Feats

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative rolls.
  • 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 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. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the Artificer Spell list.   You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.   You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t 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.

Axeman

You’re a master of the axe and your heavy blows cleave through your foes. The following benefits apply only to the handaxe, battleaxe, and greataxe.

  • When you reduce a creature to 0 hit points or score a critical hit with an axe, you can use your bonus action to make a single attack with an axe.
  • When the weapon damage die result of an attack made with an axe does not show a maximum result, you deal an additional 1 point of damage with the attack.

Blunt Weapon Master

You’re a master of blunt weaponry and know exactly where to land heavy blows. The following benefits apply only to the club, greatclub, mace, flail, maul, and warhammer.

  • When you damage a creature with any of the listed weapons, their speed is reduced by 5 feet until they regain hit points. The effect of this feature is not cumulative with itself.
  • When you roll damage for any of the listed weapons, you deal an additional 1 damage if a damage die shows maximum result.
  • If a damage die of any of the listed weapons shows a result of 1, you can instead treat the result as the maximum of the die. You can use this feature 3 times and you regain all expended uses when you complete a long rest. You must choose to use this feature before the DM announces the result of the damage.

Bountiful Luck

Prerequisite: Halfling

Your 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.

Brawler

You have fists of iron and your enemies won’t be forgetting any time soon.

  • Your unarmed strike deals 1d6 + your Strength modifier damage, rather than 1 + your Strength modifier.
  • After initiative is rolled, you gain advantage when attacking with your unarmed strikes. You lose this benefit after you hit a creature with your unarmed strike or 1 minute has passed.

Brutal Killer

You’re piss ugly and that’s scary.

  • You gain proficiency in Charisma (Intimidation)
  • A negative Charisma modifier functions as a positive Charisma modifier on Charisma (Intimidation) checks.
  • When an attack you make reduces a creature to hit points less than or equal to twice your proficiency bonus, it is instead reduced to 0 hit points.

Caller

Prerequisite: The ability to cast 3rd-level spells

You’re well-studied in the varieties of conjuration magic.

  • You add the spell Conjure Animals to the list of spells you know or can prepare.
  • You can expend your bonus action to teleport an unattended object you can see within 30 feet, weighing 5 pounds or less, to your hand.
  • Creatures summoned by you gain a +1 bonus to attack rolls.

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove a creature. and you succeed).
 

Charismatic

Rooms never go unalerted to your presence. Spells and other effects infrequently override your force of will.

  • Your Charisma score increases by 1, to a maximum of 20.
  • When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. You can use this feature a number of times equal to you Charisma modifier. You regain all expended uses of this feature when you complete a long rest.

Chef

Time and effort spent mastering the culinary arts has paid off. You gain 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 temporary 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 enemies, 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 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 end of your next turn.

Deadly Illusionist

Prerequisite: The ability to cast at least one spell

Your illusions invade the deepest crevice of your enemies’ minds and leave them scarred.

  • You add one Illusion spell of a level you can cast, from your class spell list to the list of spells you can prepare or cast.
  • Creatures who fail their initial saving throw or ability check against an Illusion spells of 1st level or higher you cast take psychic damage equal to the spell’s level + your spell casting ability modifier, if the spell does not already deal damage.

Defensive Duelist

Requirements: Dexterity 13 or higher

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.
 

Dervish

Standing still is boring! You’re always on the move.

  • Your speed increases by 5 feet.
  • When you hit a creature with a melee attack, you can
  • move 5 feet at no movement cost as part of the attack.
  • Whenever you hit a creature with a melee attack, if your last attack was not against that creature, then you deal +2 damage to it.

Dexterous Grappler

You don’t waste any time when apprehending criminals, monster or a combination of the two.

  • When you attempt to grapple a creature on your turn, you can use a bonus action to attempt to grapple the target.
  • Your speed increases by 10 feet while you are grappling another creature.
  • You can use Dexterity (Acrobatics) to grapple, not just to resist or escape a grapple.

Diehard

It’s never quite your time. You refuse to die.

  • You gain a +1 bonus to death saving throws.
  • When you are reduced to 0 hit points, you can immediately move half your speed. Movement due to this feature does not provoke opportunity attacks.

