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All Feats

These are all the feats that are an option in the World of Ashieldr

"New Feats List:"
Magic Feats:
-Arcane Armorer
-Arcane Artisan
-Cantrip Master
-True Strike Training

Standard Feats

__Name___Type____Prereq____Description
Actor--Skilled at mimicry and dramatics, you gain the following benefits:
-Increase your Charisma score by 1, to a maximum of 20.
-You have an 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 can't be surprised while you are conscious.
-You gain a +5 bonus to initiative.
-Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Artificer Initiate--You’ve learned some of an artificer’s inventiveness:
-You learn one cantrip of your choice from the Artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
-You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
-You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
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 cost you extra movement.
-You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Charger--When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s 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--Increase your Constitution or Wisdom score by 1, to a maximum of 20.
-You gain proficiency with cook’s utensils if you don’t already have it.
-As part of a short rest, you can cook special food, provided you have ingredients and cook's 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.
Dungeon Delver--Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
-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.
-Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
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- Spellcasting or Pact Magic featureStudying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Fighting Initiate-Proficiency with a martial weaponYour martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Grappler-Strength 13 or higherYou've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
-You have advantage on attack rolls against a creature you are grappling.
-You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Healer--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 use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
-As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Inspiring Leader-Charisma 13 or higherYou 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.
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.
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 ably 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.
Lucky--You have inexplicable luck that seems to kick in at just the right moment.
-You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20.
-You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
-You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
-If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
-You regain your expended luck points when you finish a long rest.
Magic Initiate--Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
-In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
-Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
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 of the turn, whether you hit or not.
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.
Poisoner--You can prepare and deliver deadly poisons, gaining the following benefits:
-When you make a damage roll, you ignore resistance to poison damage.
-You can coat a weapon in poison as a bonus action, instead of an action.
-You gain proficiency with the poisoner's kit if you don't already have it.
-With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
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.
Skill Expert--You have honed your proficiency with particular skills, granting you the following benefits:
-Increase one ability score of your choice by 1, to a maximum of 20.
-You gain proficiency in one skill of your choice.
-Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Skilled--You gain proficiency in any combination of three skills or tools of your choice.
Skulker-Dexterity 13 or higherYou are an 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.
Strike of the Giants-Martial Weapon ProficiencyYou have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
-Cloud Strike. The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
-Fire Strike. The target takes an extra 1d10 fire damage.
-Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
-Hill Strike. The target takes an extra 1d6 damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.
-Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.
-Storm Strike. The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
-You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
-If you have a feature such as Martial dice, Rage dice ect, you may instead add the secondary effect of your chosen strike on a creature whenever you use those dice as a part of an attack.
Telekinetic--You learn to move things with your mind, granting you 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 telekinetically 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 + the ability modifier of the score increased by this feat) instead of the normal strength check you would make for a shove attack. A creature can willingly fail this save.
Telepathic--You awaken the ability to mentally connect with others, granting you 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.
Tough--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.
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 gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.

Blessing Feats

Blessing feats are special, more often than not you will need to have an interaction with the party involved in order to select this option, you must talk to your dm before taking these feats.

____Name_______Type___PrereqEffect
Ember of the Fire GiantsGiant Blessing4th Level, Strike of the Giants (Fire Strike) FeatYou’ve manifested the fiery combat emblematic of fire giants, granting you the following benefits:
-Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
-Born of Flame. You have resistance to fire damage.
-Searing Ignition. When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.
Fey TouchedPlanar Blessing-Your exposure to the Feywild's magic has changed you, granting you the following benefits:
-Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
-You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Fury Of The Frost GiantGiant Blessing4th Level, Strike of the Giants (Frost Strike) FeatYou’ve manifested the icy might emblematic of frost giants, granting you the following benefits:
-Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
-Born of Ice. You have resistance to cold damage.
-Frigid Retaliation. Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Chromatic DragonDragon Blessing-You’ve manifested some of the power of chromatic dragons, granting you the following benefits:
-Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.
-Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Gem DragonDragon Blessing-You’ve manifested some of the power of gem dragons, granting you the following benefits:
-Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
-Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of The Metallic DragonDragon Blessing-You’ve manifested some of the power of metallic dragons, granting you the following benefits:
-Draconic Healing. You learn the Cure Wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
-Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Guile of the Cloud GiantGiant Blessing4th Level, Strike of the Giants (Cloud Strike) FeatYou’ve manifested the confounding magic emblematic of cloud giants, granting you the following benefits:
-Ability Score Increase. Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
-Cloudy Escape. When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack’s damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Keenness of the Stone GiantGiant Blessing4th Level, Strike of the Giants (Stone Strike) FeatYou’ve manifested the physical talents emblematic of stone giants, granting you the following benefits:
-Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
-Cavernous Sight. You gain darkvision with a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.
-Stone Throw. As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On a hit, the rock deals 1d10 force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Shadow TouchedPlanar Blessing-Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
-Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
-You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Soul of the Storm GiantGiant blessing4th Level, Strike of the Giants (Storm Strike) FeatYou’ve manifested the tempest magic emblematic of storm giants, granting you the following benefits:
-Ability Score Increase. Increase your Strength, Wisdom, or Charisma score by 1, to a maximum of 20.
-Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature’s speed is halved until the start of its next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Vigor of the Hill GiantGiant Blessing4th Level, Strike of the Giants (Hill Strike) FeatYou’ve manifested the resilience emblematic of hill giants, granting you the following benefits:
-Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
-Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren’t moved and don’t have the prone condition. Iron
-Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.

