Available Feats List in Thesa | World Anvil
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Available Feats List

Template

Pre-requisite: N/A

Description lorem ipsum. If there is something wrong in any of the descriptions, like distance measured in feets instead of meters, names from the Forgotten Realms not being properly corrected, or grammatical mistake, please contact the GM.

Actor

Pre-requisite: N/A

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.

Agility of the Clawed

Pre-requisite: Tabaxi

Your agility is refined to a point that even others of your kind have difficulty matching your movements. You gain the following benefits: You gain proficiency with the Acrobatics, or Sleight of Hand skill. Whenever you would be knocked prone, you can instead use your reaction to not be knocked prone. You can use your claws as a finesse weapon which you are proficient in. You can make a melee attack with your claws as a bonus action.

Aerial Acuity

Pre-requisite: Aarakocra

You 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.

Alert

Pre-requisite: N/A

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 unseen by you.

Arbiter

Pre-requisite: Aasimar

You are an arbiter of neutrality, and dispense such power in battle. You gain the following benefits: Once per turn, when you deal bludgeoning and/or slashing damage, you can add an additional 1d4 force damage to the damage total. When you would make an attack roll at disadvantage, you can use your reaction to negate the disadvantage. If you are a Balance Domain Cleric, you can instead use your reaction to add a 1d4 bonus to the attack roll. This ability has a number of uses equal to your Charisma modifier (minimum 1) per long rest. You have advantage on Charisma (Deception, Intimidation, Persuasion) and Wisdom (Insight) ability checks while you are actively trying to settle disputes between other parties, and only if they are not hostile towards you.

Arcane Imbued

Pre-requisite: Firbolg

Your 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.

Arcane Initiate

Pre-requisite: N/A

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.

Aspect of the Air

Pre-requisite: Air Genasi

Your 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: Your fly speed increases by 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 lightning damage, thunder damage, or cold damage.

Athlete

Pre-requisite: N/A

You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity 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.

Bad Blood

Pre-requisite: Tiefling

The 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 Reborn

Pre-requisite: Half-Orc OR Orc

Your 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.

Big Physique

Pre-requisite: STR >= 15

You use your STR mod for intimidation checks instead of CHA. You also have Advantage in intimidation checks agains anyone with less STR than you.

Blessed by Wind

Pre-requisite: Air Genasi

You 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 Frenzy

Pre-requisite: Lizardfolk

Your 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.

Bountiful Luck

Pre-requisite: Halfling

Your people have extraordinary luck, which you have learned to mystically lend to your companions when 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.

Charger

Pre-requisite: N/A

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

Pre-requisite: N/A

Time spent mastering the culinary arts has paid off, granting you the following benefits: Increase your Constitution or Wisdom 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.

Child of Stone

Pre-requisite: Earth Genasi

Your 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. Your burrow speed is increased by 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.

Children of the Feywild

Pre-requisite: Low Elf

Your Feywild heritage has expanded your knowledge, and enhanced your healing ability. You gain the following benefits: You learn 1 cantrip of your choice from the druid class list. In addition, you learn two first level spells from the Ranger or Druid class lists. You can cast it at its lowest level; once cast, you cannot do so until you finish a long rest. Wisdom is your spell casting modifier for these spells. When you cast a Druid or Ranger spell that restore hit points, add your Wisdom modifier to the total amount healed (Minimum 1).

Crossbow Expert

Pre-requisite: N/A

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.

Crusher

Pre-requisite: N/A

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.

Defensive Duelist

Pre-requisite: DEX >= 13

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Descendants of the Fae

Pre-requisite: High Elf

The knowledge of the ancient Eldar have been passed down to their descendants, and only some have managed to tap into such knowledge, to use it for their benefit. Choose a class: Wizard or Sorcerer. You learn 1 cantrip as your choice from either of those class’s lists. In addition, you learn two first level spells from the same lists. You can cast it at its lowest level; once cast, you cannot do so until you finish a long rest. Your spellcasting modifier for these spells is the same as the class you chose (Charisma for sorcerer; Intelligence for wizard) When you cast a wizard or sorcerer spell, you deal extra damage with that spell equal to your proficiency bonus once per spell.

