Feats List
A List of Feats
Standard Feats
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
• You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Alert
Always on the lookout for danger, you gain the following benefits:
• You gain a +5 bonus to initiative.
• You can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Athlete
You have undergone extensive physical training to gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• When you are Prone, standing up uses only 5 feet of your movement.
• Climbing doesn’t halve your speed.
• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Angelic Durability
Your body is enhanced with angelic essence and some parts of it resemble that of an angel, made out of marble. You gain the following benefits:
- Increase your Constitution score by 1, up to a maximum of 20.
- Once per week, you can choose to focus on the essence within you as an action. If you do so, you instantly take the benefits of a short rest. The number of spent Hit Dice count against the number of maximum Hit Dice you can use during short rests.
- You can choose to have advantage on a saving throw against spells and other magical effects. Once you use this feature, you must finish a long rest to use it again.
Angelic Strength
Your body is enhanced by angelic essences and you are blessed with the strength of an angel. You gain the following benefits:
- Increase your Strength score by 1, up to a maximum of 20.
- When you make a Strength check or saving throw and fail, you can choose to succeed instead by focusing on the angelic essence within. Once you use this feature, you must finish a long rest to use it again
Assassination Training
Prerequisite: Proficiency in the Medicine or Perception skill You have been trained to eliminate your target and escape undetected. You gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If you analyze your target’s movements before you strike, you can attack more precisely and more lethally. To analyze a creature, you must keep the target in your line of sight for 2 turns and use your action to search for exploits on each of your turns. When your analysis is complete, your target gains vulnerability to the damage of your next weapon attack.
Blade Mastery
You master the edged blade, gaining the following benefits;
• You gain proficiency in sabres, scimitars and katanas; and when not using a shield you gain a +1 to AC.
• Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
• When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Blessing of Feather
You sprout angelic wings from your back, which grant you the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You have a flying speed of 30 feet.
Blessing of Fin
Several fins appear on your arms, legs, and torso granting you the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You have a swimming speed of 30 feet.
- You can breathe underwater for up to 1 hour.
Bloodletter
The sight of blood being spilled makes you hungry for more. If you deal the first damage in a combat, you gain the following benefits:
- • Your first attack (that dealt the first damage) counts as a critical hit against the target creature.
- You have advantage on your next attack roll until the end of your next turn.
Celestial Blood
Your blood is infused with celestial energies and you learn how to tap its potential. You gain the following benefits:
- Increase one of your ability scores by 1, to a maximum of 20.
- You can communicate telepathically with creatures within 30 feet of you. You still need to share a language to be able to understand each other.
- You have resistance to poison damage.
Chain Mastery
The Flail, Spiked Chain, and Kusarigama are tricky weapons to use, but you have spent countless hours mastering it. You gain the following benefits.
• You gain proficiency with Flails, Spiked Chains, and Kusarigama, when not using a shield you gain a +1 to AC.
• As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail ignore the targets shield bonus.
• When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked Prone.
Charger
You have mastered the combat charge and are deadly in the act, gaining the following benefits;
• When you use your action or bonus action to Dash, you can make one melee weapon attack or to shove a creature as a part of that action.
• If you move at least 10 feet in a straight line immediately before making a melee attack, you gain a +5 bonus to the attack and damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Chef
Time spent mastering the culinary arts has paid off, granting you the following benefits;
• Increase your Constitution or Wisdom score by 1, to a maximum of 20.
• As part of a short rest, you can cook special food, provided you have ingredients and cooking utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
• With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
Crushing Mastery
You are practiced in the art of crushing your enemies, granting you the following benefits:
• You gain proficiency with all hammers and maces, when not using a shield you gain a +1 to AC.
• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can choose to move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
• When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Consecrated Spell
Prerequisite: Ability to cast at least one spell, and your alignment must be any good When you choose this feat, choose a number of spells equal to your spellcasting ability modifier (a minimum of 1 spell) that deal damage and target a single creature. While casting these spells, you can choose to consecrate it, blessing it with radiant energies. A consecrated spell’s damage type changes to radiant and it ignores resistance to radiant damage.
Corpse Power
Prerequisite: Strength 13 or higher You have the ability to extraordinarily sew muscles and body parts onto your body. Although they work as they normally would and make you stronger, you smell rotten all the time. You gain the following benefits:
- You can use weapons that have the two-handed property, with just one hand.
- You have disadvantage on your Deception, Persuasion, and Performance checks except the ones you make against the undead.
Courageous
You are a warrior at heart; valor and bravery run through your veins. You gain the following benefits:
- You have advantage on saving throws against being charmed or frightened.
- You have advantage on your first attack roll at the start of each encounter.
- Your speed increases by 10 feet when charging towards an enemy.
Cult Leader
You are a cult leader or have the potential to be one. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You can examine a follower of your cult or a fellow party member’s faith. After a dialogue that lasts more than 1 minute, you have the ability to determine if the follower or the fellow party member has committed an act against your religious beliefs within the last day.
- You can cast the zone of truth spell once per long rest. Charisma is your spellcasting ability for this spell.
