Updated and Revised Feats
Officially Recognized
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.
Artificer Initiate
You've learned some of an artificer's inventiveness:• You learn one cantrip of your choice from the ar tificer spell list, and you learn one 1 st-level spell ofyour 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 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.
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.
Close Quarters
When you make a Ranged Attack, you dont have DisADV on the Attack as a result of being prone or within 5 ft of a hostile creature you can see and who isnt Incapacitated. Opportunity attacks made against you have Dis ADVCharger
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
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.
• 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 tem porary hit points equal to your proficiency bonus.
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 loaded hand crossbow you are holding.
CRUSHER
You are practiced in the art of crushing your ene mies, 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 bludgeon ing damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Defensive Duelist
Prerequisite: Dexterity 13 or higherWhen 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 m iss you.
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.
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.
• You can search for traps while traveling 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 featureStudying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. 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 in vocation with another one from the warlock class.
Elemental Adept
Prerequisite: 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.
FEY TOUCHED
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 ofyour 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.
Fighting Initiate
Prerequisite: Proficiency with a martial weaponYour martial training has helped you develop a par ticular 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
Prerequisite: 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.
• Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple. You can use a Bonus Action to attempt to Grapple a creature. When a hostile creature provoked an Opportunity Attack from you , you can use a reaction to Grapple instead.
Guardian
You have mastered techniques to guard and defend your allies, gain the following benefits:- You can't be surprised while you arent Incapacitated
- When a creature hits a target other than you with a Melee Weapon attack, you can use a Reaction to perform 1 of the following actions if the target of the attack is within your reach:
- Reduce the damage of the Attack by an amount equal to your Attack Modifier+ your Prof. Bonus, as you deflect the strike away from the target.
- Become the target of the Attack instead, leaping in front of the target before returning to your space.
GUNNER
You have a quick hand and keen eye when employ ing firearms, granting you the following benefits:• Increase your Dexterity score by 1, to a max imum of 20.
• You gain proficiency with firearms (see "Fire arms" in the Dungeon Master's Guide).
• You ignore the loading property of firearms.
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Great Weapon Master
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.
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 crea- ture, 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.
Heavily Armored
Prerequisite: Proficiency with medium armorYou 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.
Heavily Armored
Prerequisite: Proficiency with heavy armorYou 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.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
Inspiring Leader
Prerequisite: 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.
KeenMind
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.
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 seem s 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.
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
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 from that same list. 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.
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.
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 Battle Master archetype in the fighter class. If a maneuver you use requires your tar- get to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your profi- ciency 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.
Medium Armor Master
Prerequisite: Proficiency with medium armorYou have practiced moving in medium armor to gain the following benefits:
• Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
• 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 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 long rest.
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.
Moderately Armored
Prerequisite: Proficiency 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.
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 dam- age, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
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 W isdom (Perception) and passive Intelligence (Investigation) scores.
PIERCER
You have achieved a penetrating precision in com bat, 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 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.
POISONER
You can prepare and deliver deadly poisons, grant ing you the following benefits:• When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
• You can apply poison to a weapon or piece of am munition as a bonus action, instead of an action.
• You gain proficiency with the poisoner's kit ifyou don't already have it. With one hour of work us ing 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.
Polearm Master
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 glaive, halberd, or quarterstaff, 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.
• While you are wielding a glaive, halberd, pike, or quar- terstaff, other creatures provoke an opportunity attack from you when they enter your reach.
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 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 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 material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
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.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 is reduced by 15 feet for the rest of the turn.
Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach, creatures provoke Opportunity Attacks from you when attempting to leave your reach, even if they wouldn't normally provoke Opporunity Attacks. • When a creature within your reach 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.
Shadow Touched
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 expend ing 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.
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 take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Shield Master
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.
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 profi ciency bonus.
Skilled
You gain proficiency in any combination of three skills or tools of your choice.Skulker
Prerequisite: Dexterity 13 or higherYou 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.