Dragon Fear

Pre-requisite: Dragonborn

When angered, you radiate menace. You gain the following benefits: Increase your Strength, Constitution, or Charisma 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 of you 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

Pre-requisite: Dragonborn

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: Increase your Strength, Constitution, or Charisma by 1, 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 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.

Dragon Soul

Pre-requisite: Dragonborn

You have harnessed the ability to become even more in touch with the Dragonstorm, able to detect and reach out to those akin to you in soul and body. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. As an action, you can open your awareness to detect other creatures of the Dragonstorm. Until the end of your next turn, you know the location of any creature with draconic blood that is within 60 feet of you that is not behind total cover. You know what type the creature is (e.g. humanoid, dragon), but not its identity (e.g. Kriseth the green dragonborn). You can use this feature a number of times equal to 1 + your Charisma modifier, and regain all expended uses when you finish a long rest. Soul Breath. You gain the ability to harness a part of your soul and the Dragonstorm in your breath weapon. Your Breath Weapon deals 1d6 + your proficiency bonus extra force damage. Your Breath Weapon DC is increased by 3.

Drow High Magic

Pre-requisite: Dark-Elf

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 those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Dual Wielder

Pre-requisite: N/A

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

Pre-requisite: N/A

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. Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.

Durable

Pre-requisite: N/A

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).

Dwarven Fortitude

Pre-requisite: Dwarf

You 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).

Earthen Rift

Pre-requisite: Earth Genasi

You 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. You also gain the ability to cast the spell Mold Earth as a cantrip.

Eldritch Adept

Pre-requisite: Spellcaster

Studying 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 invocation with another one from the warlock class.

Elemental Adept

Pre-requisite: Spellcaster

When 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.

Elven Accuracy

Pre-requisite: Elf/Half-Elf

The 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 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 Blood

Pre-requisite: Fire Genasi

The 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.

Expert of the Sea

Pre-requisite: Triton

You have become an expert of living with the sea, in both its magical elements, and environmental determinants. You gain the following benefits: Increase your Constitution or Charisma score by 1, to a maximum of 20. You know the Shape Water cantrip, and can cast Create or Destroy Water and Water Breathing once per long rest. Constitution is your spellcasting ability modifier for these spells. You have become an expert at moving through water. Your movement speed cannot be reduced from any water based effects. While moving within watery areas, (swimming, walking through water, etc.) you can use a bonus action to double your movement speed until the beginning of your next turn. You can use this ability a number of times equal to half your character level (rounded up with a minimum of 1). You regain any uses of this ability when you take a long rest.

Fade Away

Pre-requisite: Gnome

Your 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 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.Description lorem ipsum. If there is anything wrong in the description like distance measured in feets or names from the Forgotten Realms not being properly corrected please contact the GM.

Felicity

Pre-requisite: Tabaxi

Your 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 18 meters of a fall, and you do not fall prone as a result of taking fall damage, as you always land on your feet.

Fey Teleportation

Pre-requisite: High Elf

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 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.

Fey Touched

Pre-requisite: N/A

Your exposure to the Feywild's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma 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.

Fierce Militant

Pre-requisite: Hobgoblin

Your exposure to the Feywild's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma 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.

Fighting Initiate

Pre-requisite: Martial Weapons Proficiency

Your 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.

Filled with Determination

Pre-requisite: Halfling

You are filled with Determination, the power to survive, the power to defeat those that kill your allies. You gain the following benefits: Increase your Dexterity or Wisdom by 1, to a maximum of 20. Whenever a humanoid ally you can see is knocked unconscious or killed, you gain advantage on attack rolls against the creature that dealt the finishing blow. If a humanoid ally you can see dies, you can add your proficiency bonus to all damage rolls against the creature that killed them. You have immunity to the fear condition.