Damage Specialist
Acid/Cold/Fire/Force/Lightning/Necrotic/Poison/Psychic/Radiant/Thunder: Prerequisite: The ability to cast at least one spell.
• When you gain this feat, choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant or thunder.
• Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can reroll any 1s, but must use the reroll.
• You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Dark Endurance
Prerequisite: Your alignment must be evil You can use your action to focus the evil inside you into a twisted survival instinct. When you do so, dark veins can be seen all over your skin and you gain 20 temporary hit points for 1 minute or until you take 20 damage. However, focusing on the evil within puts excessive strain on your body. So when the temporary hit points are lost, the dark veins visible on your skin disappear, taking your vitality away with them, and you take 10 necrotic damage which cannot be reduced by any means. You can use this feature twice; you regain any expended uses after you finish a long rest
Defensive Duelist
Prerequisite: Dexterity 13+
• When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Defiled Spell
Prerequisite: The ability to cast at least one spell, and your alignment must be any evil When you choose this feat.
You choose a number of spells that deal damage, and target a single creature, equal to your spellcasting ability modifier (minimum one). While casting these spells, you can choose to defile it by twisting its nature, using evil energies. A defiled spell’s damage type changes to necrotic and it ignores resistance to necrotic damage. If you deal damage to a creature that is able to regain hit points from necrotic damage, it cannot regain hit points from defiled spells.
Diabolic Poisonmaster
Prerequisite: Proficiency in Poisoning
• You gain expertise in Poisoning, and can apply poison using a bonus action. If you already have this ability you can apply twice as much poison using that bonus action.
• When you deal a creature poison damage, you can choose to substitute necrotic damage instead. You must make this choice before the damage is dealt.
Divine Magic Training
You learn two cantrips from the cleric spell list, and one 1st level spell from either the cleric or the paladin spell list. You can cast the chosen 1st-level spell only once using this feature, and you must finish a long rest before you can cast it again. 95 Wisdom is your spellcasting ability for the chosen spells.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
• You can make a basic weapon attack with your off-hand as a part of your action, but only if you use your bonus action for something else (Cunning Action, Casting a Spell, etc.)
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
• You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
• You have advantage on saving throws made to avoid or resist traps.
• You have resistance to the damage dealt by traps.
• You can search for traps while travelling at a normal pace, instead of only at a slow pace.
Durable
Hardy and resilient, you gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Eldritch Adept
Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself:
• You learn one Eldritch Invocations or Cantrip Invocations option of your choice from the warlock class.
• If the invocation has a prerequisite, you can choose that invocation only if you meet the prerequisite.
• Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Enchanting Illusionist
Prerequisite: The ability to cast one Enchantment and one Illusion spell
You've learned to blend the potentials of Illusion and Enchantment magic to further enhance both. You gain the following benefits;
• You can add 1 Illusion school spell and 1 Enchantment school spell from any class list, of a spell level you can cast, and add them to your list of spells known or prepared.
• When you make a Persuasion, Deception, Intimidation, or Performance roll; you can use your spellcasting ability modifier instead of what the DM determines the roll requires.
• Any creature under the Charmed or Frightened condition has disadvantage on saving throws against your Illusion or Enchantment spells.
Escape Artist
Your pursuers swear you bath in grease; no one can keep their hands on you.
• You can add double your proficiency bonus to Escape checks, regardless of if you use Strength (Athletics) or Dexterity (Acrobatics).
• You can make an Escape check using only one of your attacks, or your bonus action, instead of your entire Action.
• When you make a saving throw against a Restrained condition, you can make the save at the beginning of your turn, instead of the end.
Fiendish Contract
When your choose this feat, you make an infernal contract. This deal can be made with a fiend. The details of how it is made is up to the DM's discretion. When you make this deal, the fiend enchants your soul so that it cannot be brought back in any way when you die (even with spells such as resurrection, true resurrection, or a wish spell). As per the fiend's end of the bargain, the deal grants you the following benefits:
- Increase one of your ability scores by 1, to a maximum of 20.
- You gain resistance to fire.
- You gain a +2 bonus to attack and damage rolls against good aligned creatures.
Fencing Mastery
You master giving the enemy... the point. Gain the following benefits;
• You gain proficiency in rapiers, shortswords and longswords; and when not using a shield you gain a +1 to AC.
• Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Fighting Initiate
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting.
• You can learn one Fighting Style option from the Fighter class. Whenever you take a long rest, you can replace this feat's fighting style with another one that you don't have.
Grappler
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
• You can use either Strength (Athletics) or Dexterity (Acrobatics) to initiate the grapple.
• You can double your proficiency bonus in a grapple check.
• Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
Great Weapon Mastery
You’ve learned to use momentum to empower your strikes. You gain the following benefits:
• You gain proficiency in a weapon with the two-handed or versatile property.
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to subtract your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack’s damage.
Healer
Prerequisite: Proficiency in Medicine
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
• When you take an action to use a healer’s kit, you can restore 1d6 +4 hp and lift them from Prone.
• You can administer a potion to a fallen ally as a bonus action and lift them from Prone.