Racial Feats

Racial feats require your character to be of the prerequisite race (and potentially subrace) in order to take these feats.

____Name___Type..Prerequisite....Effect
Acidic ScornRacialDragonborn(black)As an action, you can expend a use of your Breath Weapon to spray acid on the ground in a 15 foot long, 5 foot wide line. This line can be at any direction, as long as the entire line is within 30 feet of you when it is created. The acid remains for 1 minute.
When a creature steps onto the acid for the first time on a turn or starts it turn in it, it must make a Constitution saving throw, taking 1d8 acid damage on a failed save, or half that on a successful save. Creatures under half their maximum hit points take double damage from this ability.
At 5th, 11th and 17th level, the damage and length of the line increases by 1d8 and 5 feet, respectively.
Aerial AcuityRacialAarakocraYou are unmatched in the air, and those beneath you shall be blinded by the radiance behind your wings. You gain the following benefits:
- You gain a +1 bonus on attack rolls and contested ability checks if you are at a higher elevation than the opponent.
- When flying outside and the sun is out, you can use the Hide action even without cover if you are at least 60 feet above those you are hiding from by taking advantage of the sun’s position in the sky, and you gain advantage on Dexterity (Stealth) ability checks as a part of this kind of hiding. This has no effect on creatures that do not rely on sight to perceive you.
- Darkvison: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Arcane ImbuedRacialFirbolgYour abilities with the arcane has been imbued into your very being. You gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You can cast the Detect Magic spell at will.
- You gain proficiency with the Arcana skill.
- Whenever a creature affects you with a spell of 2nd level or lower, you are charged with a copy of that spell. Once within the next hour you can use your bonus action to cast that spell, using your Wisdom as the spellcasting ability modifier. This ability can be used once per long rest.
Aspect of the AirRacialAir GenasiYour heritage from the elemental plane of air manifests to a greater extent, turning you into an aspect of the wind. You gain the following benefits:
-You gain a fly speed of 15 feet.
-You can move through enemy spaces as if they were allied spaces, regardless of size.
-When you choose this feat, you gain resistance to either thunder damage, or cold damage.
Bad BloodRacialTieflingThe blood of dark powers flows through your veins, and a faint aura of ebbing darkness is visible around you. You gain the following benefits:
-You can see normally in darkness, both magical and nonmagical, to a distance of 30 feet. If you already have this ability from a different source, you gain an additional 30 feet.
-You can magically manifest or conceal a halo of fiery darkness above your head as an action or bonus action. While it is visible, you gain access to the following abilities:
-You shed an aura of shadows 10 feet around you
- hostile creatures have disadvantage on Wisdom (Perception) checks to perceive creatures inside the aura. This effect can only be dispelled by light magic of a spell level that is greater than your Charisma modifier.
-You can cast Darkness a number of times equal to your half your Charisma modifier (rounded down, minimum 1) per long rest.
-Spontaneous Umbral Combustion. As an action, all creatures within 15 feet of you take 1d6 fire damage and 1d6 necrotic damage as you unleash an unavoidable torrent of blazing darkness. All damage dice for this ability increase by 1 for every five character levels. You can use this ability once and it refreshes on a short or long rest.
Battle RebornRacialOrc or half-OrcYour adventures have taken you to the brink of death more times than your scars would admit, and your resilience when in danger has increased greatly. You gain the following benefits:
-You have advantage on death saving throws.
-While you are below half your hit point maximum (round up), you gain +1 to saving throws, attack rolls, and AC.
-If your Relentless Endurance is activated or the unconscious condition is removed from you during a combat encounter, you gain +5 temporary hit points, and you have resistance to all damage until the start of your next turn.
Blessed by WindRacialAir GenasiYou are quick and light on your feet, a resemblance to your parentage. You gain the following benefits:
-Increase your movement speed by 10 feet.
-You can take the Dash action as a bonus action on your turn.
-When you make a Dash action, you can choose to give allies within 15 feet of you the option to move their full speed as their reaction. You can use this ability a number of times equal to your Constitution modifier (minimum 1) and it refreshes on a long rest.
Blood frenzyRaciallizardfolkYour thirst for blood can not be sated just once, you must feed more, you hunger for the taste of iron in your mouth.
-You can now use your Hungry Jaws ability once per turn.
-Whenever you critically hit with your Hungry Jaws ability, you gain temporary hit points equal to 2d8 + your Constitution modifier instead of the normal amount. This only occurs while in the form of a Lizardfolk.
Bolt stepRacialDragonborn(blue)As a bonus action, you can expend a use of your Breath Weapon to teleport to an unoccupied space within 10 feet of you. Until the end of your turn, your weapon attacks deal an additional 1d4 lightning damage on a hit.
At 5th, 11th and 17th levels, the distance of the teleport and the amount of additional lightning damage increases by 5 feet and 1d4, respectively.
Bountiful LuckRacialHalflingYour people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter. You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor!