Carnage God’s Blessing

Pre-requisite: Tallfolk or black pantheon follower

Your worship of these fiery gods brings a powerful, infernal blessing upon your prowess in combat. You gain the following benefits: Before you make a melee weapon attack, you can choose to take a -2 penalty to the attack roll. If the attack hits, it deals an additional 1d8 fire damage. When you deal fire damage 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). You can do this a number of times equal to your constitution modifier (minimum of 1) per long rest. Should your worship of any of these gods cease, the penalty to hit is increased to -4.

Flames of Scincifer

Pre-requisite: Tiefling

You learn to call on hellfire to serve your commands. You gain the following benefits: Increase your Intelligence or Charisma 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.

Fortress of Muscles

Pre-requisite: Goliath

From 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.

Fortune’s Favor

Pre-requisite: Halfling

Fortune smiles upon you more often than it would upon others. You gain the following benefits: Increase your Charisma or Dexterity by 1, to a maximum of 20. Your Lucky racial feature improves as follows: When you roll a 1, 2, or 3 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If you possess the Bountiful Luck racial feat, it improves as follows: When an ally you can see within 30 feet of you rolls a 1, 2, or 3 for an attack roll, ability check, 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.

Fury of the Flame

Pre-requisite: Fire Genasi

The 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.

Grappler

Pre-requisite: STR >= 13

You'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.

Great Weapon Master

Pre-requisite: N/A

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.

Gunner

Pre-requisite: N/A

You have a quick hand and keen eye when employing firearms, granting you the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency with firearms (see "Firearms" 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.

Heavily Armored

Pre-requisite: Medium Armor Proficiency

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.

Heavy Armor Master

Pre-requisite: Heavy Armor Proficiency

You can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Improbable Strength

Pre-requisite: Small size

You're unnaturally strong for your size. You gain the following benefits: Increase your Strength or Dexterity by 1, to a maximum of 20. You gain advantage on ability checks to escape from a grapple or the restrained condition. You are considered one size larger for the purposes of grappling, shoving, carry weight, and wielding weapons. If you already have this benefit from a different source or if you are under the "enlarge" effect of the enlarge/reduce spell, you deal an extra 1d4 damage once per turn when you hit with a heavy and/or two-handed weapon.

Infernal Constitution

Pre-requisite: Tiefling

Fiendish 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, to a maximum of 20. You have resistance to cold and poison damage. You have advantage on saving throws against being poisoned.

Inspiring Leader

Pre-requisite: CHA >= 13

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Iron Will

Pre-requisite: Duergar

Your will is tempered like the earth you were born from, and will not be halted nor hindered by the likes of mere magic. You gain the following benefits: Increase your Wisdom or Strength score by 1, to a maximum of 20. You have advantage on saves against magical effects that would frighten you. A number of times per day equal to your Constitution modifier, you can cast dispel magic at a range of touch, using your strength or wisdom as your spellcasting ability modifier.

Keen Mind

Pre-requisite: N/A

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

Pre-requisite: N/A

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.

Lineage of Burden

Pre-requisite: Dark Elf

The curse upon your ancestor by Synonyne Twelvestar follows you in your skin, but in some cases, people have been able to manifest it into more. You gain the following benefits: Your Drow Magic trait expands; you know the Green-Flame Blade cantrip, except it is an inky blackness that deals cold damage instead of fire damage. At 7th level, you can cast Bestow Curse once per long rest each. Once per turn when you deal damage with a melee spell attack, you can reduce target’s movement speed by 10 feet until the end of its next turn. This is considered a curse. Once per round, whenever you would deal radiant damage with a spell, you can heal yourself a number of hit points equal to the lowest of your Wisdom modifier or Charisma modifier (Minimum 1).

Linguist

Pre-requisite: N/A

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.

Little Devil

Pre-requisite: Goblin

Your teeth are sharpened to a dagger's point, grinding deep into the flesh of your foes. You gain the following benefits: Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. You can bite enemies with your razor sharp teeth. This is an unarmed strike attack that deals piercing damage equal to 1d4 + your Strength modifier. On a critical hit with this bite attack, roll the bite damage dice four times instead of two. You are considered proficient with improvised weapons. If the improvised weapon does not have the heavy property, it is considered to have Finesse (Excluding Alchemist Fire). You can move through a hostile creature’s space if it is a size larger or smaller than you.

