5e Feats
Feats
A feat is a special feature that either gives your character a new capability or improves one that he or she already has.Acquiring Feats
Feats are acquired according to the class a character belongs to, as shown in their class table. Members of some classes get bonus feats as class features. These feats must be chosen from special lists, such as the Fighter's bonus feats. A human character also gets a bonus feat at 1st level, as shown in their racial traits. This bonus feat can be any feat for which the charater qualifies.Prerequisites
Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill proficiency or expertise, level, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisites. A character can't use a feat if he or she has lost a prerequisite for that feat. For example, if a character's Strength score drops below 13 because of a Shadow's Strength Drain attack, he or she can't use the Tavern Champion feat until the prerequisite is once again met. Note: A feat that requires the Spellcasting class feature can be qualified for with either the Arcane Spellcasting or Divine Spellcasting class features.Types of Feats
Some feats are general, meaning that no special rules govern them as a group. Others have specific groups as shown below, with a description of the group being shown as the top of the dropdown before the feats in that category are listed.Feat Descriptors
Some feats have descriptors, a tag at the end of the name that gives key information about the feat. These descriptors will always appear in [Square Brackets] and show up immediately following the name. A description of each feat descriptor is available here: Feat DescriptorsExalted
An Exalted feat can only be taken and used by a creature of Good-alignment. Exalted feats are granted to characters as a gift from a powerful agent of good—deities, celestials, or similar creatures. As such, Exalted feats are all considered amgical effects and are suppressed while within an Antimagic Sphere or similar constraints. Your DM may require you to perform a special ritual or prove yourself to such a being in order to obtain such a feat, so check with your DM beforehand. A character who willingly and willfully commits an evil act loses all benefits from all of his or her exalted feats. He or she regains these benefits if he or she atones for his or her violations. A character with at least one exalted feat radiates an aura of good with a power equal to his or her character level, as if he or she were a cleric or paladin of a good deity.Fighter
This feat is available to a Fighter to take as a bonus feat when they would gain one. Most of these feats relate explicitly to combat.Heritage
A Heritage feat signifies a specific ancestry of the character. The player and DM are encouraged to come up with a background story explaining the character's heritage, though the exact source of the ancestral link isn't crucial to the feat's operation. A character may select a heritage feat at any level. Choosing a heritage feat after 1st level signifies that the ancestral power of the character is only now manifesting itself. Once a character selects a heritage feat, he cannot select another heritage feat unless it lists one of his or her current heritage feats as a prerequisite. For instance, a character who selects Awakening of Authority cannot also choose Awakening of Battle, but he or she could select additional Heritage feats that have Awakening of Authority as a prerequisite (such as Voice of the Gods).Metamagic
This feat can be applied as a Metamagic option to spells.Psionic
This feat requires a character to be Psionically Awoken, as described in the Psionic Feats section, regardless of other prerequisites for the feat.Racial
A Racial feat can only be taken by a member of a specific race or subrace. All of these races are listed in the Racial Feats section below.Teamwork
A teamwork feat is more effective depending on how many creatures nearby have that specifi feat. These feats are not common, but can be very powerful with enough teamwork.Vile
A Vile feat can only be taken and used by a creature of Evil-alignment. Vile feats are granted to characters at the behest of a powerful evil agency—a god, a demon, or something similar. As such, Vile feats are all considered magical effects and are suppressed while within an Antimagic Sphere or similar constraints. Your DM may require you to perform a special ritual or make an actual bargain with a powerful creature of evil to obtain such a feat, so check with your DM beforehand. Patron creatures that grant these feats often keep a way to revoke the power granted as a form of insurance policy, and a character acting out of turn, such as performing too many good deeds without reason, may find their vile feats stripped from them without warning. A character with at least one vile feat radiates an aura of evil with a power equal to his or her character level, as if he or she were a cleric or paladin of a evil deity.General Feats
General feats can be taken by numerous races and classes, giving general boosts that help almost any character. Some may still have requirements, but those requirements can be fulfilled by several races or classes, such as an Unarmored Armor Class or the ability to cast Spells. Feats with the [Fighter] tag can be taken as Fighter Bonus Feats, but can still be taken by all classes using their normal feat selections.General Feats
