Secret Lesson 57

Every Origin Feat: Alert, Magic Initiate, Savage Attacker, and Skilled

In Lesson 56, we learned that Feats are divided into four categories:

ORIGIN

GENERAL

FIGHTING STYLE

and:

EPIC BOON

Now we begin examining those categories:

FEAT BY FEAT

The first category is:

ORIGIN FEATS

These are especially important because they can appear during:

CHARACTER CREATION

Every standard SRD Background grants one.

The Human Species can grant an additional one through:

VERSATILE

And certain other features can also provide Origin Feats.

The SRD 5.2.1 contains exactly:

FOUR ORIGIN FEATS

They are:

ALERT

MAGIC INITIATE

SAVAGE ATTACKER

and:

SKILLED

 

These four Feats support four very different kinds of characters.

Alert improves:

INITIATIVE

Magic Initiate grants:

SPELLCASTING

Savage Attacker improves:

WEAPON DAMAGE RELIABILITY

And Skilled expands:

PROFICIENCIES


PART ONE — ORIGIN FEATS AT A GLANCE

Feat Primary Benefit Repeatable?
Alert Initiative proficiency and Initiative swapping No
Magic Initiate 2 Cantrips + 1 Level 1 spell Yes, with a different spell list
Savage Attacker Roll weapon damage twice and choose No
Skilled 3 Skill/Tool proficiencies Yes

None of these four Origin Feats has a listed:

LEVEL PREREQUISITE

That is one reason they can function as:

ORIGIN FEATS

during character creation.


PART TWO — WHERE DO ORIGIN FEATS COME FROM?

We have already encountered several sources.

The four standard SRD Backgrounds provide:

Acolyte

MAGIC INITIATE — CLERIC

Criminal

ALERT

Sage

MAGIC INITIATE — WIZARD

Soldier

SAVAGE ATTACKER

The Background entries establish those exact Feats.


HUMAN

The Human Species has:

VERSATILE

which gives:

ONE ORIGIN FEAT OF YOUR CHOICE

So a Human can begin with:

THE BACKGROUND'S ORIGIN FEAT

plus:

ANOTHER ORIGIN FEAT

from Versatile.


EXAMPLE

Human Criminal.

Criminal gives:

ALERT

Human Versatile could give:

SKILLED

The character therefore has:

BOTH FEATS


PART THREE — ALERT

Alert is:

AN ORIGIN FEAT

It provides two benefits:

INITIATIVE PROFICIENCY

and:

INITIATIVE SWAP

 


PART FOUR — ALERT: INITIATIVE PROFICIENCY

When you roll:

INITIATIVE

you can add:

YOUR PROFICIENCY BONUS

to the roll.


INITIATIVE REMINDER

Initiative normally uses:

A DEXTERITY CHECK

So a basic Initiative roll is normally:

D20 + DEXTERITY MODIFIER

Alert adds:

PROFICIENCY BONUS


EXAMPLE — LEVEL 1

Dexterity:

14

Dexterity modifier:

+2

PB:

+2

Initiative roll:

D20 + 2 + 2

Suppose the d20 is:

13

Total:

13 + 2 + 2 =

17 INITIATIVE


WITHOUT ALERT

The same character would have:

13 + 2 =

15

Alert increased the result by:

+2


PART FIVE — ALERT SCALES WITH LEVEL

Because the bonus comes from:

PROFICIENCY BONUS

it automatically increases as your character advances.


CHARACTER LEVELS 1–4

PB:

+2


LEVELS 5–8

PB:

+3


LEVELS 9–12

PB:

+4


LEVELS 13–16

PB:

+5


LEVELS 17–20

PB:

+6

So Alert becomes increasingly valuable without requiring:

ANY ADDITIONAL FEAT INVESTMENT


PART SIX — ALERT: INITIATIVE SWAP

Alert's second benefit can change the tactical order of battle.

Immediately after:

YOU ROLL INITIATIVE

you can swap your Initiative with:

ONE WILLING ALLY

in:

THE SAME COMBAT


EXAMPLE

Your Initiative:

19

Wizard ally:

8

You decide it is strategically important for the Wizard to act first.

The Wizard agrees.

You swap.

Wizard:

19

You:

8


IMPORTANT

You are swapping:

THE INITIATIVE VALUES

You aren't simply giving the ally:

A BONUS

The two characters exchange their positions in the Initiative order.


PART SEVEN — THE ALLY MUST BE WILLING

You can't force:

AN ALLY

to swap Initiative with you.

The ally must be:

WILLING


EXAMPLE

You roll:

18

The Fighter rolls:

7

You want to swap.

The Fighter says:

NO

Then:

NO SWAP OCCURS


PART EIGHT — INCAPACITATED RESTRICTION

Alert says you can't make the Initiative swap if either:

YOU

or:

THE ALLY

has:

THE INCAPACITATED CONDITION


EXAMPLE

You roll Initiative normally.

Your ally is:

INCAPACITATED

You can't swap Initiative with that ally through:

ALERT


PART NINE — WHEN DOES THE SWAP HAPPEN?

The timing is very specific:

IMMEDIATELY AFTER YOU ROLL INITIATIVE

This means Alert is not an ability you save for:

ROUND THREE

or:

LATER IN THE COMBAT

Its Initiative Swap opportunity occurs:

AS INITIATIVE IS BEING ESTABLISHED


WHY ALERT CAN BE TACTICALLY POWERFUL

Different characters benefit from acting at different times.

A spellcaster might want to act early to create:

BATTLEFIELD CONTROL

A heavily armored warrior might want to move first to:

BLOCK A ROUTE

A Rogue might benefit from an ally acting before them so certain:

SNEAK ATTACK

conditions become easier to satisfy.