Living Monolith

Pre-requisite: Firbolg

You have learned to use your massive size to the benefit of your allies, and enhance your own size to further increase your abilities. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You provide enough concealment so that allies within 5 feet your size or smaller can attempt to Hide from enemies. At the start of your turn, you can magically increase your size to one larger than normal for a number of rounds equal to your Constitution modifier plus 1 (minimum of 2) as though under the effects of the Enlarge spell, but it does not require concentration. You gain resistance to slashing, piercing and bludgeoning damage while in this form. You regain the use of this ability after a long rest.

Lucky

Pre-requisite: N/A

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.

Mage Slayer

Pre-requisite: N/A

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

Pre-requisite: N/A

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 using this feat. 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.

Manslayer

Pre-requisite: Bugbear

Raiding towns and slaying the powerful has given you exceptional strength in killing humans, and others of their kind. You gain the following benefits: Increase your Dexterity or Strength score by 1, to a maximum of 20. You gain proficiency in the Perception and Survival skills. When you reduce a hostile humanoid creature to 0 hp you can become invisible until the end of your next turn. This invisibility ends if you attack or cast a spell.

Martial Adept

Pre-requisite: N/A

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 target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). 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.

Master Chef

Pre-requisite: N/A

When you craft a food token, you can choose to have one culinary benefit gained from it that gives a limited voluntary use to have the number of those uses increased by 2. This only affects one food token you've created. You cannot use this feature again until the next weekly reset. The duration of culinary benefits from food tokens you create is doubled. When you cook a meal with mid rest cooking, you can choose a second culinary benefit to apply.

Master Chymist

Pre-requisite: N/A

When you forage for a reagent, you can choose to forgo rolling the ability check and instead treat the roll of the d20 as a 15. You cannot use this feature again until the next weekly reset. If you drink a potion you've created yourself, its duration is increased by half. This doesn't apply to oils. If you use a poison you've created yourself, its DC is increased by 1 and it bypasses a creature's resistance to poison damage.

Master Enchanter

Pre-requisite: N/A

You can craft magical tools, up to a +bonus equal to half your proficiency. Only you know how to use them, and only while you have this feat. You can add a second special attunement to a magic item. You can spend up to 500 gp with a crafting day to progress any magic item blueprint of yours by half the spent amount. You spend this gold in increments of a 100. Progression in this way doesn't destroy items for simultaneous item progression, and these rates spent for the crafting day are unaffected by all crafting progression modifiers. You cannot use this feature again until the next weekly reset.

Master Engineer

Pre-requisite: Rock Gnome

Your ability to tinker has expanded beyond small contraptions, and enabled you to enhance tools and other items with your innate magical knowledge. Once per short or long rest you can select up to 2 non-magical items, and a splash weapon to augment. These items can be a weapon, armor, shield, splash weapon (Alchemist fire, Acid Vial, Oil (Flask), or Holy water) or tool kit. The following effects are gained until the next short or long rest and a single item cannot be affected more than once in this manner during this time. Weapon – This weapon has +1 to hit and deals +1 damage. Armor or Shield – This armor or shield provides +1 AC. Splash – Make a ranged weapon attack against the target, treating the splash weapon as an improvised weapon. On a hit, the target suffers the normal effects of the splash weapon. Hit or miss, the splash weapon then explodes. The target and each creature within 15 feet of it must succeed on a Dexterity saving throw equal to 8 + your proficiency bonus + your intelligence modifier, or take an additional 2 damage die of the splash weapon (for oil, they take an additional 10 fire damage when ignited) Tool – This tool set provides advantage to the check in which it is used.