Air Heritage [Heritage]
You are descended from creatures native to the Elemental Plane of Air. You share some of your ancestors' natural agility and grace. Your fly speed increases by 15 feet, to a maximum increase equal to your normal flying speed. If you don't have a fly speed as a racial ability, this benefit has no effect. In addition, your base land speed increases by 5 feet.Alert [Fighter]
Always on the lookout for danger, you keep a keen eye out even when others would be resting. You can't be surprised while you are conscious.Always Ready [Fighter]
Prerequisites: Alert feat You have exceptionally keen senses and take advantage of them to keep yourself safe. You gain a +5 bonus to initiative Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.Animal Friend [Exalted]
Prerequisites: Charisma 15 Animals respond favorably to the aura of goodness that exudes from you. You have advantage on all Wisdom (Animal Handling) checks when dealing with Unaligned or Good-Aligned Animals. When dealing with Evil-Aligned Animals, you do not gain this benefit. When making an Animal Handling check with Unaligned or Good-Aligned Animals, you may use your Charisma in place of your Wisdom modifier.Arcane Strike
Prerequisites: Ability to cast 3rd-level Arcane spells, Proficiency with Martial Weapons As a bonus action, you can expend an Arcane spell slot, gaining a bonus to attack rolls for 1 Round equal to half the slot level. Whenever you hit a creature with the enhanced weapon, you deal an additional 1d4 force damage per level of the spell slot expended.Armor Skin
Prerequisites: Natural Armor Class or Unarmored Armor Class class feature, 8th Level Your skin becomes like armor. While you are not wearing armor and benefitting from either a racial Natural Armor Class or a class’s Unarmored Armor Class, your AC increases by 1.Ashen Heritage [Heritage]
Prerequisites: Fire Heritage feat Your ancestry stems from the dying embers and soot-choked fires of the Quasi-Elemental Plane of Ash.- You gain resistance to necrotic damage.
- When you reduce a creature to 0 hit points using fire damage, you become surrounded in cinders, becoming heavily concealed to creatures more than 15 feet away from you until the end of your next turn.
Attack of Opportunity
Prerequisites: 4th-Level You can strike out at any foe who leaves an opening. Whenever a creature in your threatened space casts a spell with somatic, material, or focus components, makes a ranged attack, leaves a space threatened by you (even into another space threatened by you) using a move action, or uses any other action that states it provokes an attack of opportunity, you can make a single melee weapon attack against that creature as a reaction. If the attack is a critical hit, you also disrupt any spell or ranged attack being cast or made by the target. You can make only a single attack of opportunity per turn, even if you can normally make more than one attack or use more than one reaction.Augment Healing
Prerequisites: Proficiency in Medicine, Ability to cast 1st-Level Divine spells You are exceptionally skilled in using divine magic to heal. Whenever you restore hit points to a creature using a Necromancy spell, you may restore an additional 1 hit point per level of the spell. If you target an unconscious creature with the spell, you instead restore an additional 2 hit points per level of the spell.Back to Back [Fighter] [Teamwork]
Prerequisites: Proficiency in Perception You aren't as easy to hit when surrounded. You take only half the normal penalties for being flanked. Teamwork Benefit: While adjacent to a friendly creature who also has this feat, you instead take no penalties as a result of being flanked.Beast Heritage [Heritage]
You are descended from creatures such as magical beasts, beastfolk, or therianthropes. You share some of your ancestors' powerful offensive adaptations. Your fingernails grow into powerful claws that count as a natural weapon, and that you can use to make unarmed attacks. These claws deal slashing damage equal to 1d6 + your Strength modifier on a hit.Bodyguard [Fighter]
Prerequisites: Sentinel feat You are a stalwart guardian. When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. 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.Charger [Fighter]
You are quick on your feet and always prepared to rush head-long into battle. 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 to hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).Cleave [Fighter]
You’re able to take advantage of your blows, leading into additional attacks powered by momentum. 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.Coordinated Strike [Fighter] [Teamwork]
You excel at timing your attacks to strike alongside your allies, maximizing your effectiveness in battle. When you hit a creature with a melee weapon attack, you can use your reaction to grant a friendly creature you can see within 5 feet of you advantage on the next melee weapon attack against the same target. Teamwork Benefit: When you grant another creature that has this feat advantage using this feat, you do not expend your reaction.Crystalline Heritage [Heritage]
Prerequisites: Earth Heritage feat Your bloodline carries the echo of leaming minerals from the Quasi-Elemental Plane of Minerals.- You gain resistance to radiant damage.
