What is a Orgin Feat?
- Feat you get from the background you choose
Orgins (AKA Backgrounds)
- If you want to take a background outside of this list please let me
know so that we can decide which orgin feat you should get
Acolyte
- You devoted yourself to service in a temple, either nestled in a
town or secluded in a sacred grove. There you performed rites in honor
of a god or pantheon. You served under a priest and studied religion.
Thanks to your priest’s instruction and your own devotion, you also
learned how to channel a modicum of divine power in service to your
place of worship and the people who prayed there.
- Feat: Magic Initiate (Cleric)
Artisan
- You began mopping floors and scrubbing counters in an artisan’s
workshop for a few coppers per day as soon as you were strong enough to
carry a bucket. When you were old enough to apprentice, you learned to
create basic crafts of your own, as well as how to sweet-talk the
occasional demanding customer. Your trade has also given you a keen eye
for detail.
- Feat: Crafter
Charlatan
- Once you were old enough to order an ale, you soon had a favorite
stool in every tavern within ten miles of where you were born. As you
traveled the circuit from public house to watering hole, you learned to
prey on unfortunates who were in the market for a comforting lie or
two—perhaps a sham potion or forged ancestry records.
- Feat: Skilled
Criminal
- You eked out a living in dark alleyways, cutting purses or burgling
shops. Perhaps you were part of a small gang of like-minded wrongdoers
who looked out for each other. Or maybe you were a lone wolf, fending
for yourself against the local thieves’ guild and more fearsome
lawbreakers.
- Feat: Alert
Entertainer
- You spent much of your youth following roving fairs and carnivals,
performing odd jobs for musicians and acrobats in exchange for lessons.
You may have learned how to walk a tightrope, how to play a lute in a
distinct style, or how to recite poetry with impeccable diction. To this
day, you thrive on applause and long for the stage.
- Feat: Musician
Farmer
- You grew up close to the land. Years tending animals and cultivating
the earth rewarded you with patience and good health. You have a keen
appreciation for nature’s bounty alongside a healthy respect for
nature’s wrath.
- Feat: Tough
Guard
- Your feet ache when you remember the countless hours you spent at
your post in the tower. You were trained to keep one eye looking outside
the wall, watching for marauders sweeping from the nearby forest, and
your other eye looking inside the wall, searching for cutpurses and
troublemakers.
- Feat: Alert
Guide
- You came of age outdoors, far from settled lands. Your home was
anywhere you chose to spread your bedroll. There are wonders in the
wilderness—strange monsters, pristine forests and streams, overgrown
ruins of great halls once trod by giants—and you learned to fend for
yourself as you explored them. From time to time, you guided friendly
nature priests who instructed you in the fundamentals of channeling the
magic of the wild.
- Magic Initaite (Druid)
Hermit
- You spent your early years secluded in a hut or monastery located
well beyond the outskirts of the nearest settlement. In those days, your
only companions were the creatures of the forest and those who would
occasionally visit to bring news of the outside world and supplies. The
solitude allowed you to spend many hours pondering the mysteries of
creation.
- Feat: Healer
Merchant
- You were apprenticed to a trader, caravan master, or shopkeeper,
learning the fundamentals of commerce. You traveled broadly, and you
earned a living by buying and selling the raw materials artisans need to
practice their craft or finished works from such crafters. You might
have transported goods from one place to another (by ship, wagon, or
caravan) or bought them from traveling traders and sold them in your own
shop.
- Feat: Lucky
Noble
- You were raised in a castle, surrounded by wealth, power, and
privilege. Your family of minor aristocrats ensured that you received a
first-class education, some of which you appreciated and some of which
you resented. Your time in the castle, especially the many hours you
spent observing your family at court, also taught you a great deal about
leadership
- Feat: Skilled
Sage
- You spent your formative years traveling between manors and
monasteries, performing various odd jobs and services in exchange for
access to their libraries. You whiled away many a long evening studying
books and scrolls, learning the lore of the multiverse—even the
rudiments of magic—and your mind yearns for more.
- Feat: Magic Initiate (Wizard)
Sailor
- You lived as a seafarer, wind at your back and decks swaying beneath
your feet. You’ve perched on barstools in more ports of call than you
can remember, faced mighty storms, and swapped stories with folk who
live beneath the waves
- Feat: Tavern Brawler
Scribe
- You spent formative years in a scriptorium, a monastery dedicated to
the preservation of knowledge, or a government agency, where you learned
to write with a clear hand and produce finely written texts. Perhaps you
scribed government documents or copied tomes of literature. You might
have some skill as a writer of poetry, narrative, or scholarly research.