Master Scribe

Pre-requisite: N/A

You have advantage on ability checks to use spell scrolls. Choose 5 spells up to 6th level from any spell list. The chosen list is permanent and cannot change with retraining. With Calligrapher's Supplies and spending the appropriate resources (time, gold, and material components), you can craft 1 spell scroll from your chosen list of a level equal to or less than your proficiency bonus. You use your scores for the spell ability modifier of the class the spell came from to determine DCs (10 + the spell ability modifier) and spell attack bonus (2 + the spell ability modifier). For example, crafting a scroll of Moonbeam would use your Wisdom to determine the DC. Only you can cast a scroll you've created this way. You cannot use this feature again until the next weekly reset. When you cast a spell scroll you've created yourself, its spell save DC and spell attack bonus is increased by 1.

Medium Armor Master

Pre-requisite: Medium Armor Proficiency

You 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

Pre-requisite: Spellcaster

You'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

Pre-requisite: N/A

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

Pre-requisite: Light Armor Proficiency

You have trained to master the use of medium armor and shields, gaining the following benefits: Increase your Strength or Dexterity by 1, to a maximum of 20. You gain proficiency with medium armor and shields.

Mounted Combatant

Pre-requisite: N/A

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Mundungu

Pre-requisite: Orc, Lizardfolk, Half-orc, Asterions OR Locathah

Your spellcasting is channeled through your physical body, inscriptions taken from your body rather than your mind. You gain the following benefits: Chose a class. Your spell casting or pact magic ability modifier for that class becomes Strength. Any class feature coming from the same class that is based on the same ability modifier as the original spellcasting or pact magic also is now based on Strength. For every spell known or prepared you have, a scar must be made on your body, as that is where you draw your magic from.

Observant

Pre-requisite: N/A

Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom 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.

Ode to Un

Pre-requisite: Svirfneblin

Your ties to the Great Dream strengthen as the wisdom and power of nightmares guides you. You gain the following benefits: Increase your Dexterity or Intelligence score by 1, to a maximum of 20. You can cast the spell Cause Fear once with this ability. You regain the ability to cast this spell when you finish a long rest. When you reach 5th level you can also cast Fear. You regain the ability to cast this spell when you finish a long rest. Intelligence is your spellcasting ability for these spells. You have advantage on Dexterity (Stealth) checks made to hide at night or in darkness.

Orcish Fury

Pre-requisite: Half-Orc

Your fury burns tirelessly. You gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. When you hit with an attack using 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.

Overwhelming Ancestry

Pre-requisite: Dragonborn

The essence of a true dragon’s breath flows through you, allowing your own breath weapon to be as ready as the ancient draconic entities'. You gain the following benefits: If your breath weapon is a cone, its range is increased to 30 feet. If your breath weapon is a line, its range is increased to 5 feet by 90 feet. You can use your Breath Weapon or Dragon's Fear as a bonus action. At the start of your turn, if the use of your Breath Weapon is expended, you can roll a d6. On a 5 or a 6, you regain the use of your Breath Weapon.

Paragon of Talent

Pre-requisite: Half Elf

Your talent is boundless, your capabilities endless, your potential unbridled by the constraints others must follow. You gain the following benefits: Increase any ability score of your choice by 1, to a maximum of 20. You ignore the Ability Score Minimum prerequisites for all classes for the purposes of multiclassing. Whenever you multiclass, you gain your choice of one skill proficiency from the class’ skill list, in addition to what you would normally gain for multiclassing. This is retroactive.

Peak Fortitude

Pre-requisite: Mountain Dwarves

Living within the icy climates of the high mountains has given you skills that can aid you even outwith the confines of the craggy mountain sides. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You have advantage on saving throws made against effects that would cause exhaustion. You gain resistance to cold damage. You gain a climb speed of 25 feet.

Piercer

Pre-requisite: N/A

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 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

Pre-requisite: N/A

You can prepare and deliver deadly poisons, granting 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 ammunition 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.

Polearm Master

Pre-requisite: N/A

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, quarterstaff, 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 the attack 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 your reach.

Primal Scale

Pre-requisite: Kobold

You are unlike the other weak, cowardly types of your race. You are strong. Powerful. Unfettered by they who would tower over you. You gain the following benefits: Remove the -2 to strength gained from your race. It becomes a +2 instead.