Slasher
You've learned where to cut to have the greatest re sults, 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 ofyour next turn, the target has dis advantage on all attack rolls.
Spell Sniper
Prerequisite: 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, sor- cerer, warlock, or wizard spell list. Your spellcasting 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.
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, 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 al ready 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) 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 oth ers, 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 lan guage. 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.War Caster
Prerequisite: The ability to cast at least one spellYou 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 hostile creature’s movement provokes an opportunity attack from you, you can use your reac- tion 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.
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.
Racial Feats
Bountiful Luck
Prerequisite:HalflingYour 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
Dragon Fear
Prerequisite: DragonbornWhen 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 Hide
Prerequisite: DragonbornYou 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.
Drow High Magic
Prerequisite: Elf (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.
Dwarven Fortitute
Prerequisite: DwarfYou 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).
Elven Accuracy
Prerequisite: Elf or Half-ElfThe 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.
Fade Away
Prerequisite: GnomeYour 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.
Fey Teleportation
Prerequisite: Elf (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.
Flames of Phlegethos
Prerequisite: TieflingYou 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.
Infernal Constitution
Prerequisite: TieflingFiendish 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.
Orcish Fury
Prerequisite: Half-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.
Prodigy
Prerequisite: Half-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.
Second Chance
Prerequisite: HalflingFortune 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.
Squat Nimbleness
Prerequisite: Dwarf or a 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.
Wood Elf Magic
Prerequisite: Elf (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.
5e Compatible
Beast Cohort
You have a long-time pet with whom you maintain a preternatural bond. This animal is extremely loyal to you and will fight on your behalf. You gain the following benefits:- Choose a beast no larger than Medium that has a challenge rating of 1⁄4 or lower. You gain one beast of this type as your cohort. The beast obeys your commands as best it can. The beast cohort acts on its own turn, but does not roll initiative. Instead, when you roll initiative, you determine whether the beast acts just before the beginning of your turn or just after the end of your turn. Unless you are incapacitated or more than 120 feet away (in which case you have no influence over the beast’s actions), the bonded beast cannot take the Attack, Dash, Disengage, Dodge, or Help action unless you use your action to order the beast to attack, but it can take other actions as normal. The beast cohort gains advantage on attacks against creatures within 5 feet of you. The beast’s hit point maximum equals its normal maximum or four times your level, whichever is higher.
- The beast cohort remains bonded to you until you choose to release it, but even after that, the beast cohort will always remain friendly to you. You can never have another beast as a cohort with this ability, unless the previous beast cohort has died and the new beast is a blood relative of the previous one, and you spend 8 hours establishing a new bond. You can never have more than one beast cohort at once.
- At 3rd level, the beast may be Large size or smaller, provided that it has a Challenge rating of 1 or lower. An existing beast cohort can also grow into a beast of such size. It is assumed that at lower levels the beast was still maturing, and that the new creature is its adult form (raising a Wolf into a Dire Wolf, for example).
- • At 4th level,you add your own proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.
- • Beginning at 7th level,on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.
- • Starting at 11th level,your beast companion can make two attacks when you command it to use the Attack action.
- • Beginning at 15th level, when an attacker that you can see hits your beast cohort with an attack, you can call out a warning. If your beast cohort can hear you, it can use its reaction to halve the attack’s damage against it.
Circle Spellcaster
Prerequisite: The ability to cast at least one spell. You have learned to create a circular flow of magic between yourself and an allied spellcaster to bolster your spells. You gain the following benefits.- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You can spend 2 hours (including during a long rest) creating a mystical bond with another spellcaster. Both of you must spend this time in meditation, and you must remain within 10 feet of each other. Once the bond is formed, you can work together to bolster one another’s magic. When one of you casts a spell that requires concentration, the other can use their reaction to help maintain the spell. If the caster must make a Constitution saving throw to maintain concentration on the spell, both of you make the saving throw. If either of you succeeds, concentration is unbroken. If both saving throws fail, you both lose concentration on any spells you are currently maintaining and you both take 2d6 psychic damage from the strain. You can maintain this bond with only one spellcaster at a time. If you create a new bond, the previous bond breaks. Otherwise, it lasts until the end of your next long rest.