Heart Collector
When the mind experiences an emotion, it leaves a mark on the heart as well. Even if a creature dies or it forgets everything on a mental level, the heart holds on to the burdens of the past. Yo know that the heart is home to such secrets. This knowledge enlightens you.
- Increase your Wisdom score by 1, to a maximum of 20. Additionally, you believe that you can gain insight about another's intentions by consuming their hearts. By performing a special 2 hour ritual, you can devour a humanoid head to gain the following benefits for 1 week.
- You have advantage on Wisdom (Insight) checks.
- You can cast the detect evil and good spell a number of times equal to your wisdom modifier (minimum once), you regain any expended uses after you finish a long rest.
Heavy Armor Mastery
Prerequisite: Proficiency with medium armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• You gain proficiency with heavy armor and shields.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take is reduced by your proficiency bonus. If you already have another source of damage reduction, that damage reduction is instead doubled.
Hook Mastery
You master the Axe, the Halberd, of hooking weapons and their many uses. You gain the following benefits:
• You gain proficiency with halberds, war scythes and axes.
• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target Prone if the lower of the two d20 rolls would also hit the target.
• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
• If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the target loses any benefit that his shield would normally provide.
Inspiring Leader
Prerequisite: Charisma 13 or higher
• You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.
• A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Into the Darkness
Prerequisite: Proficiency in the Stealth skill
Your mastery in stealth now helps you hide as if you were a shadow yourself. There is nothing you need to hide behind because the shadows are always with you. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You can cast the Darkness spell. You can use this spell twice, and you regain any expended uses after you finish a long rest.
- While in the shadows, you can only be tracked through magical means.
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You always know which way is north.
• You always know the number of hours left before the next sunrise or sunset.
• You can accurately recall anything you have seen or heard within the past month.
Lightly Armored
You have trained to master the use of light armor, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with Light Armor and Stealth. If you are already proficient in stealth, you gain expertise.
Linguist
You have studied languages and codes, gaining the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You learn three languages of your choice.
• You can ability create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. This spell can also be used with Encode Thoughts to obsure information within a Thought Strand.
Mage Slayer
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Magic Initiate
Artificer/Bard/Cleric/Druid/Sorcerer/Warlock/Wizard: You’ve practiced portions of a spellcasters repertoire but have not committed to a class level;
• You learn either four cantrips, two cantrips and a 1st level spell, or two 1st level spells from the selected class's spell list.
• You can select Hunter's Mark, Misty Step or Darkness as a replacement for one of the 1st level spells, but not both.
• You can cast each 1st level spell once at it's lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Mark of Evil
You carry the mark of an evil deity or another cosmic evil force. You gain advantage on Charisma (Deception and Persuasion) checks you make against evil creatures and have disadvantage on these checks against good aligned creatures, if they see the mark. Also, your attacks deal an additional 1D6 necrotic damage to good aligned creatures.
Mark of Good
You carry the mark of a good deity or another good, cosmic entity. You gain advantage on Wisdom (Insight) and Charisma (Persuasion) checks against good-aligned creatures and disadvantage on these checks against evil-aligned ones provided that they see the mark. You also deal an extra 1d6 radiant damage to evil-aligned creatures on a successful attack.
Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
• You learn two Maneuvers of your choice from among those available to the Battlemaster archetype in the Fighter Class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
• If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Mass Sacrificer
Prerequisite: You must have the Sacrificial Mastery feat.
You are capable of leading sacrificial rituals. You gain the following benefits:
- Increase your Wisdom score by 1, up to a maximum of 20.
- You can set up and lead a mass sacrifice. Up to 10 allies within 60 feet of you can make sacrifices according to your instructions, and grant or gain the benefits detailed in the Sacrificial Mastery feat as a result of the sacrifices.
Medium Armor Mastery
Prerequisite: Proficiency with light armor
You have practiced moving in medium armor to gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with medium armor and shields.
• When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Metamagic Adept
Prerequisite: Spellcasting or Pact Magic feature
You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits:
• You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you take a long rest, you can replace one of your Metamagic options with another one from the sorcerer class.
• You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Might of the Shaper Giant
Might of the Shaper Giant Prerequisite: Strength 19 or higher
You were either blessed by the might of the shaper giants or their blood flows through your veins; and you’ve just now realized your potential. You can use two-handed weapons with one hand.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
• Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
• You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
• You can force an attack targeted at your mount to target you instead.
• If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Mutagenic Adept
Prerequisite: Alchemy or Herbalism proficiency
You have studied the ways of mutagenic formula, learning to craft them for your body. You gain the following benefits:
• You learn two Mutagens of your choice from the Beginner Mutagens.
• You can craft a simple mutagen (or an additional mutagen if you can already craft them) that you can benefit from until your next short rest. If you use this additional mutagen before your next long rest, you gain a level of Exhaustion.
Observant
Quick to notice details of your environment, you gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Pain Bearer
Prerequisite: Constitution 13 or higher
You were always eager to take the damage and to suffer the pain instead of your loved ones. You can now use this pain to mend others’ wounds. You gain the following benefits:
- Increase your Constitution score by 1, up to a maximum of 20.
