Martial Feats
Here is a collection of feats primarily aimed towards martial characters.
Bow Bash
General Feat (Prerequisite: Level 4+)
You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Stringed Staff. When you take the Attack action using a Bow, you can make your attack as though it were a Quarterstaff with the Finesse property.
Wallop. If you are holding a Bow, you have Advantage on skill checks made to Shove creatures.
Dishonourable Duelist
General Feat (Prerequisite: Level 4+)
You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Cheap Shot. As a Bonus Action which you take immediately after hitting a creature with a Finesse weapon, if it is within reach, you can throw a cheap blow at the target. It must succeed a Constitution saving throw (DC 8 + your Proficiency Bonus + the modifier of the ability score raised with this feat) or have its AC reduced by an amount equal to half your Proficiency Bonus (Rounded down) until the end of your next turn or until it leaves your reach.
Ironclad Form
General Feat (Prerequisite: Level 8+, the Heavy Armor Master Feat)
You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
Enhanced Reduction. Your Heavy Armor Master feat now reduces damage of all types, excluding psychic.
Hunker Down. While you are wearing heavy armor, at the start of your turn you may expend all of your movement to bunker down. If you do, you gain a bonus to your AC equal to half your Proficiency Bonus until the start of your next turn.
Multi Nock
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits:
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Multishot. When you make a Ranged weapon attack using a Bow, you can make an amount of additional attacks equal to half your Proficiency Bonus. Every attack must target a seperate creature in a Cone with length equal to half your Bow’s normal range, originating from you. You take a -5 penalty to all attack rolls made this way. You can use this feature only once per turn.
Moxie
General Feat (Prerequisite: Level 4+, Strength 17+)
You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
Never back down. When you start your turn below half of your Hit Point maximum you may enter a heightened state until the end of your next turn. During this time you gain a +2 bonus to all your saving throws and AC, as a Bonus Action you may make a single weapon attack and melee weapon attacks you make using Strength deal an additional 1d4 damage. This damage is increased to 2d4 for weapons with the Heavy property. Once you have used this feature you must finish a Short or Long Rest before using it again.
Resurging Strike
General Feat (Prerequisite: Level 4+)
You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
Resurgent. As a Reaction which you take when a Creature you can see scores a Critical Hit against you, you may move up to half of your Speed directly towards them, and make a single weapon attack.
Rise Up. Whenever you become Stable after making Death Saving Throws, you regain 1 Hit Point.
Trickshot
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Pinpoint. You gain a +1 bonus to ranged attack rolls using weapons with the Thrown property, and you score Critical Hits on rolls of 19 and 20 using them.
Ricochet. When you score a Critical Hit on a ranged attack using a weapon with the Thrown property, you may cause the weapon to ricochet to one other creature within 15 foot of the original target. The second target damage equal to the damage roll for the initial creature -5 (minimum 1).