Dragon Fear

Prerequisite: Dragonborn

When 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: Dragonborn

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score 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 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

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

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.
  Additionally, when you make an attack action, when wielding two weapons, you can make an attack role for both weapons but halve the damage dealt by them. This doesn't halve sneak attack damage and poison. If you do this you aren't allowed to make an attack with your secondary weapon as a bonus action.

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).

Dwarven Fortitude

Prerequisite: 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).

Einhander

The hot blood of a duelist flows through your veins. Even your misses are placed with intention and you slowly but surely lure your opponent into the perfect position for the perfect strike.

    • You become more mobile and can present a narrower profile with one hand empty. When wielding a Longsword or Rapier in one hand, and nothing in the other, you gain a +2 bonus to armor class.
    • You deal 1 additional point of damage when you hit for every attack you miss before hitting a single creature, while wielding a Longsword or Rapier in one hand and nothing in the other. If you attack a different target, damage your target or spend your turn not attacking the target, you lose any accumulated bonus damage. The extra damage cannot exceed your proficiency bonus.

  • Eldritch Adept

    Spellcasting or Pact Magic feature

    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, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.   Whenever you gain a level, you can replace the invocation with another one from the warlock class.

    Elemental Adept

    Requirements: The ability to cast at least one spell

    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

    Prerequisite: 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 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.

     

    Enchanting Illusionist

    Prerequisite: The ability to cast at least one spell

    You’ve unlocked the true potential of mixing Illusion and Enchantment magic.

    • You can add 1 Illusion spell and 1 Enchantment spell from your class spell list, of a spell level you can cast, to the list of spells you know or can prepare.
    • When you make a Charisma (Persuasion) or Charisma (Intimidation) ability check, you can replace your Charisma modifier with your spellcasting ability modifier.
    • A creature charmed or frightened by a spell you cast gains disadvantage on the next saving throw or ability check made to resist an Illusion spell of equal or higher level you cast.

    Escape Artist

    Your pursuers swear you bath in grease; no one can keep their hands on you.

    • If you add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself, you can instead add twice your proficiency bonus.
    • When you escape a creature’s grapple on your turn, you can immediately use your bonus action to attack the creature you escaped.

    Expert Grappler

    Prerequisite: Proficiency in Strength (Athletics)

    Every part of your body is a weapon and you wield it expertly.

    • When you add your proficiency bonus to an ability check made to grapple, you can instead add twice your proficiency bonus.
    • You benefit from half cover while you grapple a creature.
    • You can expend your bonus action to deal your Strength modifier in damage to any creature you currently grapple.

    Fade Away

    Prerequisite: 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 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.

     

    Fey Touched

    Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits:   Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.   You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

    Field Medic

    You’re an expert of saving people in the direst of circumstances.

    • Allies within 50 feet of you must fail an additional death saving throw to die.
    • You can use your bonus action to move half your speed towards an unstable creature. This movement does not provoke opportunity attacks.
    • You automatically succeed on the Wisdom check to stabilize a dying creature, even if you do not have a healer’s kit

    Fighting Initiate

    Prerequisite: Proficiency with a Martial Weapon

    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.

    Flames of Phlegethos

    Prerequisite: Tiefling

    You 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.

     

    Grappler

    Requirements: Strength 13 or higher

    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

    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 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.

    Heavily Armored

    Requirements: Proficiency with medium armor

    You have trained to master the use of heavy armor, gaining the following benefits:

    • Increase your Strength score by 1, to a maximum of 20.
    • You gain proficiency with heavy armor.

    Heavy Armor Master

    Requirements: Proficiency with heavy armor

    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 non magical weapons is reduced by 3.

    Hemophobic

    Prerequisite: Not immune to fear effects

    You have a large number of phobias and fears but your greatest is seeing your own blood.

    • When you take damage, you can use your reaction to move 5 feet away from the source. This movement does not provoke opportunity attacks.
    • Your speed increases by 10 feet while you are at or below half hit points.
    • You deal an additional 1 point of damage with melee attacks while at or below half hit points.