- When you take at least 10 damage in a round, and if you cast any spell or use any feature that restores hit points within the next round, the spell or the feature heals an additional 2d8 hit points.
Partially Ghost
Your physical and spiritual existence get closer to the ethereal world of ghosts, wraiths, and other creatures who can become incorporeal. This allows your to interact with such creatures while they are not completely in your plane. While doing so, you may become unresponsive to the events in your world or you may look as though you are focused on something invisible while interacting with them. You gain the following benefits:
- You can attack or affect a creature that can cast spells or has other powers such as Etherealness or Incorporeal Movement even when it has not materialized on your plane.
- You gain advantage on saving throws against possession, from ghost or other undead creatures who can make incorporeal movements.
Planar Attunement
Prerequisite: Cast a Conjuration or Necromancy spell of 1st level or higher.
You have mastered the nature of crossing Planar energies. You gain the following benefits:
• You can add 1 Conjuration school spell and 1 Necromancy school spell from any class list, of a spell level you can cast, and add them to your list of spells known or prepared.
• When you cast a conjuration or necromancy spell that produces a creature, at 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
Polearm Mastery
You can keep your enemies at bay with reach weapons. You gain the following benefits:
• When you take the Attack action and attack with only a quarterstaff, cavalry mace, halberd, glaive, war scythe, pike, or longspear; you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
• You gain proficiency in the quarterstaff, cavalry mace, halberd, glaive, war scythe, pike, and longspear.
• While you are wielding a glaive, halberd, pike, or quarterstaff; other creatures provoke an opportunity attack from you when they enter your reach.
Poisoner
Prerequisite: Proficiency with the poisoners kit
You know how to make sure a poison affects a victim after a well positioned attack. Yo gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- When you make a successful weapon attack that deals slashing or piercing damage using a poisoned weapon, and you surprise the target creature, that creature has disadvantage on saving throws against the effects of the poison.
Prudent
Prerequisite: Wisdom 15 or higher
You are blessed with prudence. You have the ability to discern what others cannot. You gain proficiency in the Perception and Insight skills. If you’re already proficient in these skills, your proficiency bonus is doubled for any check you make with them.
Psionic Adept
You develop a minor psionic ability into a full blown discipline. You gain the following benefits:
• You gain one of the psionic disciplines of the Psion class, gaining the attached psionic feature and psionic power, but you do not gain use of any associated spells when gain a Discipline from this feat.
• You gain 1 psi point that you can use to empower the Discipline. You regain use of this Psi Point when you complete a short or long rest.
Radiant Landing
A celestial taught you the secrets of high altitude landings. When you take damage from a fall, you can choose to negate the damage. If you do so, each creature within 10 feet of you takes radiant damage equal to the amount of the fall damage you negated. Once you use this feature, you can’t use it again until you finish a long rest.
Resilient
Choose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability.
Ritual Caster
Prerequisite: Intelligence or Wisdom 13 or higher
You have learned enough of magical processes to cast ritual based spells, you gain the following benefits:
• Two first level rituals from any spell list.
• You gain a tome or grimoire of your various spellcrafts, it is nonmagical and you can transfer any appropriate rituals into the book for use later.
• If you come across a spell in written from, such as a magical scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell's level must not be higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual books takes 2 hours per level of the spells, and costs 50 gp per level of the spell. This cost represents material components spent on practicing the spell, as well as the fine inks you must use to record it.
Sacrifice Master
You are adept in sacrificing creatures to dark master or entities. You gain the following benefits:
- Increase your Wisdom score by 1, up to a maximum of 20.
- After investigating a sacrificial site in detail for 10 minutes, you can understand how many creatures were sacrificed, how many made the sacrifice, what spells were cast, and which tools were used.
- You can perform a 30 minute ritual to sacrifice a creature. As a result, you can conjure the following effects:
- You can give yourself or an ally within 15 feet of you a sense of bloodlust. The damage dealt be the affected creature's melee weapon attack increases by 1, and the creature gains advantage on Strength and Constitution checks and saving throws for 1 hour.
- you can regain an expended spell slot of a level equal to or lower then half of the sacrifices creature's Hit Dice.
- Once you use this feature, you must finish a long rest to use it again.
Savage Attacker
You’ve mastered your anger and enmity to get the most out of your blows. You gain the following benefits:
• Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
• When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
• Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to subtract your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack’s damage.
Shield Mastery
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
• You gain proficiency with shields, and can take opportunity attacks with a Tower Shield.
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Skilled
You train intensely in non-combat skills. You gain the following benefit:
• You gain three proficiencies or expertise in two skills you are proficient in.
Skulker
Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
• You can try to hide when you are lightly obscured from the creature from which you are hiding.
• When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
• Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Slaughterer
You are invigorated after killing your opponents. You gain the following benefits:
- Increase your Constitution or Wisdom by 1, to a maximum of 20.
- When you reduce a creature to 0 hit points, you can make one more weapon attack to another creature within 30 feet of you as a reaction.
