Illusory Script

Inform, improve, and inspire your game.

  • Archive
  • Publications
  • Contact
  • About
  • Subscribe

Feats as Loot

by Marius on March 2, 2024
Art generated by DALL-E AI, using the prompt, »a sorcerer giving a speech to their adventuring party around a campfire, digital art«

Feats as story rewards

Hand out feats as loot to characters for significant character developments or to underscore important milestones in a campaign. We think of feats as something that is only relevant for players building their characters. But we can treat them as rewards just like regular loot!

For example, Shawna the sorcerer learns to lead her party just like the magical ancestral soul-fragment within her pushed her to. She gains the Inspiring Leader feat after the ancestor within her shares more of their power with her.

Or Keanu the cleric convinces a silver dragon to aid the party in their quest. In addition to the dragon’s assistance, Keanu gains the Gift of the Metallic Dragon feat. He grows metallic scales on his body, signifying his parley with the dragon.

Both of these examples showcase how feats can be satisfying loot. Either for character development or to underscore significant story milestones.

Picking and customizing feats

We choose the loot we hand out. We don’t need to give the players a ring of invisibility if we think it will derail our campaign. Similary, we pick the feats we give to the players as rewards. Pick the ones you want to play with. If you think Lucky diminishes the fun of random dice rolls, don’t give it out. Instead, we can pick feats which fit the character well, and which we want at our table.

We can also customize feats to fit a character even better. Perhaps Shawna the sorcerer’s Inspiring Leader feat also lets her cast the healing word spell once per day. Or Keanu the cleric’s Gift of the Metallic Dragon protects allies at range not just within 5 feet of him.

As DMs, we control the loot we hand out. We can take full advantage of this fact when we’re picking and customizing feats as loot.

Anything can be loot!

Why stop at feats? Anything in the books can be loot. We can hand out spells, class features, companion NPCs or monsters, or features from a monster stat block as rewards. Simply write down the effect on an index card, and hand it to the player like any old magic item. Feats can be loot. Anything can be loot.

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

... and receive the Illusory Script Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

Related Articles

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

...and receive the IllusoryScript Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

Latest Articles

  • Starting Strong: The 45-Minute Session Zero AdventureJune 15, 2025
    Concluding Session Zero with an Adventure Session Zero is where we lay the foundation for a great campaign. We build characters, tie them to the world and each other, and set expectations for the game ahead. But once the character sheets are filled out, there’s one more step that can set the tone and send …

    Read On »

  • The Devil You All Know: Collaborative RPG Villain CreationMay 31, 2025
    Build the Villain Together We GMs often arrive at session zero of our RPG with a clear idea of who the villain is. Maybe we even have their stat block ready to go, name and all. But what if we didn’t? What if, instead, we built our main RPG villains with the players, using their …

    Read On »

  • Roleplaying in D&D CombatMay 24, 2025
    Balancing Roleplaying in Combat Combat can be one of the most memorable parts of a session—but not just because of the dice rolls or tactical maneuvers. Some of our favorite combat scenes come alive because of the roleplaying woven into them. But how do we strike that balance? How do we include character moments without …

    Read On »

  • Creating NPCs Based On PCsMay 17, 2025
    One of the core principles we can return to again and again as DMs is this: Build the world around the player characters. In today’s article, let’s apply that principle to one of the most important elements of our games: Creating NPCs (non-player characters) based on the PCs (player characters). Why Build Around the PCs? …

    Read On »

  • The After-Credit Scene in D&DMay 10, 2025
    The Only Worthwhile Cutscene Cutscenes are for video games. In D&D, they almost always get in the way. With one exception: the after-credit scene. When we narrate a scene in which the characters are not present, we’re putting story over play. We’re turning our players into an audience instead of participants. If players can’t act in …

    Read On »

  • D&D 2024 Player’s Handbook ChangesApril 26, 2025
    The D&D 2024 revision of the Dungeons & Dragons Player’s Handbook brings a host of small mechanical changes to the game. If you’re a Dungeon Master already familiar with the 2014 ruleset, here’s a focused guide to what has changed—and how it might impact the way we run our tables. Rather than being a full …

    Read On »

...browse all articles...

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

...and receive the IllusoryScript Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

  • Privacy Policy
  • Impressum
  • Cookie Policy
  • Marius’s House Rules
© 2025 Illusory Script.
✕
  • Archive
  • Publications
  • Contact
  • About
  • Subscribe