Controlled Lycanthropy
Prerequisite: Must be a natural or afflicted lycanthropeYou carry the curse of lycanthropy, but you have learned to bear it without losing yourself or changing your alignment. By keeping your bloodlust in check, you have learned to master your shapeshifting powers, assuming your alternate forms at will. You gain the following benefits and traits from this feat:
- You can use your action to polymorph into an animal form or a humanoid-animal hybrid. The type of animal or hybrid you become is determined by your lycanthropy type. However, your statistics, other than size and AC, do not change in your other forms. You cannot speak in your animal form. Any equipment you are wearing or carrying is not transformed. You revert to your true form if you are incapacitated or if you choose to revert as a bonus action. You can use this benefit twice, regaining expended uses when you finish a short or long rest.
- If you have no uses of your ability to polymorph into hybrid or animal form remaining, you may still do so, but suffer one level of exhaustion when you do so. Levels of exhaustion gained from this benefit cannot be recovered while you are in hybrid or animal form.
- If you remain in your hybrid or animal form longer than1 hour, or if you have one or more levels of exhaustion while in hybrid or animal form, or if you are in hybrid or animal form when it is nighttime and the full moon is visible in the sky (whether you are able to see it or not), you must roll a Wisdom save at the beginning of every turn (DC equals 8 + your proficiency bonus + your Constitution modifier). If you fail, you must use your action that turn to attack the nearest creature you can see, using your movement to reach that creature if necessary. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself.
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. When you reach 11th level, this becomes immunity instead of resistance.
- When in hybrid or animal form, you gain a bonus to AC equal to half your proficiency bonus (rounded down).
- You have advantage on Wisdom (Perception) checks related to hearing or smell.
- You choose whether to use Dexterity or Strength for the attack and damage rolls of your unarmed strikes.
- While in hybrid or animal form,you can roll a d4 in place of the normal damage of your unarmed strike. At 6th level, you can roll a d4 for your unarmed strike in your true form, and in your hybrid or animal form you can roll a d6.
- You have advantage on Strength checks when in your hybrid form.
- You increase your walking speed by 10 feet when in your animal form.
- You gain additional benefits from your particular lycanthrope type, as follows:
- In your animal and hybrid forms, you gain a bite attack, which is a melee natural weapon attack with which you are proficient that uses Strength for its attack roll and damage bonus and deals 2d6 piercing damage. If this attack hits a humanoid target, the target must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be cursed with werebadger lycanthropy. Members of non-dwarf races that are not native to deep underground tunnels or the Underdark (such as humans, halflings, or most elf subraces) have advantage on the saving throw against the curse. Dwarves of any kind take a -5 penalty on their saving throw.
- If you have only half your hit points or fewer and have taken damage since the start of your last turn, and you are in your animal or hybrid form, you must make a Wisdom saving throw at the beginning of your turn as if it were a night of the full moon, as described under the basic benefits for this feat. While you half your hit points or fewer, you can use a bonus action to move up to your speed toward a hostile creature you can see.
- While in hybrid or animal form, you gain a burrow speed of 10 feet and have advantage on Strength saving throws and Constitution checks.
- In your animal and hybrid forms, you gain a bite attack, which is a melee natural weapon attack with which you are proficient that uses Strength for its attack roll and damage bonus and deals 1d10 piercing damage. At 11th level, the damage of this attack increases to 2d10. If this attack hits a humanoid target, the target must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be cursed with werebear lycanthropy.
- While in hybrid or animal form, you gain a climb speed of 30 feet and have advantage on Strength saving throws and Constitution checks.
- In your animal and hybrid forms, you gain a tusk attack, which is a melee natural weapon attack with which you are proficient that uses Strength for its attack roll and damage bonus and deals 2d6 bludgeoning damage. If this attack hits a humanoid target, the target must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be cursed with wereboar lycanthropy.
