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.