Alert lets the party adjust:

WHO ACTS WHEN


RULE VERSUS STRATEGY

Actual rule:

YOU MAY SWAP INITIATIVE WITH A WILLING NON-INCAPACITATED ALLY

Strategy:

WHICH ALLY SHOULD RECEIVE THE BETTER INITIATIVE?

That depends on:

THE SITUATION


PART TEN — ALERT COMPLETE EXAMPLE

A party rolls Initiative.

Alert Rogue:

Dexterity modifier:

+4

PB:

+3

d20:

12

Total:

12 + 4 + 3 =

19


Wizard ally:

9

Paladin ally:

14

Ranger ally:

16

The Rogue decides that the Wizard needs to cast an important control spell before the monsters move.

Wizard agrees.

Swap:

Rogue:

9

Wizard:

19

The Alert Feat has therefore affected combat in:

TWO WAYS

First:

PROFICIENCY IMPROVED THE INITIAL ROLL

Then:

INITIATIVE SWAP CHANGED WHO BENEFITED FROM IT


PART ELEVEN — ALERT IS NOT REPEATABLE

Alert doesn't contain:

REPEATABLE

Therefore the normal Feat rule applies:

YOU CAN TAKE IT ONLY ONCE

Taking Alert again wouldn't be a legal second selection under the normal Feat rules.


PART TWELVE — MAGIC INITIATE

Magic Initiate is one of the most flexible Origin Feats in the SRD.

It lets a character gain:

MAGIC

without needing to belong to the corresponding spellcasting Class.

Magic Initiate provides:

TWO CANTRIPS

ONE LEVEL 1 SPELL

A CHOSEN SPELLCASTING ABILITY

SPELL REPLACEMENT

and:

REPEATABILITY

Its complete rules are in the Origin Feats section.


PART THIRTEEN — CHOOSE A SPELL LIST

Magic Initiate uses one of three spell lists:

CLERIC

DRUID

or:

WIZARD

You choose one.


IMPORTANT

All three spells gained from that instance of Magic Initiate come from:

THE SAME CHOSEN SPELL LIST

You don't choose:

one Cleric Cantrip,

one Wizard Cantrip,

and one Druid level 1 spell.

That would violate the feature.


EXAMPLE — MAGIC INITIATE: WIZARD

Choose:

WIZARD

Both Cantrips must be from:

WIZARD SPELL LIST

The level 1 spell must also be from:

WIZARD SPELL LIST


MAGIC INITIATE: CLERIC

All three choices come from:

CLERIC


MAGIC INITIATE: DRUID

All three choices come from:

DRUID


PART FOURTEEN — TWO CANTRIPS

Choose:

TWO CANTRIPS

from the selected spell list.

Cantrips are:

LEVEL 0 SPELLS

and don't require Spell Slots to cast.

The SRD's general spell rules identify Cantrips as level 0 spells.


EXAMPLE

Magic Initiate — Wizard.

Choose:

MAGE HAND

and:

FIRE BOLT

You now know both Cantrips through:

MAGIC INITIATE


PART FIFTEEN — CHOOSE YOUR SPELLCASTING ABILITY

When you select Magic Initiate, choose one:

INTELLIGENCE

WISDOM

or:

CHARISMA

That Ability becomes the Spellcasting Ability for:

ALL SPELLS FROM THIS FEAT


IMPORTANT

The chosen spell list does:

NOT FORCE THE ABILITY

For example:

Magic Initiate — Wizard does not force:

INTELLIGENCE

Magic Initiate — Cleric does not force:

WISDOM

Magic Initiate — Druid does not force:

WISDOM

The Feat explicitly allows:

INTELLIGENCE

WISDOM

or:

CHARISMA

regardless of which of the three lists you chose.


EXAMPLE — CHARISMA MAGIC INITIATE: WIZARD

Paladin Charisma:

16

Modifier:

+3

PB:

+2

Choose:

CHARISMA

for Magic Initiate — Wizard.

Spell Save DC:

8 + 3 + 2 =

DC 13

Spell Attack Bonus:

3 + 2 =

+5

The fact that the spells came from the:

WIZARD LIST

doesn't make them use Intelligence.

The Feat says:

USE YOUR CHOSEN ABILITY


PART SIXTEEN — LEVEL 1 SPELL

After choosing your Cantrips, choose:

ONE LEVEL 1 SPELL

from:

THE SAME SPELL LIST

That spell is:

ALWAYS PREPARED


ALWAYS PREPARED

If you already have a Class with a normal prepared-spell limit, the general rules for always-prepared spells mean that an always-prepared spell:

DOESN'T COUNT AGAINST THAT LIMIT

when applicable.


EXAMPLE

You are a Paladin with Magic Initiate — Wizard.

Choose:

SHIELD

as the Magic Initiate level 1 spell.

Shield is:

ALWAYS PREPARED

through the Feat.

It isn't occupying one of the Paladin's normal prepared-spell choices.


PART SEVENTEEN — FREE CASTING

You can cast the selected level 1 spell:

ONCE WITHOUT A SPELL SLOT

After doing so, you regain the ability to cast it in this free way when you finish:

A LONG REST


EXAMPLE

Magic Initiate spell:

CURE WOUNDS

First casting:

NO SPELL SLOT REQUIRED

After that free casting is used:

LONG REST

before you get another free casting through the Feat.


PART EIGHTEEN — YOU CAN ALSO USE SPELL SLOTS

Magic Initiate explicitly says you can also cast the chosen level 1 spell using:

ANY SPELL SLOTS YOU HAVE


THIS IS VERY IMPORTANT

You don't need to belong to the spell's original Class to use your available Spell Slots.


EXAMPLE — PALADIN WITH MAGIC INITIATE: WIZARD

Chosen spell:

SHIELD

Free casting:

ONCE PER LONG REST

The Paladin also possesses:

PALADIN SPELL SLOTS

Magic Initiate allows the character to cast Shield using:

THOSE SPELL SLOTS

after the free casting is gone.


