If your campaign uses the optional feat rules from chapter 6 of the Player’s Handbook, your Dungeon Master might allow you to take a feat as a variant supernatural gift. You gain one feat of your choice. This list suggests twelve feats from the Player’s Handbook, but you can choose any feat your DM allows:
I hear voices on the wind, warning me of danger. (Alert) |
Iroas gifted me with physical prowess, intending to see me compete in the Iroan Games. (Athlete) |
I feel the vitality of the earth beneath my feet, and it refreshes my strength when I rest on it. (Durable) |
The stars of Nyx are never hidden from my sight, revealing their secrets to my eyes. (Keen Mind) |
I hear the echoes of the gods’ speech in every mortal language and trace the patterns of Nyx in the written word. (Linguist) |
The gods smile on me, but I dread the day when they withdraw their favor and my luck runs out. (Lucky) |
As a child, I used to run through the woods and play with a giant lynx—which, I learned later, was an emissary of Nylea. (Mobile) |
The sun’s light brings what is hidden to clear view in my eyes. (Observant) |
I ate a magical fruit that blessed me with extraordinary resilience. (Resilient) |
I studied with a supernatural tutor. (Skilled) |
I was bathed in the waters of a mystic river that left my skin resistant to harm—and glittering with starlight. (Tough) |
A snake emerged from my mouth before I took my first breath—an omen of my gift for deception. (Actor) |
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