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Compendium of Feats
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Compendium of Feats


This is a compendium of AD&D 5e feats.

I have combined all my new feats (from previous publications and some additional ones) and the existing feats from the PHB into one booklet, adding in some flavour text to the PHB where there was none and formatting it all to match.

This publication has expanded the initial feats from the PHB so that all the references to rules or other specific key-words are explained without having to consult the specific rules.

All the home-brew feats contained in this publication are available separately as Pay What You Want in the following DMsGuild publications (without the cool links, index or shorthand rule summaries):

12 New Feats (of a few skill based and fighting feats)
11 New Feats (of special interest to magic users)
10 New Feats (some feats dedicated to shape shifters)
9 New Feats (a few specialist feats for pets or companions)
8 New Feats (brand new with this release and not previously incorporated in this compendium)

(Note for specific feat discussion, please see the relevant supplement as noted above)

**REVISION: Everything is now linked with ‘jump to’ icons and a linked index that you can just click and go to the relevant feat if viewing the PDF. (Click on the icons)

**REVISION: Inclusion of 8 brand new feats from the last publication.

**REVISION: Some minor re-wording.

There are 92 feats listed here (42 of which are PHB)...

Note the exclusion of other official UE feats published after the PHB – this is intentional and I won’t be adding them in in future.

Actor Burn out Heavy Armour Master Merged shifting Skilled
Aerial Aggressor Charger Helping Hand Miniscule Movements Skulker
Alert Cheat Inspiring Leader Miracle Worker Specialist
Animal Whisperer Controlled Shifting Intelligent fighter Moderately Armoured Spell Sniper
Athlete Crossbow Expert Internal Whispers Mounted Combatant Spirit Walker
Attunement Defensive Duellist Keen Mind Multitasking Sprinter
Awakened Armour Dermal Armour Lightly Armoured Observant Substitute
Awakened Weapon Dirty Fighter Lightning Reflexes Parkour Swashbuckler
Battle Caster Dual Wielder Linguist Polearm Master Tavern Brawler
Bestial Menace Dungeon Delver Lucky Pressure Points Telekinetic Fighter
Bestial Voice Durable Mage Slayer Resilient Therian
Bonded Companion Elemental Adept Magic Initiate Ritual Caster Thrower
- Bond of Arcana Focused Magic Sculptor Rope Mastery Training Partner
- Bond of the Hunter Glide Martial Adept Savage Attacker Unstoppable
- Bond of Learning Grappler Master of {melee weapon} Sentinel Vandal
- Bond of Spirit Great Weapon Master Master of {range weapon} Sharpshooter War Caster
- Bond of Tooth & Claw Healer Medium Armour Master Shield Caster Water Baby
- Bond of True Sight Heavily Armoured Melder Shield Master Weapons Master
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Discussions (4)
Customer avatar
Karen M June 20, 2018 3:25 am UTC
I need clarification on your intention for the Bonded Companion feats. Each one has the feature "all attacks increase by 1 point". what does this mean? do they get +1 damage, +1 Attack, or both? Or something else entirely?
Customer avatar
Gadget B July 01, 2018 7:57 am UTC
Similar to a character gaining a +1 to their proficiency; the companion gets a +1 to both attack and damage.
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THOMAS B October 02, 2017 12:07 am UTC
Which pdf file is the most update?
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Gadget B October 05, 2017 8:40 am UTC
Revision 1.

I lost the original (life got in the way, so looong break from d&d) and had to re-write the whole thing, but it meant that I could add in some extra stuff and have the document all hyperlinked for ease of use.
Customer avatar
Ross P October 05, 2016 10:44 pm UTC
To clarify, in the Healer feat you have, is the final bonus their total hit dice (as in their total level for all their classes) or the total value of all their hit dice (like if they rolled max on all their remaining dice)? If it is the first of the two, it may be better to put it that way.

Also while you have improved the Durable feat, I've seen (and use in my games) an alternative version combined with Tough to give the Tenacious feat (all of the PHB version of Durable and Tough in one feat) I don't know if you think that's too much but I figured I'd pass the idea on.
Customer avatar
Michael S September 21, 2016 11:01 pm UTC
I picked this up and looked through it. What you did to the existing feats wasn't bad, but the custom ones are way too strong. Giving a spellcaster permanent advantage on ranged spell attack rolls? Barbarians have to give EVERY ATTACK AGAINST THEM advantage for them to balance out their Reckless Attack. Giving a mage that feature for a feat slot is too much. Even for D&D 5e's powerful feat system.
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Gadget B September 22, 2016 8:50 am UTC
Thank you for the feedback: I agree that the Feat system is powerful - there are very few cases where I would choose to gain a +2 to a stat over a feat (even the original PHB feats).