EXAMPLE — FIGHTER WITHOUT SPELL SLOTS

A Fighter has Magic Initiate.

Chosen spell:

CURE WOUNDS

The Fighter has no Spell Slots from Class features.

The Fighter can still cast Cure Wounds:

ONCE FOR FREE PER LONG REST

But after that:

NO ADDITIONAL CASTING

unless another feature gives the Fighter Spell Slots.


PART NINETEEN — CANTRIPS DON'T USE THE FREE-CAST RESOURCE

The once-per-Long-Rest limitation applies to:

THE LEVEL 1 SPELL'S FREE CASTING

It doesn't mean the two Cantrips can each be cast only once.

Cantrips normally require:

NO SPELL SLOT

and can be cast whenever their normal casting rules permit.


EXAMPLE

Magic Initiate gives:

FIRE BOLT

You can cast Fire Bolt:

REPEATEDLY

You don't consume the once-per-Long-Rest level 1 spell use.


PART TWENTY — SPELL CHANGE

Whenever you:

GAIN A NEW LEVEL

you can replace:

ONE SPELL

chosen for Magic Initiate.

The replacement must be:

THE SAME SPELL LEVEL

and must come from:

THE CHOSEN SPELL LIST


CANTRIP REPLACEMENT

A Cantrip is:

LEVEL 0

Therefore, if you replace one of the Cantrips:

REPLACE IT WITH ANOTHER CANTRIP

from the same list.


EXAMPLE

Magic Initiate — Wizard.

Current Cantrip:

FIRE BOLT

Gain a level.

Replace it with:

RAY OF FROST

Both are:

LEVEL 0 WIZARD SPELLS

Legal.


LEVEL 1 REPLACEMENT

If you replace your level 1 spell:

THE NEW SPELL MUST ALSO BE LEVEL 1

and must come from:

THE SAME SELECTED SPELL LIST


EXAMPLE

Magic Initiate — Cleric.

Current level 1 spell:

BLESS

Gain a level.

Replace Bless with:

HEALING WORD

Legal:

Both are:

LEVEL 1 CLERIC SPELLS


WRONG EXAMPLE

Replace Bless with:

A LEVEL 2 SPELL

Not legal.

Spell Change requires:

SAME LEVEL


PART TWENTY-ONE — WHEN SPELL CHANGE HAPPENS

Magic Initiate says:

WHENEVER YOU GAIN A NEW LEVEL

That means the replacement isn't tied specifically to:

LONG REST

You make the replacement when:

YOUR CHARACTER GAINS A LEVEL


PART TWENTY-TWO — MAGIC INITIATE IS REPEATABLE

Magic Initiate contains:

REPEATABLE

Therefore you can take it:

MORE THAN ONCE

But there is an important restriction.

Each time:

CHOOSE A DIFFERENT SPELL LIST


EXAMPLE

First Magic Initiate:

CLERIC

Second:

WIZARD

Third:

DRUID

All legal.


WRONG EXAMPLE

First:

WIZARD

Second:

WIZARD AGAIN

Not legal under the Feat's Repeatable rule.


MAXIMUM DIFFERENT SRD LIST CHOICES

Because Magic Initiate offers only:

CLERIC

DRUID

and:

WIZARD

there are three distinct spell-list selections available through this SRD Feat.

You still need:

A SEPARATE FEAT-GAINING OPPORTUNITY

each time you take it.


PART TWENTY-THREE — ACOLYTE AND SAGE

The standard Backgrounds already specify the spell list.

Acolyte:

MAGIC INITIATE — CLERIC

Sage:

MAGIC INITIATE — WIZARD

So an Acolyte doesn't choose between:

CLERIC / DRUID / WIZARD

for the Background's Feat.

The Background has already specified:

CLERIC

Likewise, Sage specifies:

WIZARD


PART TWENTY-FOUR — HUMAN MAGIC INITIATE EXAMPLE

Human Background:

SOLDIER

Soldier already gives:

SAVAGE ATTACKER

Human Versatile gives:

ONE ORIGIN FEAT OF YOUR CHOICE

Choose:

MAGIC INITIATE

Now choose the spell list.

For example:

DRUID

Choose:

TWO DRUID CANTRIPS

ONE LEVEL 1 DRUID SPELL

and:

INTELLIGENCE, WISDOM, OR CHARISMA

as the Feat's Spellcasting Ability.


PART TWENTY-FIVE — MAGIC INITIATE: CLERIC CANTRIP OPTIONS

The SRD Cleric Cantrips are:

Cleric Cantrip School
Guidance Divination
Light Evocation
Mending Transmutation
Resistance Abjuration
Sacred Flame Evocation
Spare the Dying Necromancy
Thaumaturgy Transmutation

Choose:

TWO


PART TWENTY-SIX — MAGIC INITIATE: LEVEL 1 CLERIC OPTIONS

Level 1 Cleric Spell School
Bane Enchantment
Bless Enchantment
Command Enchantment
Create or Destroy Water Transmutation
Cure Wounds Abjuration
Detect Evil and Good Divination
Detect Magic Divination
Detect Poison and Disease Divination
Guiding Bolt Evocation
Healing Word Abjuration
Inflict Wounds Necromancy
Protection from Evil and Good Abjuration
Purify Food and Drink Transmutation
Sanctuary Abjuration
Shield of Faith Abjuration

Choose:

ONE


PART TWENTY-SEVEN — MAGIC INITIATE: DRUID CANTRIP OPTIONS

The SRD Druid list contains:

Druid Cantrip School
Druidcraft Transmutation
Elementalism Transmutation
Guidance Divination
Mending Transmutation
Message Transmutation
Poison Spray Necromancy
Produce Flame Conjuration
Resistance Abjuration
Shillelagh Transmutation
Spare the Dying Necromancy
Starry Wisp Evocation

Choose:

TWO


PART TWENTY-EIGHT — MAGIC INITIATE: LEVEL 1 DRUID OPTIONS

Level 1 Druid Spell School
Animal Friendship Enchantment
Charm Person Enchantment
Create or Destroy Water Transmutation
Cure Wounds Abjuration
Detect Magic Divination
Detect Poison and Disease Divination
Entangle Conjuration
Faerie Fire Evocation
Fog Cloud Conjuration
Goodberry Conjuration
Healing Word Abjuration
Ice Knife Conjuration
Jump Transmutation
Longstrider Transmutation
Protection from Evil and Good Abjuration
Purify Food and Drink Transmutation
Speak with Animals Divination
Thunderwave Evocation

Choose:

ONE


PART TWENTY-NINE — MAGIC INITIATE: WIZARD CANTRIP OPTIONS

The Wizard Cantrip list is:

Wizard Cantrip School
Acid Splash Evocation
Chill Touch Necromancy
Dancing Lights Illusion
Elementalism Transmutation
Fire Bolt Evocation
Light Evocation
Mage Hand Conjuration
Mending Transmutation
Message Transmutation
Minor Illusion Illusion
Poison Spray Necromancy
Prestidigitation Transmutation
Ray of Frost Evocation
Shocking Grasp Evocation
True Strike Divination

Choose:

TWO


PART THIRTY — MAGIC INITIATE: LEVEL 1 WIZARD OPTIONS

Level 1 Wizard Spell School
Alarm Abjuration
Burning Hands Evocation
Charm Person Enchantment
Chromatic Orb Evocation
Color Spray Illusion
Comprehend Languages Divination
Detect Magic Divination
Disguise Self Illusion
Expeditious Retreat Transmutation
False Life Necromancy
Feather Fall Transmutation
Find Familiar Conjuration
Floating Disk Conjuration
Fog Cloud Conjuration
Grease Conjuration
Hideous Laughter Enchantment
Ice Knife Conjuration
Identify Divination
Illusory Script Illusion
Jump Transmutation
Longstrider Transmutation
Mage Armor Abjuration
Magic Missile Evocation
Protection from Evil and Good Abjuration
Ray of Sickness Necromancy
Shield Abjuration
Silent Image Illusion
Sleep Enchantment
Thunderwave Evocation
Unseen Servant Conjuration

Choose:

ONE


PART THIRTY-ONE — MAGIC INITIATE BUILD EXAMPLE

Imagine a level 1 Fighter.

Charisma:

16

Modifier:

+3

Magic Initiate:

WIZARD

Spellcasting Ability:

CHARISMA

Cantrips:

MAGE HAND

FIRE BOLT

Level 1 spell:

SHIELD


FIRE BOLT

When the spell requires an Attack Roll:

Spell Attack Bonus:

3 + PB 2 =

+5


SHIELD

Always prepared through:

MAGIC INITIATE

Can be cast:

ONCE WITHOUT A SPELL SLOT

per Long Rest.

The Fighter has no Spell Slots yet, so after that free casting:

NO MORE SHIELD

until the free use returns or another feature later provides Spell Slots.


PART THIRTY-TWO — MAGIC INITIATE DOES NOT MAKE YOU THAT CLASS

This is an important conceptual distinction.

Magic Initiate — Wizard doesn't mean:

YOU ARE A WIZARD

Magic Initiate — Cleric doesn't mean:

YOU ARE A CLERIC

Magic Initiate — Druid doesn't mean:

YOU ARE A DRUID

You gain:

THE FEAT'S SPELLS

You don't gain:

CLASS LEVELS

CLASS FEATURES

HIT DICE

SUBCLASS FEATURES

or other benefits from the Class whose spell list you selected.


PART THIRTY-THREE — SAVAGE ATTACKER

Savage Attacker is:

AN ORIGIN FEAT

It represents training designed to produce more damaging:

WEAPON STRIKES

The Soldier Background grants:

SAVAGE ATTACKER

 


PART THIRTY-FOUR — SAVAGE ATTACKER CORE RULE

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 that target.


SIMPLE EXAMPLE — LONGSWORD

Longsword damage die:

1D8

Strength modifier:

+3

You hit.

First weapon damage roll:

2

Second weapon damage roll:

7

Choose:

7

Then apply the relevant modifier:

7 + 3 =

10 DAMAGE

before other effects.


PART THIRTY-FIVE — YOU CHOOSE BETWEEN THE TWO ROLLS

Savage Attacker doesn't say:

USE THE SECOND ROLL

It says:

USE EITHER ROLL

So if the first roll is better:

KEEP THE FIRST


EXAMPLE

First:

8

Second:

3

Choose:

8


PART THIRTY-SIX — WEAPONS WITH MULTIPLE DAMAGE DICE

Suppose the weapon deals:

2D6

Savage Attacker allows you to roll:

THE WEAPON'S DAMAGE DICE TWICE

So you make:

TWO 2D6 ROLLS


EXAMPLE

First 2d6 roll:

2 + 5 = 7

Second 2d6 roll:

6 + 4 = 10

Choose:

10


IMPORTANT

You don't choose:

the 5 from the first roll,

and the 6 from the second roll,

to manufacture:

11

You choose between:

THE TWO COMPLETE DAMAGE ROLLS


PART THIRTY-SEVEN — ONCE PER TURN

Savage Attacker can be used:

ONCE PER TURN

This is not the same as:

ONCE PER ATTACK


EXTRA ATTACK EXAMPLE

Fighter level 5.

Attack 1:

HIT

You could use Savage Attacker.

