Feats

Universal Feats

  Ability Improvement:   Increase one ability score by 1 up to a maximum of 20.   Actor:   You gain expertise in Deception and Performance. [+2]   Alert:   You gain a +5 bonus to initiative and can't be Surprised.   Dungeon Delver:   You gain Advantage on Perception checks made to detect hidden objects and on saving throws made to avoid or resist traps.   You gain resistance to the damage dealt by traps. [50%]   Durable:   Roll advantage on death saving throws   Regain full hit points every time you take a short rest.   Great Weapon Master:   When an attack with a melee weapon lands a Critical Hit or kills a creature, you can make another melee weapon attack as a  Bonus Action that turn.   When attacking with a Two-Handed  melee weapon (in both hands) that you are Proficient with, Attack roll  take a -5 penalty, but their damage increases by 10.   Lucky:   You gain 3 Luck Points that recharge after a Long Rest, which you can use to gain Advantage  on Attack rolls, Ability checks, or Saving throws.   Mobile:   Your Movement Speed increases.   Difficult Terrain doesn't slow you down as much.   Performer:   Gain Musical Instrument Proficiency. [+4]   Resilient:   Pick a stat to gain a +1 to any saving throws on that stat   Savage Attacker:   When making melee weapon attacks, you roll your damage dice twice and use the highest result.   Sentinel:   Vengeance: When an enemy in melee range attacks an ally, you can use a  Reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.   Snare: When you hit a creature with an Attack of Opportunity, it can no longer move for the rest of its turn.   Opportunity Advantage: You gain Advantage on Opportunity Attacks.   Shield Master:   Gain a +2 bonus to CON saving throw  when wielding a Shield.   Spell Sniper:   Number you need to roll a Critical Hit while attacking with a Spell is reduced by 1. This effect can stack.   Tough:   Hit Point maximum increased by 2 for each level.   War Caster:   You gain advantage on Saving throws to maintain Concentration on a Spell.  

Race Feats

 

Human

  Master Chef:   Gain a cooking proficiency.   The Food you cook is much better   Linguist:   You can learn new Languages easier than most   Wise Sage:   Roll better on Wisdom Checks [+3]   Lucky Boy:   Roll advantage on Luck Check   Once per long rest, You may reroll any roll of your choice   Note: You cannot reroll criticals   Legendary Resilience:   Once per long rest, when you drop to 0 HP, you can instead drop to 1 HP   Skill Master:   Choose a skill that you may level up MUCH faster  

Elf

  Enhanced Reflexes:   You gain a +2 to all DEX saving throws   Mana Manipulation:   Mana Manipulation :/   Eleven Archery:   Once a day, You may shoot an arrow that WILL hit as a NAT 16   Slower Aging:   Slower aging   Your max age will increase   Nimble:   Gain a +2 to all DEX checks BUT take a -2 on all strength checks   Magical Elemental Resistance:   You can pick one type of Elemental Damage to gain a resistance to when its from a spell   You will take half damage from it   Eleven Handling:   You are great at handling animals/beasts [+5]   Darkvision:   Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.  

Orc

  Orcish Smith:   You can create tools out of Orcish Metal   Iron Fists:   You can make your fists as hard as steel [You can block with them and stuff]   +2 damage to unarmed attacks   Tough Orc:   +50% of your AC   Orc Ferocity:   Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be.   When your hp is reduced to 0, instead of dying you enter this state where you can only make attack actions. You must roll a CON saving throw every time turn and every time you take damage[DC(Damage Taken but capped at 20)]   DC 6 is the default if there is no damage   If you go a turn without making a attack on a creature the DC is increase to 16   When you fail your saving throw, You will fall to 0 HP   Cooldown: Can only do this once per short rest   Tanker:   +20 HP   Unbreakable Poise:   Your poise can now never fall below 1 unless its a CRIT   Your Poise also fully heals at the start of your turn   Bloody Blows:   Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding [WIP]   Relentless Endurance:   When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.   After using this, You can use a bonus action to regain half your HP in temporary hp   Menacing:   You gain proficiency in the Intimidation skill. [Advantage]   Note: This does not work on other Orcs or things bigger than you  

Dwarf

  Dwarven Fortitude:   Increase your Constitution score by 2   You take 10% less damage from non-magical weapons   Brewmaster:   +5 when rolling on Alchemy/Brewer checks   Ledge Walker:   You can move at full speed while using Acrobatics to balance on narrow surfaces {Skill Point Cost: 1}   +2 on saving throws on stuff that tries to move you   Toxic Recovery:   Whenever you succeed at a saving throw against poison, you heal +10 points of HP [Only up to the Damage that was Delt by a that Poison]   +6 on poison saving throws   Dwarven Heritage:   Weapons forged by other dwarfs now deal +10 damage and armor grants you a +2 AC   Blast Resistance:   Take half damage from boom booms