I have added a feat (Battle Caster) that adds twice your proficiency bonus to your ranged spell attack rolls; this is very different to having advantage.
- it scales with the character
- weapons that give a + to physical attack rolls are relatively common, there isn't much that does the same for spells.
- it is no more OP than the PHB feat (Spell Sniper) that ignores cover and range penalties.

Are there any others you think are OP?
Customer avatar
Michael S September 23, 2016 8:01 pm UTC
Okay, I was remembering incorrectly when I wrote my response; it doesn't change the fact that double proficiency bonus is simply not done. It's just too great of a bonus. Enemy AC doesn't go higher than 30, and those are the CR 30 monsters. Getting a +15 to attack rolls on average is pretty ridiculously high for player characters. Taking into account magic, the bonus to attacks can easily exceed +18. That's a greater bonus than monsters receive, and they can have ability scores go all the way up to +10 and proficiency bonuses go higher than the +6 available only to PCs. This seems like it will easily break the math of D&D.
Not only that, but the feat's benefit is simply too good. My DMs have always told me that if a feat has an ability that nobody in their right mind would pass up on, it's too good and needs to be weakened. As for the other feats, I'll have to continue reading, but if any other of your feats possess this feature, please revise them.
Customer avatar
Gadget B September 24, 2016 10:14 am UTC
You're right - any doubling of proficiency bonus in the PHB is out-with combat situations. Since this feat also includes an increase to the stat it does make it OP. Looking at other feats and abilities I think just a +1 makes it much more balanced. (Battle Caster is on P6)

I also tweaked a couple of others:
- Swashbuckler to offset the +5% natural critical with +5% natural fumble. (pg 25)
- Therian keeps hit points when changes form (This was the initial intent, just not put together very well) (pg 26)
- Unstoppable changed the momentum part to be similar to the Charger feat. (pg 27)

And there are a few formatting tweaks through the document.
Customer avatar
Michael S September 24, 2016 7:43 pm UTC
Alright, I'll look through it and see what else I notice.
Customer avatar
Michael S September 24, 2016 8:18 pm UTC
Precision Impact in the Battle Caster feat still feels a tad strong. Perhaps remove the ability increase and it'll be fine, but only allow it to affect spells that can only influence a single target. We don't need a blaster enforcing disadvantage on every saving throw against every fireball they throw.

Burn out is a flat out no go, man. We can't have high level Wizards spamming Wish in exchange for a few 3rd level spells to cure the Exhaustion.

The Bash ability added to Charger takes some thunder out of the Shield Master feat, I'd say you should replace it with something else. We don't want feats homogenizing. We want every feat to feel unique.

Cheat is broken. Even once a long rest, that's too much. It means you can just choose not to have a weakness. That's not the philosophy of D&D. Your character can't be perfect. At least, I don't think they should be.

Change Crossbow Expert back to what it was. It was worded that way for the reason of letting ALL Ranged...See more
Customer avatar
Michael S September 25, 2016 7:27 am UTC
Lightly Armored should not grant the ability to negate damage. Then, you get characters buying dozens of suits of the cheapest light armor and using it for damage mitigation without ever caring to repair it. It wasn't done in the game for that reason. You also seem to have forgotten that Lightly Armored actually grants proficiency in Light Armors.

Lightning Reflexes takes the thunder out of the Sentinel Feat.

Linguist didn't need to be changed.

There's a reason why Lucky didn't affect a creature's saving throws. Because then you just force them to start failing and make enemies like the Tarrasque burn through all its Legendary Resistances just to avoid being turned to Stone. The feat did not need to be adjusted. It was already very potent.

Also, I'm noticing that you're incorporating skills that don't exist in 5th edition. I would not recommend this as it can potentially imbalance the strengths of the ability scores and make skill proficiencies less useful....See more
Customer avatar
Gadget B September 25, 2016 8:27 am UTC
Thanks for taking the time to look through them and give your opinions; I appreciate the thought and consideration given. I do agree with some points raised and would argue against others. I will take the time to reply in full shortly.
Customer avatar
Michael S September 27, 2016 6:18 am UTC
Uh... Did you forget to respond?
Customer avatar
Gadget B September 27, 2016 9:02 am UTC
Places to meet and people to be :)
Lots to read through and think on... working on it.
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