    Hooked Weapon Master

    While unconventional weapons, you have found picks and sickles suit your fighting style well

    • You do not need a free hand to grapple while you are wielding a war pick or sickle.
    • When you hit a creature with a war pick or sickle on your turn, you can use your bonus action to attempt to grapple the targeted creature.
    • If you successfully grapple the creature while wielding a war pick or sickle, the creature takes damage equal to your Strength modifier of the damage type dealt by your weapon.

    Infernal Constitution

    Prerequisite: 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 damage and poison damage.
    • You have advantage on saving throws against being poisoned.

     

    Inspiring Leader

    Requirements: Charisma 13 or higher

    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 hitpoints equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

    Keen Mind

    You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You always know which way is north.
    • You always know the number of hours left before the next sunrise or sunset.
    • You can accurately recall anything you have seen or heard within the past month.

    Light Armor Master

    Prerequisite: Proficiency with light armor

    You know how best to use the thin armor that protects you.

    • Your speed increases by 5 feet while wearing light or no armor.
    • While wearing light armor, you gain a +1 bonus to armor class whenever you are at least 20 feet from where you started your turn. This bonus lasts until the start of your next turn.

    Light Weapon Master

    Light weapons are weightless in your hands, allowing them be exactly where you need them.

    • When you make a weapon attack, you can immediately draw a light weapon and make the attack with it, without expending your interaction to draw the weapon.
    • When the result of a light weapon damage die is 1, you can roll a d6 and add it to the damage result.

    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 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).
    • 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.

    Master Swordsman

    Your expertise with the blade is unmatched and few rival your skill.

    • While wielding a sword, when you take the dodge action, you can use your bonus action to make a single melee attack at disadvantage.
    • While wielding a sword and attacking at disadvantage, you can choose to ignore the disadvantage and instead attack with advantage. Once you use this feature you must complete a long rest before you can use it again.
    • When attacking with a sword, you can choose to deal bludgeoning, piercing, or slashing damage, rather than the normal damage type. You must choose the damage type of the attack before making the attack roll.

    Medium Armor Master

    Requirements: Proficiency with medium armor

    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

    Spellcasting or Pact Magic feature

    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 gain a level, you can replace one of your 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.

    Metamagic Reservoir

    Prerequisite: The ability to cast at least one spell

    Your metamagic pool increases in size or you gain a metamagic pool if you did not have one.

      • You gain 2 sorcery points.

    Metamagician

    Prerequisite: The ability to cast at least one spell

    You gain a deeper understanding of the functioning of metamagic.

    • You gain 1 sorcery point. You can only use this sorcery point on metamagic unless you have another feature that allows you to use sorcery points.
    • You gain one sorcerer metamagic option.

    Mind Breaker

    Prerequisite: The ability to cast at least one spell

    Your enchantments scar their victim’s minds. The wound left behind is easily recognizable by those who know where to look.

    • You are aware of all creatures within 10 feet that have been affected by a 1st level or higher Enchantment spell you cast.
    • When the effects of a 1st level or higher Enchantment spell, with duration 1 minute or greater, end on a creature, it takes psychic damage equal to the spell’s level + your spellcasting ability modifier. You can choose not to inflict the damage.
    • When all creatures affected by an Enchantment spell you cast, succeed on a saving throw to resist the spell and the spell has no effect, you do not expend the spell slot used to cast the spell. Once you use this feature, you must complete a long rest before you can use it again.

    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

    Requirements: Proficiency with light armor

    You 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 damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

    Mystic Reservoir

    Prerequisite: The ability to cast at least one spell

    You have tucked away a bit of extra magic in the back of your mind, ready to be used in dire straits.

    • You gain an additional spell slot of the second highest level you can cast, to a maximum of 4th level. This bonus spell slot changes as the highest level spell you can cast changes. The spell slot given by this feature can only be used to cast a single spell, designated when you regain spell slots after a long rest.

    Necromantic

    Prerequisite: The ability to cast at least one spell

    You’ve recently got in touch with your dead side. Aside from slowly rotting, things are pretty great.