Slave to Pain
You love the sensation of pain. It provokes you, and it is an essential element of what keeps you going. Your body is covered with scars and you smile at every sign of agony, even if you are the one taking damage. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you take damage for the first time in an encounter, you gain advantage on the next attack roll you make within 1 minute.
- After you finish a long rest, you gain 15 temporary hit points until the end of your next long rest or until you lose them all.
This obsession with pain has a price. Once per day, you must harm yourself by dealing at least 5 damage to yourself. If you don’t, you have disadvantage on your Wisdom and Intelligence checks and saving throws for 24 hours.
Spear Mastery
Though the spear is a simple weapon, it rewards mastery. You gain the following benefits.
• You gain proficiency with spears, pikes and longspears.
• When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 and when wielded with two hands.
• You can set your spear, pike or longspear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield it with two hands. You can’t use this ability if the creature used the Disengage action before moving.
• As a bonus action on your turn, you can increase your reach with a spear, pike or longspear by 5 feet until the beginning of your next turn.
Spell Sword
Prerequisite: 13 Strength or Dexterity (your choice), and 13 in Intelligence
You have learned to channel magic through your weapons, gaining the following benefits:
• You gain your choice of Booming Blade or Green-Flame Blade and one additional cantrip from the Wizard Spell List.
• You gain proficiency in one Martial Weapon of your choice.
Spell Sniper
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
• When you cast a spell or discipline that requires you to make an attack roll, the spell’s range is doubled.
• Your ranged spell or discipline attacks ignore half cover and three-quarters cover.
• You learn one cantrip that requires an attack roll.
Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spell-casting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Starcaster
Prerequisite: Spellcasting feature
You are able to imbue yourself with the arcane powers of the stars. You gain the following benefits:
- Increase your Intelligence score by 1, up to a maximum of 20.
- As an action, you can imbue any spell with the power of the stars for 1 minute. When you do so, the damage dealing spells you cast within the duration deal radiant damage instead of their normal damage type.
- At night, you are guided by the stars. Thus, you can’t be lost during the night.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Telekinetic
You learn to move things with your mind. You gain the following benefits:
• Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
• As a bonus action, you can try to shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + modifier increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Telepathic
You awaken the ability to mentally connect with others. You gain the following benefits:
• Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
• You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Third Eye of the Heavenly Host
You open your spiritual third eye and gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You can use your bonus action to look into the Ethereal Plane until the start of your next turn.
Thrice Life Given
When you were infused with life during your creation, you were blessed three times instead of once, and it now shows. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When your blood is spilled onto soil, small plants native to your location start to grow at the spot and blossom.
- When you take damage, you regain 1 hit point at the start of each of your turns until the total of the hit points you regained is equal to the damage you took or until you take any more damage.
Tormented
You are tormented by the spirit of someone close to you who died, or the spirit of someone you killed is damned, deprived of its afterlife, and is forced to haunt you by evil forces that you may or may not know.
Either way, the spirit haunts and torments you. It distracts you randomly. It can whisper meaningful or unintelligible words in your ear, or it can manifest, only being visible to your eyes, distracting you.
- Increase your Charisma modifier by 1, to a maximum of 20.
- When the spirit haunts you, you have disadvantage on Wisdom (Perception) and concentration checks. This spirit can haunt you 3 times in this way for a total on 1 minutes, before you finish a long rest.
- As an action, you can force the spirit to manifest. It remains manifested for 1 minute after it has been called. The spirit has no physical properties. However, it can give you knowledge, reveal the location of traps, secret doors, or do other things of that nature. It can also grant you advantage on relevant skill checks, or you can ask for it's insight about a situation. After you ise this benefit a number of times equal to 1 + your Charisma Modifier (Minimum of 1), you must finish a long rest to do so again.
Tough
You’ve trained exclusively in your capacity to last in a fight. You gain the following benefit:
• Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Trash Gullet
Perquisite: Constitution 13 or higher
You can eat any organic material that crosses your path and can gain sustenance from everything you eat. Also, you can eat four more times in 1 day than the members of your race can generally eat. Creatures with this feat may end up as cannibals. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
You gain resistance to poison damage.
You gain advantage on saving throws against diseases and being poisoned.
Unholy Existence
You are touched by the powers of darkness. As a result, you are both gifted and cursed. You can cast two 1st level spells that you can choose from the cleric or paladin spell lists even if you are not a spellcaster. The spells must be chosen when you take this feat and they cannot be changed afterwards. When you cast both spells once, you need to take a long rest to cast them again. Wisdom (for cleric spells) or Charisma (for paladin spells) is your spellcasting ability for these spells. However, shadows move strangely around you, light sources within 15 feet of you illuminate an area that is 5 feet smaller than they would normally, and you count as desecrated for the purposes of features such as Divine Sense.
Vengeful
You are eager to take revenge from a creature that caused you harm. When a creature scores a critical hit, or when it makes a successful attack against you with an attack roll that has advantage, you can make a weapon attack against that creature as a reaction.
War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell or discipline when you take damage.
• You can perform the somatic components of spells or discipline even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to use a discipline at the creature, rather than making an opportunity attack. The discipline must have a casting time of 1 action and must target only that creature for damage, and you cannot use Psi Points to augment the ability.
