Obojima: Tales from the Tall Grass brings a whimsical, Studio Ghibli-inspired flavor toDungeons & Dragons, but don’t let the cozy atmosphere fool you — its character options are clever, powerful, and fully compatible with fifth-edition mechanics. The setting introduces new feats that fit beautifully into story-rich campaigns, offering flavorful abilities that go far beyond raw numbers.
Whether you’re building a local herbalist or a supernatural warrior, these feats offer tangible benefits while enriching roleplay and world interaction. Here are the best feats found in Obojima, chosen by how much they enhance gameplay and storytelling alike.

7Bumbling Fool
Survive On Pure, Improbable Luck
Perfect for comedic or chaotic characters, Bumbling Fool allows you to treat low rolls in ability checks as a flat 15 instead—three times per long rest. The threshold is half your level (rounded up), giving the feat growing power over time.
This feat leans heavily into a slapstick survival theme, letting your character fumble through social encounters or narrow escapes while still mechanically succeeding. It’s a fun, high-reward choice for players who want to lean into a ‘lucky mess’ type of archetype. It’s not optimized for every build, but when it shines, it really shines—especially in roleplay-heavy campaigns.

6Group Combatant
Survive When Surrounded
Group Combatant is excellent for tanky characters or anyone who expects tofight while outnumbered. It reduces nonmagical weapon damage you take by two (minimum one), prevents advantage from flanking, and makes your movement immune to opportunity attacks after provoking one.
This feat is notably less useful if your group isn’t using the optional flanking rules.

In combination, these abilities make the feat ideal for characters who want to hold the line or rush into chaotic melees. It’s mechanically powerful in the right campaigns and works beautifully with classes like fighter or barbarian who thrive in the middle of the action.
5Cloud Hopper
Leap Through The Air On Summoned Clouds
This mystical feat grants characters limited flight by letting them summon clouds beneath their feet for short distances, calculated as five times your proficiency bonus per turn. You also gain Fog Cloud and Gust of Wind, castable once per long restwithout a spell slotand usable normally after that.
The cloud-jumping ability offers both flavor and mobility, making this an excellent choice for monks, rogues, or mobile spellcasters. With the added bonus of flexible spellcasting based on your choice of mental stat, it’s versatile and fun both thematically and tactically.

4Freediver
Become A Master Of The Ocean
Underwater travel becomes trivial with Freediver. It gives a swim speed equal to twice your Constitution score, resistance to cold damage, and lets you triple your Con modifier when calculating breath-holding time. It also boosts Constitution by one.
If you already have swim speed, the feat raises it by ten instead of replacing it.

This feat is incredibly useful foraquatic campaignsor characters exploring submerged ruins, reefs, or the Shallows of Obojima. If your DM makes use of underwater hazards or cold environments, this feat isn’t just flavorful—it’s vital. It’s a prime pick for druids, barbarians, or rangers looking to embrace the island’s aquatic side.
3Coven Witch
Join A Powerful Witches’ Coven
Exclusive to witches who have officially joined a coven, this feat grants you two potion recipes (common and uncommon), two first-level spells from select schools, and a plus one bonus to Intelligence or Wisdom. The spells must be from divination, conjuration, or transmutation and can be cast once per long rest for free.
In essence, this feat is a hybrid between a caster expansion and crafting support. The flavor is deeply tied to Obojima’s coven system, but the mechanical flexibility ensures it’s a strong choice for any witch-aligned caster, especially those steeped in potion brewing.

2Nakudama’s Bloodlines
Two Heritage Feats With Powerful Amphibious Flair
The Nakudama’s Electric and Toxin Bloodlines are exclusive feats for Nakudama characters, each offering unique combat advantages rooted in their ancestral power. The Electric Bloodline grants resistance to lightning damage and turns your tongue into a finesse, reach weapon that scales in power as you level up, letting you zap grapple-happy enemies with a reactive shock.
Nakudamas are a small, frog-based species exclusive to Obojima. They have improved jumps and a tongue that is mostly used for mobility.

The Toxin Bloodline, by contrast, grants poison resistance, advantage on poison saves, and a potent area spit attack that can damage multiple targets at once. Both are strong, but the Electric Bloodline is particularly versatile, combining utility, scaling, and flavor in equal measure.
1Canden And Moon’s Master Cut
Perfect Swordsmanship Unlocked
This feat is only available to those who have defeated a master of the sword school of Canden and Moon. It gives five additional feet to walking speed, a free pre-combat attack after initiative is rolled, and a powerful defensive reaction that adds five points to AC against a hit.
While there are other sword school feats in the book, this one is clearly the best due to its versatile mix of mobility, offense, and survivability. It’s ideal for martial characters who want a cinematic feel—especially those seeking a unique reward earned through in-game achievement rather than a level-up.