Attack 2:

HIT

You can't use Savage Attacker again during:

THE SAME TURN

because it has already been used once that turn.


YOU MAY WAIT

You don't have to use Savage Attacker on:

THE FIRST HIT

The Feat says:

YOU CAN

use it.

So you may decide which qualifying weapon hit during the turn receives the benefit.


PART THIRTY-EIGHT — ONCE PER TURN IS NOT ONCE PER ROUND

Like Sneak Attack, Savage Attacker says:

ONCE PER TURN

not:

ONCE PER ROUND

Therefore, if you make a qualifying weapon attack during:

ANOTHER CREATURE'S TURN

and hit, the once-per-turn limit can potentially be available again on that different turn.


EXAMPLE — OPPORTUNITY ATTACK

During your turn:

SAVAGE ATTACKER USED

Later, during an enemy's turn, that enemy provokes an:

OPPORTUNITY ATTACK

You hit with a weapon.

That is:

A DIFFERENT TURN

Savage Attacker can potentially apply again.


PART THIRTY-NINE — WEAPON DAMAGE DICE

The wording specifically refers to:

THE WEAPON'S DAMAGE DICE

This is narrower than:

EVERY DAMAGE DIE CONNECTED TO THE ATTACK


EXAMPLE

A weapon hit deals its normal weapon damage and another feature adds:

EXTRA DAMAGE DICE

Savage Attacker tells you to roll:

THE WEAPON'S DAMAGE DICE

twice.

It doesn't say to roll every separate source of bonus damage twice.


EXAMPLE — ROGUE

A Rogue attacks with a Finesse weapon and qualifies for:

SNEAK ATTACK

The weapon itself has:

WEAPON DAMAGE DICE

Sneak Attack contributes:

SEPARATE EXTRA DAMAGE DICE

Savage Attacker applies to:

THE WEAPON'S DAMAGE DICE

not the entire Sneak Attack pool.


PART FORTY — SAVAGE ATTACKER DOESN'T REQUIRE A PARTICULAR WEAPON

The Feat doesn't restrict you to:

MELEE

or:

RANGED

It says:

A WEAPON

So the key requirement is that you:

HIT A TARGET WITH A WEAPON

and then use it within the:

ONCE-PER-TURN

limit.


PART FORTY-ONE — SAVAGE ATTACKER IS NOT AN ATTACK REROLL

Savage Attacker doesn't reroll:

THE ATTACK ROLL

The attack must already:

HIT

Then Savage Attacker modifies:

THE WEAPON DAMAGE ROLL


WRONG

"I missed. I'll use Savage Attacker to reroll my d20."

NO


CORRECT

"I hit. Now I'll roll the weapon's damage dice twice and choose either result."

YES


PART FORTY-TWO — SAVAGE ATTACKER IS NOT REPEATABLE

Savage Attacker doesn't contain:

REPEATABLE

Therefore:

TAKE IT ONLY ONCE

under the normal Feat rules.


PART FORTY-THREE — COMPLETE SAVAGE ATTACKER EXAMPLE

Level 5 Soldier Fighter.

Strength modifier:

+4

Weapon damage:

2D6 + 4

You take the Attack action.


ATTACK ONE

Hit.

First 2d6:

1 + 2 = 3

Second 2d6:

5 + 6 = 11

Use:

11

Add Strength:

11 + 4 =

15


ATTACK TWO

Hit.

Normal weapon damage:

2D6 + 4

Savage Attacker has already been used during:

THIS TURN

So you don't roll the weapon damage twice again.


PART FORTY-FOUR — SKILLED

Skilled is the fourth SRD Origin Feat.

It focuses completely on:

PROFICIENCY

It says you gain proficiency in any combination of:

THREE SKILLS

or:

TOOLS

of your choice.

It is also:

REPEATABLE

 


PART FORTY-FIVE — THREE SKILLS

You can choose:

THREE SKILLS


EXAMPLE

Choose:

PERCEPTION

STEALTH

PERSUASION

You gain proficiency in all three.


PART FORTY-SIX — THREE TOOLS

You can instead choose:

THREE TOOLS


EXAMPLE

You might choose three different Tool Proficiencies available under the equipment rules.

The precise list of Tools will be covered in:

LESSON 65


PART FORTY-SEVEN — MIX SKILLS AND TOOLS

The wording says:

ANY COMBINATION

So you aren't required to choose three of the same type.

Legal combinations include:

3 SKILLS + 0 TOOLS

2 SKILLS + 1 TOOL

1 SKILL + 2 TOOLS

or:

0 SKILLS + 3 TOOLS


EXAMPLE

Choose:

Skill:

PERCEPTION

Skill:

STEALTH

Tool:

THIEVES' TOOLS

That uses all:

THREE PROFICIENCY CHOICES


PART FORTY-EIGHT — WHAT PROFICIENCY DOES

When a Skill or Tool Proficiency is relevant to an:

ABILITY CHECK

you can add:

YOUR PROFICIENCY BONUS

under the normal proficiency rules.


EXAMPLE

Dexterity:

16

Modifier:

+3

PB:

+3

Skilled gives proficiency in:

STEALTH

A qualifying Dexterity (Stealth) check:

D20 + 3 + 3

Suppose the d20 is:

11

Total:

11 + 3 + 3 =

17


PART FORTY-NINE — SKILLED DOES NOT GIVE EXPERTISE

This is a crucial distinction.

Skilled gives:

PROFICIENCY

It doesn't give:

EXPERTISE

Expertise generally doubles the Proficiency Bonus for qualifying checks.

Skilled doesn't contain that rule.