Watched Over By Angels
Prerequisite: Your alignment must be any good
When you choose this feat, angels start to watch over you. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- Once per day, the first attack that drops you to 0 hit points misses you instead. Since you have no control over the angels watching you, the GM decides if you can benefit from this feature.
- If anything tries to harm you while you are taking a long rest, you become aware of the threat just before you are harmed, which keeps you from being surprised
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You either gain proficiency with four martial weapons, or two exotic weapons.
• You can use the Mastery Property of a weapon you are proficient in. Whenever you finish a long rest you can change the weapon you gain the Mastery Property of.
Whip Master
You have mastered the use of the whip, using it as an extension of your control of the battlefield. You gain the following benefits;
• When you use a whip, its damage die changes from a d4 to a d6.
• While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
• When you use the Disarming Attack Maneuver or Trip Attack Maneuver your target rolls at disadvantage (you do not have either of these abilities as a default.
• If you score a critical hit with this weapon, you can pull the target 10 towards you.
Racial Feats
A list of Feats that are dedicated and useable only be specific Races Of Amyriad.
A Friendly Face
Prerequisite: Remnant
During the events that transformed you into a remnant, your existence was warped so much that unintelligent undead comprehend you as a friend. As a result, you gain the following benefits;
- Undead with an Intelligence score of 6 or less do not attack you unless you harm them.
- Increase your Wisdom or Charisma score by 1, to a maximum of 20.
Expanded Radiant Form
Prerequisite: Light-Touched
You have more control over your innate light than others. Your radiant form remains for a number of rounds equal to your proficiency bonus.
Former Glory
Prerequisite: Aengel
You regain a small portion of your former glory and your wings start to shine with radiant energies. You have a flyingspeed of 60 feet instead of 30 feet.
Magical Birthmark
Prerequisite: Peri
The marks on your body slowly changed as you grew and they eventually took the shapes of ancient fey runes, granting a +1 bonus to all your saving throws.
Metal Kartuki
Prerequisite: Kartuki
Your spikes harden, and turn to metal. This is a rare occasion for the Kartuki and is a sign of extraordinary circumstances, in a good or bad way. You gain the following benefits:
- You gain an additional +1 bonus to AC with your Twisted Body feature. If you are a Flesh Kartuki, you also have advantage on Strength saving throws.
- Bone spikes created by your Twisted Body feature are now metal spikes and deal 1D8 slashing or piercing damage instead of 1D6. If you are a Bone Kartuki, metal spikes deal 1D8 + your proficiency bonus damage instead of the 1D8. Your spikes cannot be broken through nonmagical means.
Redeemed and Accepted
Prerequisite: Redeemed Fiend
As redeemed fiends keep their fiendish physical appearance when they are redeemed, some of them have a hard time f inding acceptance, but not you. You have strong connections, and they have accepted you as you are. You gain the following benefits:
- Increase your Charisma score by 1, up to a maximum of 20.
- You no longer have disadvantage on your Charisma (Persuasion) checks against common folk while in your true form.
- Wisdom (Insight) checks by non- evil-aligned creatures against you are made with advantage, which allows people to understand you have good intentions.
Shadow Wings
Prerequisite: Shadowkin
Shadows grant you a pair of wings. These wings may look like shadowy smoke or pitch black leather. You gain the following benefits:
- Using a part of your movement, you can sprout wings or make them disappear as part of your movement. With your shadow wings, you have a flying speed of 30 feet.
- While you have your wings spread, you have advantage on your Charisma (Intimidation) checks.
Shape of the Feywilds
Prerequisite: Elven, Firbolg, Goblinoid, Gnome, Half-Elves , Satyr, or Voadkyn Moon Druid
The mark of the Feywild is a strong one in touch with natures power.Can add the following traits to all of your Shapes:
• You can cast Misty Step while in Wild Shape. You can use this feature once per long rest, or by using your Spell Slots.
Twice Blessed Twice Cursed
Twice Blessed Twice Cursed Prerequisite: Stranger
You gain one additional strength and one additional curse from your own racial features
Wings of Light
Prerequisite: Light-Touched
Wings made of your innate light sprout from your back. You gain the following benefits:
- As a bonus action, you can make your wings sprout or disappear. While you have your wings spread, you have a f lying speed of 30 feet.
- Your wings shed bright, magical light in a 20-foot radius and dim light for an additional 20 feet. Magical darkness doesn’t impede your wings’ magical light.
Class Feats
A list of Feats that are dedicated to specific Classes or subclasses.
Elemental Chi
Prerequisite: Access to Psi Points or Chi
You have learned to channel your inner power into elemental forces, giving you the following benefits;
• Your maximum psi or chi points (if you have both, your choice of which) increases by two.
• You learn two Elemental Disciplines of your choice. You are still limited by your Psi Limit or Monk level with upcasting.
Epitome of Good
Prerequisite: You must be a good-aligned cleric, paladin, or paragon.
You are a hero of faith that people look up to for encouragement. You lead them by example, and their faith does not waver when you are with them. You gain the following benefits:
• Increase your Charisma score by 1, up to a maximum of 20.