Prodigy

Pre-requisite: Half-Elf, Half-Orc, Human

You 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 Shift

Pre-requisite: Aasimar

The 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.

Rain Orb Cistern

Pre-requisite: Circle of the Land

You tap into the natural healing power of the subterranean aquifers that run beneath all manner of terrain. You gain the following benefit: You gain a second list of Circle spells (Cistern) when you take this feat. These spells follow the same rules as all other circle spells and are as follows: 3rd Lesser Restoration, Healing Spirit 5th Mass Healing Word, Life Transference 7th Death Ward, Polymorph 9th Raise Dead, Mass Cure Wounds

Rain Orb Cloud

Pre-requisite: Circle of the Dreams

Your bond with the fey allows you to temporarily grant allies their natural defenses. You gain the following benefits: Your Balm of the Summer Court ability grants an additional amount of temporary hit points equal to your Wisdom modifier (minimum of 1). Additionally, you can end one of the following conditions on the target of Balm of the Summer Court: poisoned, charmed, frightened, blinded, or deafened.

Rain Orb Ice

Pre-requisite: Druid

Even water must know when to stand firm. You gain the following benefits: Increase your Constitution score by 1. Once per turn, when you receive healing from any source, you gain additional temporary hit points equal to your Constitution Modifier (minimum of 1) until the end of combat. These temporary hit points can stack only with the temporary hit points provided by this feat and you can only gain these temporary hit points while in combat.

Rain Orb Mist

Pre-requisite: Druid

You embody water in its most free form. You gain the following benefits: Increase your Dexterity score by 1. Immediately before or after you cast a druid spell that would restore hit points, you can use your reaction to move 20 feet without provoking opportunity attacks.

Rain Orb Pool

Pre-requisite: Circle of the Shepherd

You will never let your flock stray too far from your protection. You gain the following benefits: Druid spells you cast that would restore hit points can be cast through your Spirit Totem or any creatures you summon. If you cast such a spell through your spirit totem, you can target any creature within the radius of the spirit totem's aura regardless of the stated range of the spell. If you cast such a spell through a summoned creature, you can increase the healing done by your proficiency modifier.

Rain Orb Rain

Pre-requisite: Circle of the Storm

You call the lightning. Your allies ride the lightning. You gain the following benefits: When you hard cast a spell of first level or higher that would deal thunder or lightning damage, you can shoot a minor bolt of lightning as a bonus action at another allied creature within 30ft of you, healing them for 1d6. One per long rest, when you cast a spell of first level or higher that would deal thunder or lightning damage, you can halve the damage done by that spell this turn (rounded down). Allies that would be damaged by the spell this turn instead heal for the amount they would be damaged for.

Rain Orb Tides

Pre-requisite: Circle of the Moon

Your bestial forms tap into their primal connection when healed, swelling with healing power before letting the excess energy crash onto your foes. You gain the following benefits: When you use a bonus action to expend spell slots to heal yourself through your Combat Wild Shape, increase the healing done by 1d8 per spell level Healing from this ability in excess of your maximum hit points becomes temporary hit points. Additionally, you empower your next attack made with a natural weapon to deal an extra 1d6 primal damage per level of spell slot expended to a maximum of 3d6.

Rain Orb Water

Pre-requisite: Druid

As the water brings life to nature, you bring life to your allies. You gain the following benefits: Increase your Wisdom score by 1. Druid spells of first level or higher you cast that restore hit points also grant temporary hit points equal to your wisdom modifier (minimum of 1) to all creatures healed by the spell. Each creature can receive these temporary hit points once per spell.

Rain Orb Waterfall

Pre-requisite: Circle of the Spires

You guide your companions to victory, signaling which enemies to strike. You gain the following benefits: You gain proficiency in Medicine. You then gain expertise in Medicine. When you hit an enemy with a weapon attack made with a martial or natural weapon, you can mark that enemy with arcane energy until the end of your next turn. Natural or martial weapon attacks you or allied creatures make on enemies marked in this way restore hit points to the attacking creature equal to your Constitution modifier (minimum of 1). Full elves can add your proficiency modifier to the amount healed as well. Each allied creature can only be healed in this way once per turn, and only one enemy can be marked at a time.

