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.
A few feats are presented below. Many more can be found in the Bloodline Feats PDF.
ENRAGE CANINES
Prerequisites: Path of the True Berserker (wolf), 11 Charisma
You expend one use of your rage. You gain no benefit from this rage, but cause all canines within 200 feet of you to make a Wisdom saving throw or become enraged. The DC is 8 + your proficiency modifier + your Charisma modifier. Enraged canines gain a +2 bonus on damage rolls and have resistance to bludgeoning, piercing, and slashing damage. They attack the nearest creatures that are not canines. They also do not attack you. Their rage continues for as long as you continue to maintain the state of rage and concentrate on the canines. Just like spellcasting, if your concentration is broken, the canine’s rage ends.
EXOTIC WEAPON TRAINING
You have trained extensively with one exotic weapon, gaining the following benefits.
- Your Strength, Dexterity, or Constitution score increases by 1, to a maximum of 20.
- You gain proficiency in one exotic weapon of your choice.
GRAPPLER
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
OPEN HAND MASTERY
Prerequisites: Martial arts and ki class features
You learn the secrets of a soft yet powerful unarmed style and gain the following ki features:
- Blinding Strike. When you hit another creature with an unarmed strike, you can spend 1 ki point to attempt a blinding strike. The target must succeed on a Dexterity saving throw or be blinded until the end of your next turn.
- Crippling Strike. When you hit another creature with an unarmed strike, you can spend 1 ki point to attempt a crippling strike. The target must succeed on a Constitution saving throw or be limited to taking either an action or a bonus action on its turn. At the end of each of its turns, the creature can make another saving throw, ending the effect with a success.
- Start a Grapple.In addition to the damage of your unarmed strike, you can choose to start a grapple with the target creature as a bonus action.
RUNNER
You have conditioned your body through regular running.
• Increase your Constitution score by 1, to a maximum of 20.
• Your Speed increases by 5 feet.
• You have advantage on Constitution saving throws against fatigue.
SPRINTER
You have strengthened your body with exercise and intense running.
• Increase your Strength score by 1, to a maximum of 20.
• Your Speed increases by 10 feet.