-When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky racial trait before the end of your next turn
Charm ForgedRacialWarforged(Trick)You tap deeper into the life energy of the feywild itself, gaining the following benefits:
-You become immune to effects that would charm you
-If you attack a charmed creature, if this would automatically end the charmed condition, they must make the save against the spell to do so instead.
-As an action, you may command a charmed creature within 10ft of you as per the command spell, you may use this feature proficiency times per long rest.
Child of StoneRacialEarth GenasiYour heritage allows you to easily maneuver through rock, stone, and other obstacles that block your path. You gain the following benefits:
-You ignore difficult terrain. If you already have this ability from a different source, you instead gain advantage on saves against effects that would physically reduce your movement or knock you prone.
-You gain a burrow speed is of 10 feet.
-You gain tremorsense out to a range of 15 feet. If you already have Tremorsense from a different source, it is increased by 15 feet.
Defensive AdaptationRacialChangeling-as a reaction you gain resistance to a damage type you took, this resistance isnt applied for that attack and it last for 1mn, you can do this once per short rest
Dragon FearRacialDragonBornWhen angered, you radiate menace. You gain the following benefits:
-Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
-Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Dragon HideRacialDragonbornYou manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
-Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.
-Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
-You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Dwarven FortitudeRacialDwarfYou have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
-Increase your Constitution score by 1, to a maximum of 20.
-Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Drow High MagicRacialElf(Drow)You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it at will, without expending a spell slot. You also learn Levitate and Dispel Magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Earthen RiftRacialEarth GenasiYou were born of an elemental rift and have learned to tap into power you did not know you had. You gain the following benefits:
-Once per short rest, as a bonus action, when you are standing on stone or dirt, you can teleport up to 60 feet to a space you can see that is also in stone or dirt. You can also shove a creature as part of the teleport if they would be within 5 feet of where you appear. If you do so, you have advantage on the check.
-As an action, you can cause a number of pillars equal to your constitution modifier (minimum of 1) made of dirt or stone to burst from the ground within 120 feet of you that is also made of stone or dirt. The pillar has a diameter of 5 feet and a height of up to 30 feet and obtains its maximum obtainable size in the space available. If this ability is used under on a creature, they can choose to either stay on the pillar, or be pushed adjacent to the pillar. This pillar has 5 AC and 15 hit points. When reduced to 0 Hit points, the pillar crumbles into rubble, creating difficult terrain where it once stood. This terrain lasts until it is cleared by hand for 1 minute. You can only create up to 3 + your proficiency bonus in pillars per long rest.
Elven AccuracyRacialElf or HalfElfThe accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
-Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
-Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Ember BloodRacialFire GenasiThe fire in your blood has manifested into the following physical benefits:
-Increase your Constitution or Intelligence score by 1 to a maximum of 20.
-You can see through smoke, ash, and other related natural or magical effects that obscure vision that results from fire.
-You can choose to emit bright light originating from yourself in a 30 feet radius, shedding dim light for an additional 30 feet.
-Once per short rest whenever you are attacked by an enemy, you can as a reaction emit a cloud of embers and ash around you, causing that enemy and all future attacks against you to have disadvantage until the start of your next turn.
Fade awayRacialGnomeYour people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
-Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
-Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
FelicityRacialTabaxiYour feline reflexes allow you to escape from tricky situations with greater ease. You gain the following benefits:
-You can use your reaction to force an opponent that has hit you with a melee attack to reroll the attack and take the result of the reroll. You regain the use of this ability after a short or long rest, or when you roll initiative at the start of combat.
-Whenever you use your reaction, you can also use your Feline Agility trait to move up to half your speed as part of the reaction.
-You do not take damage from the first 60 feet of a fall, and you do not fall prone as a result of taking fall damage, as you always land on your feet.
Fey TeleportationRacialElf(High)Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
-Increase your Intelligence or Charisma score by 1, to a maximum of 20.
-You learn to speak, read, and write Sylvan
-You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Fierce militantRacialHobgoblinYour military power is fiercely empowered through your intellect and wisdom. You gain the following benefits:
-Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