EXAMPLE

PB:

+3

Skilled proficiency:

+3

not:

+6

unless another feature separately gives:

EXPERTISE


PART FIFTY — SKILLED DOES NOT INCREASE ABILITY SCORES

Skilled gives:

PROFICIENCIES

It doesn't provide:

+1 DEXTERITY

+1 INTELLIGENCE

or any other Ability Score increase.

Its entire mechanical benefit is:

THREE SKILL/TOOL PROFICIENCIES


PART FIFTY-ONE — SKILLED IS REPEATABLE

Unlike Alert and Savage Attacker:

SKILLED CAN BE TAKEN MORE THAN ONCE


FIRST SKILLED

Gain:

THREE PROFICIENCIES


SECOND SKILLED

With another legal Feat opportunity:

GAIN THREE MORE


EXAMPLE

First Skilled:

PERCEPTION

STEALTH

THIEVES' TOOLS

Later Skilled again:

ARCANA

PERSUASION

CALLIGRAPHER'S SUPPLIES

You have gained:

SIX PROFICIENCY CHOICES

across the two selections.


PART FIFTY-TWO — HUMAN + SKILLED

The Human Species is especially capable of gaining many proficiencies because it already has:

SKILLFUL

which gives:

ONE SKILL PROFICIENCY

Then Versatile can choose:

SKILLED

which gives:

THREE MORE SKILL/TOOL PROFICIENCIES


EXAMPLE — HUMAN SAGE

Background Sage:

ARCANA

HISTORY

Human Skillful:

PERCEPTION

Human Versatile → Skilled:

STEALTH

PERSUASION

THIEVES' TOOLS

Before considering Class proficiencies, this character has already gained several proficiencies from:

BACKGROUND

and:

SPECIES


PART FIFTY-THREE — SKILLED AND CLASS SKILLS

Skilled doesn't require you to choose from:

YOUR CLASS SKILL LIST

Its wording allows:

ANY COMBINATION OF THREE SKILLS OR TOOLS OF YOUR CHOICE

So it can broaden a character beyond the normal options available during:

CLASS CREATION


EXAMPLE

A Class didn't offer:

STEALTH

as one of its normal Skill Proficiencies.

Skilled can still potentially give:

STEALTH PROFICIENCY

because the Feat has its own rule.


PART FIFTY-FOUR — COMPARING ALL FOUR ORIGIN FEATS

Feat Combat Exploration Social Magic Repeatable
Alert Strong initiative utility No
Magic Initiate Depends on spells Depends on spells Depends on spells Strong Yes
Savage Attacker Weapon damage reliability No
Skilled Depends on skills/tools Strong Strong Yes

This table is:

GAMEPLAY GUIDANCE

not additional rules.

The actual rules are the individual Feat descriptions.


PART FIFTY-FIVE — WHICH ORIGIN FEAT CHANGES YOUR ACTION ECONOMY?

Consider the four.

Alert:

NO NEW ACTION

Magic Initiate:

DEPENDS ON THE SPELL

Savage Attacker:

NO ACTION REQUIRED

It modifies a qualifying weapon hit.

Skilled:

NO NEW ACTION

It gives proficiencies used when relevant.

Magic Initiate is therefore the Feat whose action economy varies most because:

EACH SPELL HAS ITS OWN CASTING TIME


PART FIFTY-SIX — WHICH FEATS USE LIMITED RESOURCES?

ALERT

No limited-use resource.


MAGIC INITIATE

Cantrips:

NO SPELL SLOTS

The chosen level 1 spell:

ONE FREE CAST PER LONG REST

plus any casting through:

AVAILABLE SPELL SLOTS


SAVAGE ATTACKER

ONCE PER TURN

This is a frequency restriction rather than a rest-based pool.


SKILLED

No limited-use resource.

The Feat permanently grants:

PROFICIENCIES


PART FIFTY-SEVEN — BUILD EXAMPLE: CRIMINAL ROGUE

Background:

CRIMINAL

Feat:

ALERT

Dexterity:

18

Modifier:

+4

Level:

5

PB:

+3


INITIATIVE

Roll:

11

Total:

11 + 4 + 3 =

18

The Rogue can then potentially:

SWAP INITIATIVE

with a willing non-Incapacitated ally.

This can help arrange favorable positioning for:

SNEAK ATTACK

or let a spellcaster establish control first.


PART FIFTY-EIGHT — BUILD EXAMPLE: ACOLYTE FIGHTER

Background:

ACOLYTE

Feat:

MAGIC INITIATE — CLERIC

Choose Spellcasting Ability:

WISDOM

Wisdom:

14

Modifier:

+2

PB:

+2


Choose Cantrips:

GUIDANCE

SACRED FLAME

Choose level 1 spell:

HEALING WORD


SPELL SAVE DC

8 + 2 + 2 =

DC 12


FREE SPELL

Healing Word:

ONCE WITHOUT A SPELL SLOT

then:

LONG REST

to recover that free use.

The Fighter doesn't become:

A CLERIC

The character simply possesses these spells through:

MAGIC INITIATE


PART FIFTY-NINE — BUILD EXAMPLE: SOLDIER BARBARIAN

Background:

SOLDIER

Feat:

SAVAGE ATTACKER

Weapon:

GREATSWORD

Weapon damage:

2D6


First damage roll:

1 + 2 = 3

Second:

5 + 4 = 9

Choose:

9

Then apply normal relevant modifiers.

The Barbarian gets:

BETTER DAMAGE RELIABILITY

without gaining:

A NEW ACTION

or:

A LIMITED-REST RESOURCE


PART SIXTY — BUILD EXAMPLE: HUMAN WITH SKILLED

Human:

SKILLFUL

Choose:

PERCEPTION

Human Versatile:

SKILLED

Choose:

STEALTH

PERSUASION

THIEVES' TOOLS

The character now receives four proficiency choices through:

HUMAN SPECIES TRAITS

before considering Background and Class choices.


