Natural Weapon Feats | New Player Options for Fifth Edition

This article introduces a collection of special feats that allow you to explore the natural weapons inherent in your race. Many of these feats are associated with the wilder races presented in the official Fifth Edition book VGtM. Always check with your GM before incorporating an option into your character build.

Only five of the feats I created for this article are included. The remaining feats—hagblooded, oversized weapon proficiency, spiderblooded, and worrying bite—are in the PDF version of this content on my Patreon. It’s only $3 to unlock this PDF, plus you get more than 90 other PDFs plus new PDFs daily.

Dragon Bite

Prerequisite: Dragonborn

Your jaw is larger than normal and acts as a natural weapon with which you can make unarmed strikes. On a hit, your bite deals piercing damage equal to 1d4 plus your Strength modifier plus 1d4 damage of the damage type specified by your ancestry in place of the normal damage dealt by your unarmed strikes.

Gore

Prerequisite: Tiefling

Your horns are a natural weapon that you can use to make attacks in place of your normal unarmed strike. On a hit, your horns deal piercing damage equal to 1d6 plus your Strength modifier. And if you move at least 10 feet in a straight line immediately before attacking with your horns, you deal an additional 1d6 piercing damage on a hit.

Limited Magic Immunity

Prerequisite: Magic resistance trait or gnome cunning

You can’t be affected or detected by spells of 1st level or lower unless you wish to be. You can take this feat up to three times. Each time you do, the level of spells that cannot affect or detect you increases by 1.

Natural Weapon Expert

Prerequisite: A natural weapon you can use for unarmed strikes such as claws or bite

You have practiced extensively using your natural weapon in combat, gaining the following benefits:

  • Increase your Strength or dexterity score by 1, to a maximum of 20.
  • The damage dealt by your natural weapon increases by 1 die size. 1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, and 1d10 becomes 1d12.
  • You gain a +2 bonus on Strength (Athletics) checks made to grapple another creature.

Worrying Strike

Prerequisite: Natural bite which you can use to make unarmed strikes with

When you hit a creature with your bite attack, you can use your bonus action to attempt to grapple the target. On a success, you grapple the target using your jaws. While grappled by you, the target takes 1d4 piercing damage at the start of each of its turns and you cannot use your bite attack on another creature.

Wounding Strike

Prerequisite: Natural claws which you can use to make unarmed strikes with

When you hit a creature with your claw attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. If the creature fails its saving throw, it must take 1d4 slashing damage at the start of each of its turns due to a fiendish wound. Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.


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Art by Shutterstock (used with permission).

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