-Your Martial Training expands, and you gain proficiency with the Martial skill and with medium armor. If you are already proficient, you gain expertise in the skill.
-When you succeed in a martial check against a creature you add your proficiency bonus to damage once against that creature when damage it with an attack or spell. You also add this damage by making a contested Wisdom (Martial) ability check against a creature that you can see as a bonus action.
Flames of PhlegethosRacialTieflingYou learn to call on hellfire to serve your commands. You gain the following benefits:
-Increase your Intelligence or Charisma score by 1, to a maximum of 20.
-When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
-Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
-Upon taking this feat, you may change the damage type to the type which is dealt by one of your ingrained spells from your subrace (Levistus -> Cold)
Fortress of musclesRacialGoliathFrom your biceps to your calves, the tips of your toes to the tip of your skull, you are a powerhouse lined with muscles. You gain the following benefits:
-Increase your Strength score by 1, to a maximum of 20.
-You can headbutt enemies with your particularly thick skull. This is an unarmed strike attack that deals 1d6 + your Strength modifier.
-After you use Stone's Endurance, on your next turn you can make an unarmed strike against an enemy as a bonus action.
-As a reaction to being critically hit, you can use stone’s endurance without expending a use of stone's endurance.
Fury of the FlameRacialFire GenasiThe fire rages within you, empowering your manipulation of the flame to become more powerful than it was before. You gain the following benefits:
-Your speed increases by 10 feet.
-Fire damage you deal ignores resistance to fire damage.
-You learn one cantrip of your choice that deals fire damage. In addition, choose one 1st-level spell that deals fire damage. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Constitution is your spell casting ability for these spells.
Hunters MantleRacialDragonborn (White)As a bonus action, you can expend a use of your Breath Weapon to armour yourself, gaining 2d6 temporary hit points. While you have these hit points, you have +1 AC.
At 5th, 11th and 17th level, the amount of temporary hit points increases by 2d6.
ImmolationRacialDragonborn(Red)As a bonus action, you can expend a use of your Breath weapon to grant yourself immense power until the start of your next turn. You gain a +2 bonus to your AC and gain an additional action, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You cannot cast or concentrate on spells while under this effect.
At 5th, 11th and 17th level, the benefits last an additional round.
Infernal ConstitutionRacialTieflingFiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
-Increase your Constitution score by 1, up to a maximum of 20.
-You have resistance to cold damage and poison damage.
-You have advantage on saving throws against being poisoned.
Ley ForgedRacialWarforged(Root)Your connection to the world tree grows, and you begin to overflow with a verdant life energy.
-You count as a lesser ley line, and may be tapped as such by you or an ally once per short or long rest.
-If you have not moved since the start of your last turn, you may "lay roots" setting your speed to zero until the start of your next turn as a bonus action. You may then roll up to pb hit die as you would on a short rest. you may heal yourself, or a creature within 5ft with the results of the roll.
Masterful ShapeRacialChangelingYour ability to mirror the soul of your persona deepens, allowing you to branch out their abilities.
- When you choose your persona at the end of a long rest, you may also choose one of the racial feats that has its race as a prerequisite to gain the benefits of until you complete another long rest.
Orcish FuryRacialHalf-OrcYour fury burns tirelessly. You gain the following benefits:
-Increase your Strength or Constitution score by 1, up to a maximum of 20.
-When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
-Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
ProdigyRacialHalf-Elf, Half-Orc, or HumanYou have a knack for learning new things. You gain the following benefits:
-You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
-Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus
Radiant ShiftRacialAasimarThe celestial energy you harness from your blood has become amplified. You gain the following benefits:
-Illuminate Shift. When you use the Radiant Soul, Radiant Consumption, or Necrotic Shroud ability, you can choose to do one of the following abilities on each of your turns for the duration:
-You can increase your weapon’s reach by 5 feet until the end of your turn as celestial energy streams out from it.
-If you are wielding a melee weapon, it gains the Cleaving property.
-If your melee weapon already has the Cleaving property, you can deal the weapon’s base damage dice to a third creature that is within 5 feet of the previous target.
-You can choose an ally within 30 feet of you that you can see and grant a 1d4 bonus to their next attack roll, dealing an additional 1d4 radiant damage on a hit, or 1d4 necrotic damage if you use Necrotic Shroud.
Rune ForgedRacialWarForged(Colossal)You awaken the latent soul fragment of the giant who created you, causing glowing runes to manifest on your body plating.
-You gain the Strike of the Giants Feat, choosing the effect which matches your creator
-You may cast enlarge Reduce without consuming a spell slot, you must complete a long rest before using this again.
Second ChanceRacialHalflingFortune favors you when someone tries to strike you. You gain the following benefits:
-Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