Resilient

Pre-requisite: N/A

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

Pre-requisite: INT OR WIS >= 13

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

Pre-requisite: N/A

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

Scion of Virtue

Pre-requisite: Aasimar

Virtuous power flows through your veins, causing an aura of slight holiness to flow from your form. You gain the following benefits: You know the location of any fiend or undead within 30 feet of you that is not behind total cover. You know the type (fiend or undead) of any being whose presence you sense, but not its identity. You can magically manifest or conceal a halo of pure light above your head as an action or bonus action. While it is visible, you gain access to the following abilities: You have advantage on Charisma (Intimidation) and Wisdom (Insight) ability checks against evil creatures. You shed bright light 10 feet around you, and another 10ft of dim light past this. This light is sunlight. This light can only be dispelled by darkness magic of a spell level that is greater than your Charisma modifier. You can cast Lesser Restoration a number of times equal to your Charisma modifier (minimum 1) per long rest. The range of lesser restoration cast this way is increased to 10ft.

Second Chace

Pre-requisite: Halfling

Fortune favors you when someone tries to strike you. You gain the following benefits: Increase your Dexterity, Constitution, or Charisma 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.

Sentinel

Pre-requisite: N/A

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Serpent Exemplar

Pre-requisite: Yuan-Ti

Unlike others of your kind, you have adopted the more serpentine part of your heritage. You gain the following benefits: As an action you can transform yourself into a more serpent-like form; your legs meld together into that of a snake’s tail, though your upper half remains humanoid and does not change size. While in this form, your movement speed is reduced by 10 feet, but you gain a climb speed and a swim speed equal to your movement speed. You can remain in this form indefinitely, but you can only transform into serpent form or back to your normal form once per short or long rest. Any clothing, armor, or other equipment worn around your legs magically merge into the serpent form. This transformation does not function, nor can it be activated while under the effect of another polymorph ability. While in this form you can attempt to restrain one creature you have grappled with your tail. When you take the attack action you can make a special melee attack, a constrict on this grappled creature. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. Provided your tail is free, you can make an opposed grapple check against the creature with it. If you succeed, the target is grappled and restrained. The condition ends when the grapple ends. While in this form your fangs are a natural weapon, which you can use to make an unarmed strike. If you hit with it, you deal piercing or poison damage equal to 1d8 + your Strength modifier.

Shadow Touched

Pre-requisite: N/A

Your exposure to the Shadowfell's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma 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.

Sharpshooter

Pre-requisite: N/A

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

Pre-requisite: N/A

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

Pre-requisite: N/A

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

Pre-requisite: N/A

You gain proficiency in any combination of three skills or tools of your choice.

Skulker

Pre-requisite: DEX >= 13

You are expert at slinking through shadows. You gain the following benefits: You can try to hide when you are lightly obscured from the creature from which you are hiding. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Slasher

Pre-requisite: N/A

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.

Spear of the Ocean

Pre-requisite: Triton

Your 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.

Spell Sniper

Pre-requisite: Spellcaster

You 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, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Squat Nimbleness

Pre-requisite: Small size

You are uncommonly nimble for your race. You gain the following benefits: Increase your Strength or Dexterity 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 Incantation

Pre-requisite: Kenku

Your mimicry teaches you not only how to mimic the words of others, but their incantations and spellcasting too. You gain the following benefit: Once per long rest, if you see a spell cast within 60 feet of you, you can cast that spell at the same level without expending a spell slot. The ability modifier for this type of spell casting is based on the creature you saw cast it. This ability cannot be used on spells higher than half you level. You can only use this trait if you have seen the spell cast within the past hour. Spells cast this way still require a verbal component, and you must still provide a material component that is expensive or is consumed upon use.