• When you cast a cleric or paladin spell or use a cleric, paladin, or paragon feature, you can use your reaction to choose a target creature within 30 feet of you that saw you casting the spell or using the feature. Any effect causing the target to be charmed or frightened ends on itself. You can use this benefit up to a number of times equal to your Charisma modifier (minimum of once), and you regain any expended uses when you finish a long rest.
Expert Vistage Hunter
Prerequisites: Vestige Hunter feat, character level 4
You can gain up to three of the following benefits after each long rest, assuming you have captured the appropriate vestiges:
- If you have a vestige, such as fins or scales, from a creature with a swim speed, you gain a swim speed equal to your walking speed.
- If you have a vestige, such as paws or tendrils, from a creature with tremorsense, you gain tremorsense with a radius of 10 feet.
- If you have a vestige, such as claws or suckers, from a creature with a climb speed, you gain a climb speed equal to your walking speed.
- If you have a vestige, such as tentacles or talons, from a creature with an attack that grapples its target on a hit, you can use a bonus action to grapple a creature after you hit it with an unarmed strike. Until this grapple ends, you can’t use this ability to grapple a different creature.
- If you have a vestige, such as hooves or a horn, from a creature with an attack that can knock targets prone, you gain the ability to knock your enemies prone as well. When you hit a Large or smaller creature with an attack, you can choose to knock the target prone as a bonus action.
- If you have a vestige, such as scales or bones, from a creature with the Legendary Resistance trait, you can choose to succeed on a saving throw that you have failed. Once you have used this ability, you can’t do so again until you finish a long rest.
Evil Paragon
Prerequisite: Charisma or Wisdom 13 or higher, and you must be an evil-aligned cleric or paladin.
Just as there are heroes of faith that people look up to for encouragement, you re the dark bastion of your faith and a leader for your followers. You gain the following benefits:
- As a bonus action or reaction, you can encourage an ally creature within 15 feet of you, granting them advantage on their next saving throw against a mind affecting ability or spell.
- As a bonus action or reaction, you can condemn hostile creatures within 15 feet of you, causing them disadvantage on their next saving throw against a mind affecting ability or spell.
Once you use any of these benefits, you must finish a short or long rest to use any of them again.
Hidden Possession
Prerequisite: You must be a warlock and must have chosen the Blasphemous Incantator archetype.
Your appearance does not change as it normally would when you bind a demon or devil to your body (See Blasphemous Incantator).
Master Vestige Hunter
Prerequisites: Expert Vestige Hunter feat, character level 8
You can gain up to three of the following benefits, assuming you have captured the appropriate vestiges.
- If you have a vestige, such as a hide, from a creature with the Magic Resistance trait, you can use your reaction to gain advantage on a saving throw against a spell or other magical effect.
- If you have a vestige, such as eyes or feathers, from a creature with blindsight, you gain blindsight with a radius of 30 feet.
- If you have a vestige, such as fangs or a head, from a creature with a breath weapon, you gain a breath weapon, which you can use as an action. When you use your breath weapon, you breathe energy in a 30-foot cone, dealing acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage (the same type or types as the creature that provided the monster parts). Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus.A creature takes 1d6 damage for each of your character levels on a failed save, or half as much damage on a successful one. After you use your breath weapon, you can’t use it again until you finish a long rest. You can incorporate multiple vestiges, each granting you another option for the breath’s damage type but not additional uses of the ability. After your long rest, when you choose this option, choose from any of the types of damage you have available.
- If you have a vestige, such as wings, from a creature with a fly speed, you gain a pair of vestige wings. As an action, you can activate your vestige wings, allowing you to soar through the sky. While your wings are active, you have a fly speed of 30 feet. Your wings remain active for 10 minutes. Once you use this ability, you can’t use it again until you finish a short or long rest
Monster Mage Initiate
You are a monster mage, able to create small magical receptacles, called tokens, from a piece of a monster. Each token contains a cantrip or spell. Keep track of each token you possess, along with the spell it contains and the monster it was taken from. You can create a token from the body of a monster you have killed. If you are using the Monster Parts system and have access to parts from a monster you have previously defeated, you can use them to create a token. Creating a token takes 10 minutes and is usually done while you are harvesting monster parts from your defeated foes. Creating tokens doesn’t reduce the value of monster parts or prevent you from making other use of the monster.
- Once, when you defeat a beast or monstrosity, you can create a token containing a cantrip or 1st-level spell from either the druid or wizard spell list.
- Whenever you defeat a monster with the Innate Spellcasting trait, you can create one token for each cantrip or spell of up to 6th level listed in the monster’s Innate Spellcasting trait.
Whenever you finish a long rest, you can prepare a number of spells (including cantrips) equal to twice your proficiency bonus, choosing from the spells contained in the tokens you have created. You have two 1st-level monster mage spell slots, which you can use to cast 1st level spells you have prepared from your tokens. Your spellcasting attribute for monster mage spells is your choice of Charisma, Intelligence, or Wisdom. You can use your tokens or any magical spellcasting focus as a spellcasting focus for your monster mage spells.