-When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Spear of the OceanRacialTritonYour prowess with the Trident is unmatched, the true weapon of the sea at home in your hands. You gain the following benefits:
-Increase your Strength score by 1, to a maximum of 20.
-When you take the Attack action and attack with a trident, you can use a bonus action to make another melee attack with that weapon.
-You have advantage on attack rolls when you and the target you are attacking are completely submerged in water.
Squat NimblenessRacialDwarf or other small RaceYou are uncommonly nimble for your race. You gain the following benefits:
-Increase your Strength or Dexterity score by 1, to a maximum of 20.
-Increase your walking speed by 5 feet.
-You gain proficiency in the Acrobatics or Athletics skill (your choice).
-You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Stolen IncantationRacialKenkuas a reaction you can mimic a spell you hear once per short or long rest, you can then use an action to cast it as if it where a scroll, with your casting ability being Wisdom
Svirfneblin MagicRacialGnome(deep)You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast Nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: Blindness/Deafness, Blur, and Disguise Self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells
Toxic HazeRacialDragonborn (Green)As an action, you can expend a use of your Breath Weapon to exhale hallucinogenic mist in a 15 foot cube. All creatures in the cone must make a Wisdom saving throw. On a failed save, an affected creature becomes unable to distinguish between friend and foe for 1 minute, attacking any creature that comes near it. If an affected creature deals damage to another creature, it can repeat the saving throw at the end of its turn.
At 5th, 11th and 17th level, the DC for the saving throw increases by 1.
War StormRacialWarforged(Scale)You gain a connection to the dragonstorm through your soul fragment, gaining the following benefits:
- You gain blindsight 10ft
- your elemental core is empowered, the every attack after the first made by a creature without resistance to the damage type associated with your resistant plating suffers a penalty of -1d4 to the attack roll.
- Whenever you deal 15+ of your associated elemental damage, you may inflict the correlated damage condition on the target until the end of your next turn
War TuneRacialWarForged(Song)You are enlightened by the resonance that animates your being, gaining the following benefits:
-Thunder damage you deal ignores resistances
-Any aoe you create that is sound based is doubled in size, and any sound based ranged attacks can be made at twice the distance.
-You may cast crown of madness on one creature you can hear you without expending a spell slot, using charisma as the spell casting ability. You cannot use this feature again until you have completed a long rest.
Ward of WavesRacialWater GenasiThe primordial magic in your blood allows you greater control over water. You gain the following benefits:
-Increase your Wisdom or Constitution score by 1 to a maximum of 20.
-You can use echolocation underwater, giving you blindsight out to a range of 30 feet while under water. This cannot be used while deafened.
-As a reaction to an attack you can conjure the moisture around you into a ward of magical water. Until the start of your next turn attacks against you have disadvantage. At the start of your next turn you can use your action to release the watery ward in a direction you choose in a 5 feet by 20 feet line. Each creature affected must make a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be pushed 10 feet directly away from you. A Medium or smaller creature who fails this save is also knocked prone. If you choose not to release the water it falls harmlessly to the floor. You regain the ability to use this trait after a short or long rest.
Weave ForgedRacialWarforged(Spell)You unlock the latent arcane connection of your soul fragment, gaining the following benefits:
-If you or a creature fails a concentration save within 5ft of you, and you have at least one hand free, you may make a reaction to add a bonus to the roll. The bonus is 1d4, and an additional +2 for each hand you have free, max your pb.
-upon casting a leveled spell, you may instantaneously cast a cantrip of the same school as a part of the same action.
Will of the WaterRacialWater GenasiThe water guides you, and supports you unlike others. You gain the following benefits:
-Increase your Constitution or Wisdom by 1, to a maximum of 20.
-Your swim speed increases by 10 feet and you can walk on water as if it were ground.
-While walking on water your speed is increased by 10 feet.
-Once per short or long rest when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.
Wings of the WindRacialAarakocraYou have become an expert in flight, and mastered maneuverability in the skies. You gain the following benefits:
-Increase your movement speed by 10 feet.
-Whenever you take the Dodge action while flying you gain temporary +1 AC. This lasts until the start of your next turn.
-As a bonus action, you can descend up to 500 feet without taking fall damage. If you take the attack action immediately after using this ability and descending by at least 40 feet, your next attack does an additional 2d6 damage. You can add this damage once per short or long rest, or whenever you would roll initiative. You cannot use this ability while grappling a creature or carrying a heavy load.
Wood Elf magicRacialElf(Wood)You learn the magic of the primeval woods, which are revered and protected by your people. You learn one Druid cantrip of your choice. You also learn the Longstrider and Pass Without Trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Weapon Feats