Stubborn Bluffs

Pre-requisite: Hill Dwarves

Climbing the hills to sell your wares for grand profit and running away before the merchants realize the depth of the deception has been a rather interesting lifestyle choice for you. You gain the following benefits: Increase your movement speed by 5 feet. You gain proficiency in persuasion, if you already have proficiency in persuasion you gain expertise in the skill. You have advantage on Wisdom (Insight) ability checks when it is directly relevant to the trading of goods. If these goods are of Dwarven make or origin, you have advantage on Charisma (Deception) ability checks as well. When you gain downtime you gain one additional downtime day.

Surface Dweller

Pre-requisite: Sunlight Sensitivity

You have spent enough time in the sun that you have grown accustomed to it. You gain the following benefits: Increase your Wisdom score by 1 to a maximum of 20. You lose the Sunlight Sensitivity trait. You gain proficiency with the Perception skill. Once you take this feat, you learn the light cantrip if you do not already know it. Once you reach 5th level, you can also cast the daylight spell once per long rest. Wisdom is your spell casting ability modifier for these spells.

Tavern Brawler

Pre-requisite: N/A

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution 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.

Telekinetic

Pre-requisite: N/A

You learn to move things with your mind, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma 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) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Telepathic

Pre-requisite: N/A

You awaken the ability to mentally connect with others, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma 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.

The Dreamers of Dreams

Pre-requisite: Forest Gnomes

The dreams of your ancestors strengthen your bonds with nature. You gain the following benefits: Increase your Dexterity or Intelligence score by 1, to a maximum of 20 You can cast the Speak with Animals spell at will. You can also cast each of the following spells once with this ability: Animal Friendship, Beast Bond, and Beast Sense. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells. If you spend an entire short rest of uninterrupted napping, you can choose one ability from a class feature or feat that you have access to that is normally regained on a long rest, and you instead regain it after this short rest. You cannot regain spell slots in this way, and you regain the use of this ability after a long rest.

Tough

Pre-requisite: N/A

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.

Vow of Death

Pre-requisite: Hobgoblin

When you enter the battlefield and find a worthy foe, you feel it is your honor bound duty to strike them down in a single, powerful blow. You gain the following benefits: Increase your Dexterity or Strength by 1, to a maximum of 20. You gain proficiency in the Intimidation skill. Once per short rest, you can utter a vow on your honor to hunt a creature down as a free action. You gain advantage on your next attack roll, if that attack roll hits, it deals an additional 3d6 necrotic damage. If the creature does not fall to 0 hit points from this attack, you take 8d6 psychic damage that cannot be reduced in any way from the utter shame you have brought upon yourself. You regain the use of this ability if you reduce the creature to 0hp with this ability and the damage you deal and take is increased by 1d6 for the remainder of combat.

Wanderers of Dreams

Pre-requisite: Gnome

Your ability to control your dreams has expanded to allow a more lucid interaction with the Great Dream. You gain the following benefits: Increase your Intelligence score by 1, to a maximum of 20. Dream Rest: During a short rest, you can activate the ability, when you finish the short rest, choose a spell slot level of 5th level or below. You regain any spent uses of spell slots for that spell slot level. After using this ability, you gain 1 level of exhaustion. You can use the connection you have with The Great Dream to communicate with unconscious creatures and anyone passing with the Great Dream. Once per long rest, you can use an action to communicate mentally with one unconscious creature within 30 feet of you for 1 minute. When you activate this ability, the creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + Intelligence modifier). On a failed save, you fall unconscious and appear as an incorporeal version of yourself within The Great Dream, with a incorporeal version of the creature your trying to communicate within talking distance. You understand one another, regardless of language.

Warcaster

Pre-requisite: Spellcaster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell 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 reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Ward of Waves

Pre-requisite: Water Genasi

The 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.

Weapon Master

Pre-requisite: N/A

You have practiced extensively with a variety of weapons, gaining the following benefits: Increase your Strength or Dexterity 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.

Will of the Water

Pre-requisite: Water Genasi

The 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 Wind

Pre-requisite: Aarakocra

You 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 Magic

Pre-requisite: Wood Elf

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.    

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