PART SIXTY-ONE — COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING THERE ARE MORE THAN FOUR SRD ORIGIN FEATS

The SRD 5.2.1 Origin Feats are:

ALERT

MAGIC INITIATE

SAVAGE ATTACKER

SKILLED


MISTAKE 2 — THINKING ALERT GIVES ADVANTAGE ON INITIATIVE

It doesn't.

It gives:

PROFICIENCY

You add:

PROFICIENCY BONUS


MISTAKE 3 — ADDING THE ALERT BONUS TO EVERY DEXTERITY CHECK

Alert's Initiative Proficiency applies when:

YOU ROLL INITIATIVE

It doesn't give general Dexterity proficiency.


MISTAKE 4 — THINKING ALERT'S INITIATIVE SWAP CAN TARGET ANY CREATURE

It must be:

ONE WILLING ALLY

in:

THE SAME COMBAT


MISTAKE 5 — FORCING AN ALLY TO SWAP INITIATIVE

The ally must be:

WILLING


MISTAKE 6 — SWAPPING WITH AN INCAPACITATED CHARACTER

You can't swap if:

YOU

or:

THE ALLY

is Incapacitated.


MISTAKE 7 — WAITING UNTIL LATER IN COMBAT TO USE INITIATIVE SWAP

The timing is:

IMMEDIATELY AFTER YOU ROLL INITIATIVE


MISTAKE 8 — THINKING MAGIC INITIATE CAN CHOOSE BARD, SORCERER, OR WARLOCK

The SRD Feat offers only:

CLERIC

DRUID

WIZARD

spell lists.


MISTAKE 9 — MIXING SPELL LISTS IN ONE MAGIC INITIATE

Both Cantrips and the level 1 spell come from:

THE SAME CHOSEN LIST


MISTAKE 10 — ASSUMING THE SPELL LIST DETERMINES YOUR SPELLCASTING ABILITY

It doesn't.

Choose:

INTELLIGENCE

WISDOM

or:

CHARISMA


MISTAKE 11 — CHOOSING DIFFERENT SPELLCASTING ABILITIES FOR EACH SPELL

You choose:

ONE SPELLCASTING ABILITY

for:

THIS FEAT'S SPELLS


MISTAKE 12 — THINKING MAGIC INITIATE GIVES ONLY ONE CANTRIP

It gives:

TWO


MISTAKE 13 — THINKING THE LEVEL 1 SPELL COUNTS AGAINST A NORMAL PREPARED-SPELL LIMIT

The Magic Initiate spell is:

ALWAYS PREPARED


MISTAKE 14 — THINKING THE LEVEL 1 SPELL CAN ONLY EVER BE CAST ONCE PER DAY

The Feat gives:

ONE FREE CAST PER LONG REST

but also permits casting with:

ANY SPELL SLOTS YOU HAVE


MISTAKE 15 — THINKING YOU NEED SPELL SLOTS TO USE MAGIC INITIATE AT ALL

You don't.

The Cantrips need no slots.

The level 1 spell has:

ONE FREE CAST

even if your character has no Spell Slots.


MISTAKE 16 — THINKING THE CANTRIPS ARE ONCE PER LONG REST

They aren't.

The free-use limitation applies to:

THE LEVEL 1 SPELL


MISTAKE 17 — REPLACING THE MAGIC INITIATE LEVEL 1 SPELL WITH A LEVEL 2 SPELL

Spell Change requires:

SAME SPELL LEVEL


MISTAKE 18 — REPLACING A CANTRIP WITH A LEVEL 1 SPELL

A Cantrip is:

LEVEL 0

The replacement must have:

THE SAME LEVEL


MISTAKE 19 — CHANGING MAGIC INITIATE SPELLS AFTER EVERY LONG REST

Spell Change triggers when:

YOU GAIN A NEW LEVEL


MISTAKE 20 — TAKING MAGIC INITIATE TWICE WITH THE SAME SPELL LIST

Repeatable requires:

A DIFFERENT SPELL LIST EACH TIME


MISTAKE 21 — THINKING MAGIC INITIATE MAKES YOU A MEMBER OF THAT CLASS

It doesn't.

It gives:

THE FEAT'S SPELLS

not Class levels.


MISTAKE 22 — USING SAVAGE ATTACKER BEFORE KNOWING WHETHER THE ATTACK HIT

Its trigger is:

WHEN YOU HIT


MISTAKE 23 — USING SAVAGE ATTACKER TO REROLL THE ATTACK ROLL

It affects:

WEAPON DAMAGE DICE

not:

THE D20 ATTACK ROLL


MISTAKE 24 — USING SAVAGE ATTACKER ON EVERY ATTACK

It is:

ONCE PER TURN


MISTAKE 25 — THINKING ONCE PER TURN MEANS ONCE PER ROUND

A qualifying weapon hit on another creature's turn can potentially use it again.


MISTAKE 26 — ROLLING EACH WEAPON DIE TWICE AND MIXING THE BEST INDIVIDUAL DICE

For a 2d6 weapon:

ROLL 2D6

then:

ROLL 2D6 AGAIN

Choose:

ONE COMPLETE ROLL


MISTAKE 27 — DOUBLING EVERY EXTRA DAMAGE DIE WITH SAVAGE ATTACKER

The Feat refers specifically to:

THE WEAPON'S DAMAGE DICE


MISTAKE 28 — THINKING SAVAGE ATTACKER REQUIRES A MELEE WEAPON

The Feat says:

A WEAPON

It doesn't contain a Melee-only restriction.