These feats are related to various weapons and equipment characters can have, as well as buffs to specific fighting types.

____Name____Type___PrereqsEffect
Weapon Master-Proficiency in all martial weapons-Increase your Strength or Dexterity by one to a maximum of 20.
-Choose a weapon "mastery" from the list to gain the benefit of,
Crossbow Expert--Thanks to extensive practice with the crossbow, you gain the following benefits:
-You ignore the loading quality of crossbows with which you are proficient.
-Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
-When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
CrusherRevised-You are practiced in the art of crushing your enemies, granting you the following benefits:
-Increase your Strength or Constitution by 1, to a maximum of 20.
-Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can 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.
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 draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Great Weapon MasterWeapon-You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
-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 take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Lightly armoredRevised-You have trained to master the use of light armor, gaining the
following benefits:
-Increase your Strength or Dexterity by 1, to a maximum of 20.
-You gain proficiency with light armor.
If you are already proficient in light armor, you also gain the following benefits:
-You gain proficiency with Light Shields, if you don't already have it.
-While you wear Light Armor, you add your proficiency bonus to initiative rolls.
Mage SlayerAoO Trigger-You have practiced techniques 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.
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 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.
Moderately ArmoredEquipmentProficiency with light armorYou have trained to master the use of medium armor and shields, gaining the following benefits:
-Increase your Strength or Dexterity score by 1, to a maximum of 20.
-You gain proficiency with medium armor and shields.
Medium Armor MasterRevisedProficiency with medium armorYou have practiced moving in medium armor to gain the following benefits:
-You ignore the Loud and Bulky property on any medium armor you wear.
-When you wear medium armor, the maximum Dexterity modifier you can use increases by 1
-When you wear medium armor, you have a +1 bonus to initiative rolls.
PiercerRevised-You have achieved a penetrating precision in combat, granting you the following benefits:
_Increase your Strength or Dexterity by 1, to a maximum of 20.
-Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll 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.
Heavily ArmoredEquipment-You have trained to master the use of heavy armor, gaining the following benefits:
-Increase your Strength score by 1, to a maximum of 20.
-You gain proficiency with heavy armor.
Heavy Armor MasterRevisedProficiency with heavy armorYou can use your heavy armor to deflect strikes that would kill others. You gain the following benefits:
-Increase your Strength score by 1, to a maximum of 20.
-Any damage reduction provided by your armor increases by 1.
-You treat Strength prerequisites for Heavy armor as though they were 2 lower.
-While wearing heavy armor, you have advantage on saving
throws against being pushed or pulled.
Defensive DuelistRevisedDexterity 13-When you are wielding a finesse weapon with which you are proficient, that weapon has the Parry trait, even if it otherwise wouldn't.
-When you use a weapon's Parry trait while wielding only one parrying weapon, add your entire proficiency bonus, instead of only adding half.
-Lastly, as an action, you can prepare yourself to parry multiple incoming attacks. Until the start of your next turn, once per turn, you can use a weapon's Parry trait without requiring or expending your reaction. You must still must meet all other prerequisites for Parrying.
Exotic weapon Initiate-Proficiency in all martial weapons-Increase your Strength or Dexterity by 1, to a maximum of 20.
-You gain proficiency with 3 exotic weapons.
-you also gain proficiency in any one skill of your choice, which you picked up along your unique path to learning the ways of exotic weaponry.
Parry Breaker-Prerequisite: Proficiency with at least one weapon that has the
parry property
You are adept at overcoming parrying defenses.
-Increase your Strength or dexterity b1, to a maximum of 20.
-When one of your melee weapon attacks would be parried, you can use your reaction to roll 1d6, adding the roll to your attack, potentially causing it to hit.
If you roll a 6 on this die and the attack hits, roll another d6 and add it to to the attack's damage.
PoleArm MasterAoO Trigger-You gain the following benefits:
-When you take the Attack action and attack with only a glaive, halberd, quarterstaff, trident, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
-While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Savage Attacker--Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
SentinelAoO Trigger-You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
-When a Creature within your weapons reach leaves your reach, you can use your reaction to make an attack against them. if your attack roll beats the targets ac by 5 or more, you may forgo weapon overkill effects(if they have one) an cause the creature's speed to become 0 for the rest of the turn.
-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 and three-quarters cover.
-When you make an attack roll with a ranged weapon at advantage, you may add a d6 to the attack roll.
ShieldMaster--You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a 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.
SlasherRevised-You've learned where to cut to have the greatest results, granting you the following benefits:
-Increase your Strength or Dexterity by 1, to a maximum of 20.
-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.
Tavern brawler--Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
-Increase your Strength or Consititution score by 1, to a maximum of 20.
-You are proficient with improvised weapons.
-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.

