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Daerdan's Class Feats
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Daerdan's Class Feats


One Hundred and One Feats to Further Distinguish Your PC!

"A wonderful little gem of a supplement that expands on character development even further with a ton of new creative feats. If you're looking to give your players more individuality and options, both in and out of combat, this is a must have. Brilliant work! - Vall Syrene

Daerdan's Class Feats introduces 101 class-specific feats that provide new playstyles, shore up defenses, expand existing resources!

Average. Each class is represented with at least six feats, with an average of eight per class. Some require a character to be of a specific subclass, whereas others can be taken by any PC of that class.

Design Philosophy. Class Feats is designed around these three principles, tempered with one overlying philosophy: nothing is free. A feat is a hefty cost to an adventurer, but paying that price promises great reward. These principles are:

  • Expansion of class fantasy and fulfillment of niche playstyles: ever hunger to wreak havoc with your fists as a barbarian without a multiclass into monk? Ever want to wield a glaive as a monk, mastering the art of the naginata? For the price of a feat, you can explore playstyles previously impossible to achieve!
  • Patch up preexisting flaws: Too often has someone embraced the Way of the Four Elements monk just to wallow under its high ki costs; too often have Shadow monks gotten lost in magical darkness they themselves created! Meanwhile, berserker barbarians collapse under the draconian rules of their Frenzy and Pact of the Blade warlocks should have gotten that which was so generously given to Hexblades! Many feats in this supplement seek to provide necessary relief to beleaguered and flawed classes and subclasses!
  • Provide additional resources: the ranger cries out for prepared casting! The battle master yearns for additional maneuvers and superiority dice! Bards, sorcerers, warlocks—they all chafe under such a limited spell selection that's already taxed with necessary spells! For the cost of a feat, all these adventurers can add additional resources to their arsenal! 

Xanathar's Guide to Everything. Class Feats references or grants spells found in Xanathar's Guide to Everything, thus requiring that supplement to make the most of this product!

If you liked this, you can check out my other work here on DMs Guild and follow me on Twitter (@Wyatt_Trull).

Player Options & Encounters

Curse of Strahd


Waterdeep: Dragon Heist

Waterdeep: Dungeon of the Mad Mage


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Reviews (2)
Discussions (4)
Customer avatar
Wheelercub L July 09, 2019 9:48 pm UTC
I really love these feats, and bought the PDF just based on the first section presented. I think they'll fit perfectly into any campaign. So I presented these to my table and the gang had a handful of notes to help balance some of the options or make them more enticing then what they previously were. Let me know what you think.

Everyone was really impressed by these:

• DISCIPLE OF THE HUNT - Yes Yes Yes! I love this so much!
• FISTS OF UNHINGED FURY - I absolutely love this idea. Very cool indeed!
• DANCING STEEL - When reading this, my immediate reaction was to create a College of Swords bard. Really wonderful.
• SWORD AND SORCERY - fantastic!
• WHO NEEDS LAWS? - genius! Would love to see more Battlemaster, Arcane Archer, College of Swords, and other additions via special feats like this.

Tweaks to the existing feats:

• THE DIRGE OF MORTALITY - missing a duration of 1 minute (I...See more
Customer avatar
Wyatt T July 09, 2019 10:58 pm UTC
I wish I had hired you as a playtester.

Thanks for the massive feedback, I will be taking it into consideration for the next round of updates for Class Feats. My initial team consisted myself, and about five or so playtesters (DMs, who then loosed these to their power gamers). Now with community feedback, that pool has grown to a potential of five hundred playtesters.

I'll be back after work to address many of your points one by one.

Also, thank you the suggested feats. Volume 2 will have class-specific weapon feats that interact with particular class abilities. Quarterstaff rogue is one of 'em.
Customer avatar
Wheelercub L July 10, 2019 2:05 pm UTC
Excellent! Let me know if you need help with anything. We're happy to lend a hand.
Customer avatar
Jacob W July 09, 2019 6:17 pm UTC
This is awesome! Is there some sort of Fantasy Grounds extension that adds them to the feats section that I can buy instead?
Customer avatar
Danielle P July 09, 2019 2:44 pm UTC
Wanted to ask if for the Anointed Vessel feat if it was meant to cut the paladin's Channel Divinity to refresh only after long rests or if that's a typo? In Player's Handbook, it says it refreshes on a long or short rest.

Also Holy Touch feels a bit too powerful with how much extra points you get (since at level 4 you may come close to doubling your pool) combined with the bonus action heal; one suggestion my DM and I came up with was maybe scaling the extra healing points to proficiency bonus x4, but keeping the feat the same otherwise.

Really loving these feats otherwise though, they look fun and I hope to use one or two when I play.
Customer avatar
Wyatt T July 09, 2019 10:55 pm UTC
Yes, that's a typo, I must go flagellate my editor now—and then myself.

Thanks for the feedback. I will address Holy Touch again in the second round of updates.
Customer avatar
Benjamin P July 08, 2019 12:19 pm UTC
Liking it all so far. The free Bard spells feell quite powerful, but not overly so.

'Divine Eminence' doesn't have Divine Soul as a prereq.
Customer avatar
Wyatt T July 08, 2019 12:36 pm UTC
Thank you, I've corrected that.
Customer avatar
Wheelercub L July 08, 2019 5:55 pm UTC
I thought so at first too. But when you realize that they still have to spend spell slots or spell points to use them, it feels more balanced.
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This title was added to our catalog on July 01, 2019.