- While in hybrid or animal form, if you move at least 15 feet straight towards a target during your turn, the next time you hit that target with your tusk attack before the end of your turn, that target takes an extra 1d6 damage, and must make a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone. At 5th level, the damage from this effect increases to 2d6.
- If you take damage that would reduce you to 0 hit points and are not killed outright, you can choose to be reduced to 1 hit point instead. You can use this benefit once, regaining expended uses when you finish a long rest. At 11th, you regain use of this benefit when you finish a short rest or long rest.
- While in hybrid or animal form, you have advantage on Strength saving throws and Constitution checks.
- In your animal and hybrid forms, you gain a bite attack, which is a melee natural weapon attack with which you are proficient that uses your choice of Strength or Dexterity for its attack roll and damage bonus and deals 1d4 piercing damage. At 5th level, the damage of this attack increases to 2d4, and at 11th level it increases to 3d4. If this attack hits a humanoid target, the target must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be cursed with wererat lycanthropy.
- While in hybrid or animal form, you have advantage on Dexterity saving throws and Constitution checks.
- While in animal form, you gain darkvision out to a range of 60 feet and advantage on Dexterity (Stealth) checks.
- • In your animal and hybrid forms, you gain a beak attack, which is a melee natural weapon attack with which you are proficient that uses your choice of Strength or Dexterity for its attack roll and damage bonus and deals 1d4 piercing damage. At 5th level, the damage of this attack increases to 2d4, and at 11th level it increases to 3d4. If this attack hits a humanoid target, the target must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be cursed with wereraven lycanthropy.
- While in hybrid or animal form, you have advantage on Dexterity saving throws and Constitution checks.
- While in hybrid form, when you move on your turn in combat, you can fly for up to 30 feet of that movement. Once you use this trait, you can't use it again until after the end of your next turn. At 5th level, this benefit is replaced with a fly speed of 50 feet in hybrid form.
- While in animal form, you have a fly speed of 50 feet.
- You can mimic simple sounds you have heard, such as a person whispering, a baby crying, or an animal chittering. To fool a creature that hears the sounds into thinking they are real, you must roll a Charisma (Deception) check against the crreature’s passive Insight score.
- In your animal and hybrid forms, you gain a bite attack, which is a melee natural weapon attack with which you are proficient that uses Strength for its attack roll and damage bonus and deals 1d10 piercing damage. At 11th level, the damage of this attack increases to 2d10. If this attack hits a humanoid target, the target must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be cursed with weretiger lycanthropy.
- While in hybrid or animal form, if you move at least 15 feet straight towards a target during your turn, the next time you hit that target with an unarmed strike before the end of your turn, that target must make a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone. If the target is prone, you can make a bite attack against it as a bonus action.
- While in hybrid or animal form, you have advantage on Strength saving throws and Constitution checks, and you add your Wisdom modifier (minimum 1) to Dexterity (Stealth) checks.
- You have darkvision out to range of 60 feet and advantage on Wisdom (Perception) checks that rely on hearing.
- • In your animal and hybrid forms, you gain a bite attack, which is a melee natural weapon attack with which you are proficient that uses Strength for its attack roll and damage bonus and deals 1d8 piercing damage. At 11th level, the damage of this attack increases to 2d8. If this attack hits a target that is your humanoid, the target must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be cursed with lycanthropy.
- You have advantage on Strength saving throws, and Wisdom (Perception) checks that rely on hearing.
- While in hybrid or animal from, you have advantage on Constitution checks and add your Wisdom
Competitor
You are an expert in games, tourneys, jousts, and other competitions. You gain the following advantages:- Increase one of your ability scores by 1, to a maximum of 20.
- You gain proficiency with one type of gaming set or vehicle.
- You always know the current gambling odds on any public game, competition, or sport.