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Magic Feats

These feats are only relevant to characters who are able to cast spells, and buff unique niches of play.

____Name______Type__PrereqsEffect
Arcane Armorer-Wizard, SorcererYou gain special training in applying spell crafted armor to yourself. You learn the Mage Armor spell and 5 basic spell masteries for it. Additionally, when you cast the Mage Armor spell, you can attempt to use two spell masteries for it at once. To do so, you must make an ability check with your spellcasting ability (DC 15). On a failed check, the spell fails entirely. On a successful check, you can use both masteries for that casting of the spell (ignoring normal restrictions).
Arcane Artisan-Prerequisite: The ability to cast at least one spell, and at least one tool proficiencyYou have expanded your mundane crafts into the world of the arcane. When you choose this feat,
-you learn up to 3 Tool Infusion spell masteries of your choice. You must choose masteries for which you have the appropriate tool proficiency.
-Additionally, you can spend time in study to unlock new secrets. Choose one Tool Infusion spell mastery for a spell you know that involves a tool you are proficient with. By spending 1 hour a day for 30 days in downtime practicing with the tools and expending a spell slot of the spell's level, you can learn the mastery. The days need not be consecutive, but if you go 10 days without practice, any progress is lost.
Cantrip Master-Ability to cast at least one CantripYou have developed a deep connection to your fundamental magics.
-Choose one of the cantrips you know, you learn all of its basic spell masteries
-You can switch the chosen cantrip for another you know when you gain a level
Elemental Adept-The ability to cast at least one spellWhen you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, 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 treat any 1 on a damage die as a 2.
-You can select this feat multiple times. Each time you do so, you must choose a different damage type.
MetaMagic adept-Spellcasting or Pact Magic featureYou've learned how to exert your will on your spells to alter how they function:
-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 reach a level that grants the Ability Score Improvement feature, you can replace one of these 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 short or long rest.
Ritual Caster-Intelligence or Wisdom of 13 or higherYou have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
-When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also must have the ritual tag.
The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
-If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Spell Sniper-The ability to cast at least one spellYou have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
-When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
-Your ranged spell 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 spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
True Strike Training-Prerequisite: Bard, Sorcerer, Warlock, WizardYou gain special training in using divination magic to enhance your weapon attacks. - You learn the True Strike spell and 5 basic spell masteries for it.
- Additionally, when you cast the True Strike spell, you can use two basic spell masteries for it at once, ignoring the normal restriction.
Foci MasterSpell FocusProficiency in at least 2 spell foci-Increase Intelligence, wisdom or charisma score by 1 to a maximum of 20
- Choose one Spell foci mastery from the list, this mastery must be for a foci you have proficiency in
War CasterAaO TriggerYou 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 when you take damage.
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-When a creature within 5ft or your weapon react moves out of it, you can use your reaction to cast a spell at the creature. The spell must have a casting time of 1 action and must target only that creature.
Warding ProtectorSpell FocusSpell casting or pact magic feature-Increase Intelligence, wisdom or charisma score by 1 to a maximum of 20
-you learn the shield spell and can cast it using your spell slots, the ability you increased is your spell casting ability for this spell
-while holding a crystal ball, you can cast the shield spell without using a spell slot, when cast this way the range can be up to 30ft instead of self, you can do this a number of times equal to your prof bonus/2 rounded down per long rest