    • You add 1 Necromancy spell from your class spell list, of a spell level you can cast, to the list of spells you know or can prepare.
    • When below one quarter of your maximum hit points, you can reduce incoming damage by half the spell level of the highest level Necromancy spell you know or have prepared.
    • As an action, you can detach or reattach one of your hands. While detached, your hand functions as a Crawling Claw (Monster Manual, pg. 44) that obeys your commands.

    Observant

    Quick to notice details of your environment, you gain the following benefits:

    • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
    • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

    One Step Ahead

    You are fast and smart; not only can you predict your enemies’ movements but you can act on your predictions too.

    • You can shift your initiative up enough to act before the creature that acts before you in the initiative count. Once you use this feature you must complete a long rest to use this feature again.
      • You gain a +5 bonus to initiative rolls

    Orcish Fury

    Prerequisite: Half-orc

    Your inner fury burns tirelessly. You gain the following benefits:  

    • Increase your Strength or Constitution score 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.

     

    Piercer

    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.

    Point Blank Shooter

    You’ve been in tighter situations and a lack of range never prevents you from striking true.

    • You are not at disadvantage when making a ranged attack while an enemy is within 5 feet.
    • When a damage die of a ranged weapon you wield show a result of 1 or 2, the result is instead treated as a 3 if the target is within 5 feet of you.

    Poisoner

    You can prepare and deliver deadly poisons, gaining the following benefits:   When you make a damage roll, you ignore resistance to poison damage.   You can coat a weapon in poison as a bonus action, instead of an action.   You gain proficiency with the Poisoner if you don’t already have it. With one hour of work using a Poisoner and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, 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 pike, 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 pike, other creatures provoke an opportunity attack from you when they enter your reach.

    Prodigy

    Prerequisite: Half-elf, Half-orc (Human Heritage), or 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.

     

    Quick Witted

    Great ideas come to you naturally, often when they would save your life.

    • Your Intelligence score increases by 1, to a maximum of 20.
    • When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. You can use this feature a number of times equal to you Intelligence modifier. You regain all expended uses of this feature when you complete a long rest.

    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

    Requirements: 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 com e 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.

    Savant

    You’ve discovered a natural gift in a single skill

    • You gain proficiency in a skill of your choice.
    • You gain a +1 bonus to any ability check to which you apply your chosen skill’s proficiency.
    • The ability score most relevant to the skill increases by 1, to a maximum of 20

    Second Chance

    Prerequisite: Halfling

    Fortune 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.

     

    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 becom es 0 for the rest of the turn.
    • Creatures within 5 feet of you provoke opportunity attacks from you even if they shift or 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.

    Shadow Caster

    Prerequisite: The ability to cast at least one spell

    • You draw your magic from the shadow weave and may have pledged yourself to one of its dark patrons. Your physical appearance shifts to mimic the plane of shadow.
    • When you cast a spell while in dim light or darker, you can gain a +2 bonus to a single attack roll made as part of the spell. Once you use this feature, you must complete a long rest before you can use it again.
    • The bodies of creatures slain by your spells are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment.
    • You can cause a spell you cast to require a Wisdom saving throw, rather than its normal type. Once you use this feature, you must complete a long rest before you can use it again.
    • You can see normally in magical darkness out to 5 feet.

    Shadow Rogue

    You signed a pact with a Shadow Lord and at the charge of ferrying him your victims you gain the powers of darkness.

    • You can see normally in magical darkness out to 5 feet.
    • The bodies of creatures slain by you are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment.
    • You can attempt to hide even in dim light
    • You can use your action to extinguish a lantern or any similarly or less bright light source that you can see within 50 feet.

    Shadow Touched

    You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits:   Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.   You learn the darkness 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.

    Shadow Warrior

    You signed a pact with a Shadow Lord and at the charge of ferrying him your victims you gain the powers of darkness.

    • The bodies of creatures slain by you are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment.
    • You gain 5 temporary hit points when you start your turn in dim light or darker. These temporary hit points fade as soon as you enter bright light.
      • You gain Darkvision out to 60 feet.

    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 Bearer

    Sometimes others can benefit from your skill with a shield more than you could.