Monster Mage Expert
Prerequisites: Monster Mage Initiate feat, character level 8
Your ability to cast spells from your tokens increases. You gain the following benefits:
- Once, when you defeat a fey or undead creature, you can create a token containing a spell of up to 2nd level from either the bard or cleric spell list.
- You gain two 2nd-level monster mage spell slots and two 3rd-level monster mage spell slots, which you can use to cast spells you have prepared from your tokens. When you cast any monster mage spell, you can do so using a higher monster mage spell slot if you have one available.
- When a monster mage spell you cast affects the exact same kind of creature as the creature from which you harvested the token (for example, if you target a blue dragon with a spell cast from a token made from a blue dragon), you have advantage on spell attacks against that creature, and the creature makes saving throws against the spell with disadvantage.
Monster Mage Master
Prerequisites: Monster Mage Expert feat, character level 12
You have become a master at casting spells from your tokens. You gain the following benefits:
- Once, when you defeat a dragon or fiend, you may create a token containing a spell of up to 4th level from either the sorcerer or warlock spell list.
- You gain two 4th-level monster mage spell slots, and one 5th-level monster mage spell slot, which you can use to cast monster mage spells you have prepared from your tokens.
- Whenever you see a creature cast a spell using an Innate Spellcasting trait, you can instantly identify the spell unless it is cast with no components
Oathbound
Prerequisite: You must have an oath
Oaths have a special meaning and hold power within universal forces. When someone takes an oath, some of these forces start to watch the oathbound. These forces can be fiends trying to make the oathbound deviate from the righteous path, or angels that wish to help, reward, or punish them according to their actions.
You made an oath, whether you know the facts above or not; either to yourself, to another person, or to a celestial. Now, the oath is one of the most important things in your life and you are bound to it.
Until you fulfill your oath, you have a +2 bonus on ability checks, attack rolls, and saving throws that are directly related to your oath. Whether the roll is directly related or not is determined by the GM.
If you break your oath, you take a -2 penalty to all ability checks, attack rolls, and saving throws until you atone for your mistake or are targeted by a wish spell. To atone, you must either spend 40 days in seclusion without talking and with no one to talk to, thinking about your sins and wrongdoings, or you must be blessed by the bless spell cast by a good-aligned spellcaster of 17th level or higher.
When you fulfill your oath, you are no longer oathbound. You do, however, receive the blessing of the divine; granting you a +2 bonus to all ability checks, attack rolls, and saving throws.
GMs may choose to give this feat to a character when it takes a serious oath, even if the character shouldn’t be able to gain a new feat under normal circumstances. Keep in mind, you can only receive blessing from the divine once in this way. So, for instance, you do not gain the bonuses again if you take a second oath and then fulfill it.
Restoring Hands
Prerequisite: You must be a good-aligned paladin
Your Lay on Hands feature is infused with the goodness of your soul. The range of your Lay on Hands feature becomes 15 feet. In addition, your pool of healing power for Lay on Hands becomes equal to your paladin level × 6.
Shape of Scales
Prerequisite: Moon Druid or Beastmaster Ranger
The inherent magic of your draconic blood actively fights against forms that obscure it's nature.
When you conjure an Animal Companion or assume a Wild Shape, you can only assume the Shape of Scales.
Shape of the Swarm
Prerequisite: Moon Druid or Beastmaster Ranger
A secret ability passed from the Bullywug Druids of Chult to those few capable of, you can control a swarm of creatures as if it was a single Beast.
When you conjure an Animal Companion or assume a Wild Shape, you can only assume the Shape of the Swarm.
Vestige Hunter
You have learned how to take vestiges from your foes and incorporate them into your gear, attaching trophies imbued with meaning from your most important battles. You can create a vestige from the body of a monster you have killed. You can also create a vestige after overcoming a monster in a significant challenge without killing it by receiving a token of respect from it.
If you are using the Monster Parts system and have access to parts from a monster you have previously defeated, you can use them to create a vestige. Creating a vestige takes 10 minutes and is usually done while you are harvesting monster parts from your defeated foes. Creating vestiges doesn’t reduce the value of monster parts or prevent you from making other use of the monster.
A single monster can allow you to qualify for multiple benefits, but you can activate no more than three benefits from each vestige hunter feat at a time. With the exception of the ability score increase, you can reassign the abilities you possess after a long rest. However, once you assign the ability score increase granted by the vestige hunter feat, you can never remove it.
- Once, when you take a vestige from a monster, you can choose to increase one ability score of your choice by 1, to a maximum of 20. The monster must have the chosen ability score as its highest or second highest score.
- If you have a vestige, such as eyes or hide, from a creature with darkvision, you gain darkvision with a radius of 30 feet, or you add 30 feet to the radius of darkvision you have from another source.
- If you have a vestige, such as a snout or fangs, from a creature with the Keen Smell trait, you gain that trait.
- If you have a vestige, such as eyes or feathers, from a creature with the Keen Sight trait, you gain that trait.
- If you have a vestige, such as claws or talons, from a creature with a claw or talons attack, you can deal 1d6 slashing damage in place of the normal damage of your unarmed strike. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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