). +1 STR or DEX. Once per turn, when you hit a creature with a melee weapon after moving at least 20 ft straight toward it this turn, it makes a Strength saving throw (DC 8 + your proficiency bonus + the attack's ability modifier) or is knocked Prone. A creature more than one size larger than you stands firm
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Tactforge is an independent project, compatible with fifth edition.