- You have 3 competition points. Whenever you make an ability check that is directly related to a game, sporting event, or competition, or that is opposed by another creature’s ability check, you can spend a competition point to gain advantage on that roll. You regain your expended competition points when you finish a long rest.
Dragonrider
Prerequisite: Strength or Dexterity of 15 or higher You have trained to climb atop an opponent much larger than yourself, giving you an advantage in combat against enormous foes. You gain the following benefits.- During your movement, you can try to enter the space of a creature at least two size categories larger than you. To do so, conduct a contest between your Strength (Athletics) or Dexterity (Acrobatics) opposed by the creature's Dexterity (Acrobatics). If you win, you enter the creature's space and are considered to be riding it. If you lose, you don't enter the creature's space and your movement ends.
- While you're riding the creature, if it moves, you move with it. You also have advantage on your first melee attack against the creature on each of your turns.
- The creature's attacks against a rider are made with disadvantage.
- The creature can dislodge you by using an action to conduct a contest between its Dexterity (Acrobatics) and your Dexterity (Acrobatics) or Strength (Athletics), whichever you prefer. If it wins the contest, you are flung off the creature and land on your feet, unharmed, in an adjacent space of your choice.
Dragonsmith
- You have studied the craft of turning components from a dragon’s body into weapons and armor. Working in conjunction with a master weaponsmith or armorsmith, you can create weapons and armor from the teeth, bones, scales, hide, or other parts of a dragon. The cost to create these items is ten times the normal cost of the item.
- The number and type of items that can be made from a particular dragon's corpse is up to the GM, but considering how much violence must be inflicted on a dragon to bring it down, the amount of salvageable raw material is low; dragons don't die from superficial damage.
- Any type of melee weapon or bow can be made. The resulting weapon, in the hands of a proficient wielder, does an additional 1d6 damage of a type appropriate to the dragon whose body was used to create the weapon. For example, a blue dragon dagger does 1d4 piercing damage pluse 1d6 lightning damage.
- Any type of armor can be made except padded or chain (shirt or mail). The resulting armor or shield, in the panoply of a proficient user, provides resistance to the damage type appropriate to the source dragon. For example, black dragon scale mail gives its wearer resistance to acid damage.
Eldritch Acrobat
You possess preternatural powers of movement, granting you the following benefits:- Increase your Dexterity score by 1, to a maximum of 20.
- You learn the following cantrips: catfeet*, quickling step*, uncanny balance*, and wall run*.
- Your walking speed increases by 5 feet.
Find the Weakness
You can spot the weaknesses in a foe’s defenses. You gain the following benefits.- Increase your Wisdom score by 1, to a maximum of 20.
- As an action, you analyze the defenses of one Large or larger creature you can see. Your next attack against that creature is made with advantage, and the attack scores a critical hit on a natural roll of 18, 19, or 20.
Fortifying Healer
Prerequisite: The ability to cast at least one spell- Your healing magic is augmented by the fortifying magic of resolute bravery. If you target one or more allies with a spell that allows them to regain hit points, those allies are immune to being frightened for a number of rounds = the level of the healing spell.
- In addition, one ally who healed hit points (your choice) gains inspiration. You must complete a short or long rest before you can grant inspiration again.
Greensight
You have a preternatural bond with nature that grants you special insights, including the ability to foresee future events. This grants you the following benefits:- You can take an action to detect the presence of aberration, beast, dragon, fey, giant, and undead creatures within 300 feet until the end of your next turn. You can identify the type of creature, but cannot determine the creature’s exact location, only the general direction if they are within 300 feet.
- You learn one of the following druid cantrips of your choice: druidcraft, guidance, gust**, magic stone**, mending, resistance, shillelagh, or thunderclap**.
- You learn certain spells and gain the ability to innately cast them. You can cast each spell at its lowest level without using a spell slot. Once you cast a spell in this way, you must finish a long rest before you can cast it again. The first spell you learn and cast in this way is beast bond**. At 5th level, you also learn and cast the augury spell with this feat. At 9th level, you also learn and cast the commune with nature and scrying spells.