MISTAKE 29 — THINKING SKILLED GIVES EXPERTISE

It gives:

PROFICIENCY


MISTAKE 30 — THINKING SKILLED MUST GIVE THREE SKILLS

It can give:

ANY COMBINATION OF THREE SKILLS OR TOOLS


MISTAKE 31 — THINKING SKILLED MUST GIVE THREE TOOLS

Again:

ANY COMBINATION


MISTAKE 32 — THINKING SKILLED CAN BE TAKEN ONLY ONCE

It is:

REPEATABLE


MISTAKE 33 — THINKING REPEATABLE MEANS YOU CAN TAKE SKILLED SEVERAL TIMES WITH ONE FEAT CHOICE

Every selection still requires:

A SEPARATE FEAT-GAINING OPPORTUNITY


QUICK RECAP

There are four SRD Origin Feats.


ALERT

Provides:

INITIATIVE PROFICIENCY

Add:

PROFICIENCY BONUS

when rolling Initiative.

Also provides:

INITIATIVE SWAP

Immediately after rolling Initiative, swap with:

ONE WILLING ALLY

in the same combat.

Neither character can be:

INCAPACITATED


MAGIC INITIATE

Choose one spell list:

CLERIC

DRUID

or:

WIZARD

Gain:

TWO CANTRIPS

and:

ONE LEVEL 1 SPELL

Choose Spellcasting Ability:

INTELLIGENCE

WISDOM

or:

CHARISMA

The level 1 spell is:

ALWAYS PREPARED

Free casting:

ONCE PER LONG REST

It can also be cast using:

ANY SPELL SLOTS YOU HAVE

Whenever you gain a level:

REPLACE ONE CHOSEN SPELL

with a spell:

OF THE SAME LEVEL

from:

THE SAME CHOSEN LIST

Repeatable:

YES

but:

DIFFERENT SPELL LIST EACH TIME


SAVAGE ATTACKER

Once per:

TURN

after hitting with a weapon:

ROLL THE WEAPON'S DAMAGE DICE TWICE

and:

USE EITHER ROLL

Repeatable:

NO


SKILLED

Gain proficiency in:

ANY COMBINATION OF THREE SKILLS OR TOOLS

Examples:

3 SKILLS

2 SKILLS + 1 TOOL

1 SKILL + 2 TOOLS

3 TOOLS

Repeatable:

YES


PRIME HERO CHALLENGE

You are creating a Human Soldier Fighter.

The Soldier Background gives:

SAVAGE ATTACKER

Human Versatile gives:

ONE ADDITIONAL ORIGIN FEAT

You are choosing between:

ALERT

MAGIC INITIATE

and:

SKILLED

Consider three different goals.


GOAL ONE

You want to act earlier in combat and potentially let the Wizard take your place in Initiative.

Best mechanical match:

ALERT

Why?

It gives:

INITIATIVE PROFICIENCY

and:

INITIATIVE SWAP


GOAL TWO

You want your Fighter to have minor arcane tricks and one defensive level 1 spell.

Possible choice:

MAGIC INITIATE — WIZARD

For example:

Cantrips:

MAGE HAND

PRESTIDIGITATION

Level 1 spell:

SHIELD

Spellcasting Ability:

choose:

INTELLIGENCE

WISDOM

or:

CHARISMA

according to your character.


GOAL THREE

You want your Fighter to become much more useful outside combat.

Possible choice:

SKILLED

For example:

PERCEPTION

PERSUASION

THIEVES' TOOLS

The Feat expands:

CHARACTER VERSATILITY

without changing combat actions.


LESSON 57 — KEY TAKEAWAYS

Origin Feats can strongly shape a character from:

THE VERY BEGINNING

But each one does something fundamentally different.


ALERT

improves:

WHEN YOU ACT

and allows tactical control over:

WHO ACTS IN YOUR PLACE


MAGIC INITIATE

adds an entire new layer:

SPELLCASTING

It is one of the most flexible Origin Feats because you choose:

SPELL LIST

CANTRIPS

LEVEL 1 SPELL

and:

SPELLCASTING ABILITY

It is also:

REPEATABLE

with a different list each time.


SAVAGE ATTACKER

doesn't create more attacks.

Instead, it makes one weapon-damage opportunity each turn:

MORE RELIABLE

by letting you roll the weapon's damage dice twice and choose the result.


SKILLED

expands:

WHAT YOUR CHARACTER IS TRAINED TO DO

through three additional:

SKILL OR TOOL PROFICIENCIES

and can be taken repeatedly when you receive new legal Feat opportunities.


THE CENTRAL ORIGIN FEAT QUESTION

When choosing an Origin Feat, ask:

DO I WANT BETTER INITIATIVE?

Choose:

ALERT

Do I want:

MAGIC?

Consider:

MAGIC INITIATE

Do I want:

BETTER WEAPON DAMAGE RELIABILITY?

Consider:

SAVAGE ATTACKER

Do I want:

MORE PROFICIENCIES?

Consider:

SKILLED

There is no universal rule declaring one:

THE BEST

The correct choice depends on:

WHAT YOUR CHARACTER NEEDS

and:

WHAT KIND OF ADVENTURER YOU WANT TO BUILD


NEXT LESSON

LESSON 58 — EVERY GENERAL FEAT

Now we move from:

ORIGIN FEATS

to:

GENERAL FEATS

The SRD 5.2.1 contains two:

ABILITY SCORE IMPROVEMENT

and:

GRAPPLER

Lesson 58 will cover both in full, including:

+2 OR +1/+1 ABILITY SCORE INCREASES

MAXIMUM 20

REPEATABLE ABILITY SCORE IMPROVEMENT

and all four Grappler elements:

ABILITY SCORE INCREASE

PUNCH AND GRAB

ATTACK ADVANTAGE

and:

FAST WRESTLER

We will also show exactly how Grappler interacts with:

UNARMED STRIKES

GRAPPLE

EXTRA ATTACK

ADVANTAGE

MOVEMENT

and:

CREATURE SIZE


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.