Titanic Strike Feats

these feats exclusively benefit characters who use titanic weapons, giving them additional titanic strike options.

____Name____Prereq__Type__Description
Earth shattering StrikesTitanic Strike-Increase your Str or Con Score by one
-When you wind a titanic attack, you may attempt to increase the Minimum Str Requirement of your Weapon by 2, In exchange when you hit with the attack, all creatures within 10ft of the target must make a Dexterity Save Vs your Titanic DC, on failure they take half of the attacks damage that was dealt to the initial target.
Embedding ThrustTitanic Strike-Increase your Str or Con Score by one
-When you wind a titanic attack with a weapon which deals Piercing damage, you may attempt to increase the Minimum Str Requirement of your Weapon by 2, In exchange when you release the attack, instead of dealing damage, The attack auto grapples a target of up to 1 size larger than the weapon. The weapon remains stuck in a creature larger. While grappling you must maintain least 1 hand on the weapon and may not make attacks with the same weapon. You can spend an attack to twist the weapon and auto hit a target with a stuck weapon.
Whirlwind SlashTitanic Strike-Increase your Str or Con Score by one
-When you wind a titanic attack, you may attempt to increase the Minimum Str Requirement of your Weapon by 2, In exchange if you when you release the attack, you instead cause all creatures within the weapon's reach to make a dex saving throw vs your Titanic dave DC, against taking the dmg of the attack, or half on success.
Forceful BlowsTitanic Strike-Increase your Str or Con score by one
-When you wind a titanic strike, you may attempt to increase the min str Req of the weapon up to your prof bonus, when you hit the wound strike, you may choose to knock back the creature in a straight line 10ft for each point you increased the min Str Req. if you are underneath the creature, they are knocked upwards and they fall to the ground at the end of the targets turn. If a creature falls at least 30ft from this movement, they are also knocked prone.
Hair TriggerDex 15+Titanic Strike-at the start of your turn before releasing the wound attack, you may spend up to 15ft of walking speed and then release the attack.
-If you exceed the minimum strength req of your wound strike weapon by 2+, and a creature would trigger an attack of opportunity by moving out of your threat range, you may immediately release the strike. Doing so this way requires you to make a melee attack roll instead of automatically hitting, and you loose any techniques you chose when initiating the strike.
Delayed ReleaseStr 15+Titanic Strike-Increase your Str or Con Score by one
-If you start your turn after successfully holding concentration on a wound strike, you may choose to add 1 to the Minimum Str requirement of you weapon until the strike is released and continue to hold the strike until the start of you next turn. You may use this feature as many times as you want, however upon failing the athletics check when the Min Str score you lose the wound attack. Each time you hold the attack for an additional round using this feature, increase the damage die of the titanic weapon by an additional half of the titanics weapon die (or the base smaller weapons damage die, E.g. Great sword: 2d6, T greatsword: 4d6, One round Wound adds +2d6 making 6d6 the damage die)


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