    • Your Strength or Constitution score increases by 1, to a maximum of 20.
    • You can choose to impose disadvantage on any opportunity attack made against a creature within 5 feet of you.

    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 proficiency bonus.

    Skilled

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

    Skirmisher

    • Your speed increases by 5 feet.
    • When a creature misses you with a melee attack, they expend 5 feet of movement. A creature does not expend movement if it has none to expend.
    • If you are 20 feet from where you started your turn, any melee weapons held by you gain the finesse property until the start of your next turn. You cannot benefit from this feature and the Great Weapon Fighting Fighting Style simultaneously.

    Skulker

    Requirements: Dexterity 13 or higher

    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

    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.

    Sniper

    Given the time to line up your shot, you inflict grievous wounds.

    • Attacking at long range with a ranged weapon does not impose disadvantage on the attack roll.
    • At the start of your turn, you can reduce your speed to zero and deal an additional 2 damage with your next ranged weapon attack made before the start of your next turn.

    Spearman

    You can make quick and accurate jabs with spears that often catch your foes off guard.

    • When you make an attack of opportunity with a spear, pike, or trident, you gain advantage on the attack roll.
    • When you attack a creature who expended movement on its last or current turn, you deal an additional 2 damage. You must attack with a spear, pike, or trident to benefit from this feature.

    Spell Breaker

    Your tolerance to magic is notable and spells can’t keep a grip on you for long.

    • You can add half your proficiency bonus to a saving throw made against a spell, if you do not already add your proficiency bonus.

    Spell Sniper

    Requirements: The ability to cast at least one spell

    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

    Prerequisite: Dwarf or a Small race

    You 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.

     

    Stalwart

    When you hold position, your defenses become near impenetrable.

    • At the start of your turn, you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn.
    • When an effect causes you to move without expending your movement, you can choose to move half of the distance instead. Round down to the nearest 5-foot interval.

    Standard Bearer

    You hold the honor of carrying the flag of your unit, regiment, or army. The flag inspires those who fight around it with the tales of its loyal warriors. The standard has an AC of 10, 10 hit points and can be carried upright in one hand. A creature can topple the standard or upright it as an action.

    • While you or any of your allies are within 20 feet of the upright standard, they can reduce incoming damage by 1.
    • If you are within 5 feet of the upright standard, you can reduce incoming damage by 2, rather than 1.
    • You can plant your standard in the ground as a bonus action and it remains upright until removed as an action or destroyed.
    • Creatures cannot damage or topple your standard while you are within 5 feet of it and not incapacitated.

    Studied Warrior

    Your devotion to fighting transcends simple practice. You have studied the masters and learned their techniques.

    • You learn one fighting style that you do not already know.

    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 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 or away from you. A creature can willingly fail this save.

    Telepathic

    You awaken the ability to mentally connect with others, granting you the following benefits:

    • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
    • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
    • You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

    Thesis Spell

    Prerequisite: The ability to cast at least one spell

    You’ve spent a good portion of your time researching and perfecting a single spell. Designate a single spell of 3rd level or lower that you can cast as your thesis spell.

    • You can reroll an attack roll or cause a creature to reroll a saving throw against your thesis spell after you have seen the result. Once you use this feature, you must complete a long rest to use it again.
    • You can cast your thesis spell at its lowest level once after completing a long rest without expending a spell slot if you have casted your thesis spell twice after the same rest.
    • You always recognize a casting of your thesis spell should you have the sensory abilities to do so.

    Thrown Weapon Master

    You have an uncanny knack for throwing things to deadly effect.

    • Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attacks made with thrown weapons.
    • When you miss a creature within 20 feet with a thrown weapon, you can cause the weapon to immediately bounce back into or return to your hand.
    • When you take the attack action and attack with a thrown weapon, you can draw the weapon as part of the attack made with it, without expending your interaction.

    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

    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.

    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.

    Whip Master

    A whip in your hands becomes a deadly weapon.

    • When you hit a large or smaller creature with a whip, the creature’s speed is reduced by 10 feet until the start of your next turn.
    • whips you wield gain the light property.
    • The damage die of whips you wield increases from 1d4 to 1d6

    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.

    Comments

    Please Login in order to comment!