- Your spellcasting ability for all spells and cantrips gained from this feat is Wisdom. You cast these spells and cantrips innately without verbal or somatic components, though you must still expend any material components.
- When you take damage from an attack during a surprise round, you may take the Dash, Disengage, or Hide action as a reaction.
Heart of the Fray
Prerequisite: Ability to Cast at Least One Spell, Dexterity I3 or Higher You have trained as a striker, a hard-hitting warrior whose focus increases the closer you are to the front lines of a fight. As long as you are within 30 feet of a hostile creature, you can take a bonus action on your turn to take the Dodge action. Additionally, if you take damage from a melee attack after using the Dodge action, but before the start of your next turn, you can use your reaction to cast a spell at the attacker. The spell must have a casting time of I action and have a range of touch.Mage Tower
Prerequisite: Ability to Cast at Least One Spell, Strength 13 or Higher, proficiency with medium armor. Cannot be used in tandem with Heart of the Fray. You have trained as a guardian, ready to use both sword and spell to better defend your allies on the field of battle. You gain the following benefits: • You gain proficiency with heavy armor. • You may use a shield as your spellcasting focus. • When you or an ally within 10 feet of you are hit by a ranged weapon or spell attack, you can use your reaction to reduce the damage taken by 1d10 + your spellcasting modifier.Mind Reader
You have a natural ability to touch others’ minds, granting you the following benefits:- You learn the mindspeak* and thought blast* cantrips.
- You learn certain spells and gain the ability to innately cast them. You can cast each spell at its lowest level without using a spell slot.Once you cast a spell in this way, you must finish a long rest before you can cast it again. The first spell you learn and cast in this way is telepathic link*. At 5th level, you also learn and cast the detect thoughts spell with this feat. At 9th level, you also learn and cast the sending spell.
- If you are 3rd level or higher, you can telepathically speak to any creature you can see within 30 feet of you. You must share a language with the creature for it to understand your telepathic utterances. You can speak telepathically in this way to one creature at a time.
- You add your Intelligence modifier (minimum of 1) to all Wisdom (Insight) checks.
- Your spellcasting ability for all spells and cantrips gained from this feat is Intelligence. You cast these spells and cantrips innately without verbal or somatic components, though you must still expend any material components.
Negotiator
You have honed the knack of the deal and counter-deal, perhaps by crossing words with creatures accustomed to getting the upper hand in any negotiation. You gain the following benefits.- Increase your Charisma score by 1, to a maximumof 20.
- When you try to persuade a creature to engage in a course of action or to change its attitude with a Charisma (Persuasion) check and fail, you can retry the check on your next turn with disadvantage.
- When you purchase a good or service, you can make a Charisma (Persuasion) check opposed by the seller’s Wisdom (Insight). If you win the contest, you secure a 10 percent discount on the transaction. Once you use this feature on a given individual, you can’t use it on them again for one week.
- During downtime, when you pay for lifestyle expenses, they are halved.
Thousand Faces
You are a master of disguise, able to quickly transform your appearance and maintain a number of cover identities. This grants you the following benefits:- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency with disguise kits, and double your proficiency when adding it to ability checks made with a disguise kit.
- You have a number of pre-made specialty disguises equal to 1 + your proficiency bonus. Due to hours of practice, when you don one of these specialty disguises, you may do so as an action. These disguises are generally not based on an individual, but are invented identities based on a general type (a homeless vagabond, a veiled dancer, a privileged aristocrat, etc.). If you wish to create a specialty disguise based on a specific person, you must observe that person for 8 hours. When your proficiency bonus increases, you automatically gain a new specialty disguise. However, if you wish to replace one of your existing specialty disguises, doing so takes 8 hours. You can establish a reputation or unique social status for the identity you take on in one of your specialty disguises by spending downtime to Sow Rumors (as per the downtime activity described in the Dungeon Master’s Guide).
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