Above all, you have a careful attention to detail, helping you avoid
introducing mistakes to the documents you copy and create.
- Feat: Skilled
Soldier
- You began training for war as soon as you reached adulthood and
carry precious few memories of life before you took up arms. Battle is
in your blood. Sometimes you catch yourself reflexively performing the
basic fighting exercises you learned first. Eventually, you put that
training to use on the battlefield, protecting the realm by waging
war.
- Feat: Savage Attacker
Wayfarer
- You grew up on the streets surrounded by similarly ill-fated
castoffs, a few of them friends and a few of them rivals. You slept
where you could and did odd jobs for food. At times, when the hunger
became unbearable, you resorted to theft. Still, you never lost your
pride and never abandoned hope. Fate is not yet finished with you.
- Feat: Lucky
Feats
Alert
- Initiative Proficiency: When you roll Initiative,
you can add your Proficiency Bonus to the roll.
- Initiative Swap: Immediately after you roll
Initiative, you can swap your Initiative with the Initiative of one
willing ally in the same combat. You can’t make this swap if you or the
ally has the Incapacitated condition.
Crafter
- Tool Proficiency. You gain proficiency with three
different Artisan’s Tools of your choice from the Fast Crafting
table.
- Discount. Whenever you buy a nonmagical item, you
receive a 20 percent discount on it.
- Fast Crafting. When you finish a Long Rest, you can
craft one piece of gear from the Fast Crafting table, provided you have
the Artisan’s Tools associated with that item and have proficiency with
those tools. The item lasts until you finish another Long Rest, at which
point the item falls apart.

Healer
- Battle Medic. If you have a Healer’s Kit, you can
expend one use of it and tend to a creature within 5 feet of yourself as
a Utilize action. That creature can expend one of its Hit Point Dice,
and you then roll that die. The creature regains a number of Hit Points
equal to the roll plus your Proficiency Bonus.
- Healing Rerolls. Whenever you roll a die to
determine the number of Hit Points you restore with a spell or with this
feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and
you must use the new roll.
Lucky
- Luck Points. You have a number of Luck Points equal
to your Proficiency Bonus and can spend the points on the benefits
below. You regain your expended Luck Points when you finish a Long
Rest.
- Advantage. When you roll a d20 for a D20 Test, you
can spend 1 Luck Point to give yourself Advantage on the roll.
- Disadvantage. When a creature rolls a d20 for an
attack roll against you, you can spend 1 Luck Point to impose
Disadvantage on that roll.
Magic Initiate
- Two Cantrips. You learn two cantrips of your choice
from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or
Charisma is your spellcasting ability for this feat’s spells (choose
when you select this feat).
- Level 1 Spell. Choose a level 1 spell from the same
list you selected for this feat’s cantrips. You always have that spell
prepared. You can cast it once without a spell slot, and you regain the
ability to cast it in that way when you finish a Long Rest. You can also
cast the spell using any spell slots you have.
- Spell Change. Whenever you gain a new level, you
can replace one of the spells you chose for this feat with a different
spell of the same level from the chosen spell list.
- Repeatable. You can take this feat more than once,
but you must choose a different spell list each time.
Musician
- Instrument Training. You gain proficiency with
three Musical Instruments of your choice.
- Encouraging Song. As you finish a Short or Long
Rest, you can play a song on a Musical Instrument with which you have
proficiency and give Heroic Inspiration to allies who hear the song. The
number of allies you can affect in this way equals your Proficiency
Bonus.
Savage Attacker
- You’ve trained to deal particularly damaging strikes. Once per turn
when you hit a target with a weapon, you can roll the weapon’s damage
dice twice and use either roll against the target.
Skilled
- You gain proficiency in any combination of three skills or tools of
your choice.
- Repeatable. You can take this feat more than
once.
Tavern Brawler
- Enhanced Unarmed Strike. When you hit with your
Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to
1d4 plus your Strength modifier instead of the normal damage of an
Unarmed Strike.
- Damage Rerolls. Whenever you roll a damage die for
your Unarmed Strike, you can reroll the die if it rolls a 1, and you
must use the new roll.
- Improvised Weaponry. You have proficiency with
improvised weapons.
- Push. When you hit a creature with an Unarmed
Strike as part of the Attack action on your turn, you can deal damage to
the target and also push it 5 feet away from you. You can use this
benefit only once per turn.
Tough
- Your Hit Point maximum increases by an amount equal to twice your
character level when you gain this feat. Whenever you gain a character
level thereafter, your Hit Point maximum increases by an additional 2
Hit Points.