- Your skin reflects light like crystals. While in bright light, you have advantage on Charisma (Performance).
Devout Follower
Prerequisites: Follow a Deity, no Ur-Priest subclass You are a devout follower of one of the gods above and have been granted a sliver of their power. You gain the following benefits:- Your piety of the deity you follow is increased to 3, or increases by 1 if it is already 3 or greater.
- You gain one Channel Divinity option from a cleric domain or paladin oath your deity provides. If this Channel Divinity calls for a saving throw, the DC is equal to your spellcasting or manifesting DC if you have one. Otherwise the DC equals 8 + your proficiency bonus + the modifier of the mental ability score your deity grants, if any. If you are an arcane spellcaster, you may use your arcane focus rather than a holy symbol. If the Channel Divinity references your cleric or paladin level, you instead use your highest class level you possess. You are able to use this Channel Divinity once, regaining the ability to do so when you finish a long rest.
Disruptive Strike
Prerequisites: Mage Slayer feat You have learned to make your attacks exceptionally painful and distracting to practitioners of magic. 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.Dual Weapon Defense [Fighter]
Prerequisites: Dual Wielder feat You are able to quickly parry away blows, granting you some defense while wielding multiple weapons. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.Dual Wielder [Fighter]
You are skilled in fighting with multiple weapons in tandem.- You can use two-weapon fighting even when the one-handed 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
The time you have spent dungeon delving has made you alert to the hidden traps and secret doors found in many of them.- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret or concealed doors.
- You have advantage on saving throws made to avoid or resist traps.
- Traveling at a fast pace doesn’t impose the normal -5 penalty on your passive Wisdom (Perception) score.
Dungeon Veteran
Prerequisites: Dungeon Delver feat Your body is scarred, and your senses made keen through rigorous dungeon delving.- You have resistance to the damage dealt by traps.
- You have learned to sustain your resources better, and are able to function with half as much food, water, and sleep as a normal person requires.
Durable [Fighter]
You are hardy and resilient, able to withstand numerous blows and keep going. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain equals twice your Constitution modifier (minimum of 2). This cannot surpass the maximum amount allowed by the die normally.Dust Heritage [Heritage]
Prerequisites: Earth Heritage feat Your hail from a desiccated ancestry from the Quasi-Elemental Plane of Dust.- You gain resistance to necrotic damage.
- When you take the Dodge action, you can obscure yourself in dust and debris. Until the start of your next turn, creatures more than 15 feet away from you treat you as though you have half cover.
Eagle Eye [Fighter]
Prerequisites: Sharpshooter feat Your eyes are keen and your hands steady enough to make incredibly precise and dangerous shots. Your ranged weapon attacks ignore three-quarters cover. Before you make an attack roll with a ranged weapon that you are proficient with, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the damage roll.Earth Heritage [Heritage]
You are descended from creatures native to the Elemental Plane of Earth. You share some of your ancestors' natural stability and physical power. You have advantage on saving throws against effects that would move you against your will. In addition, if you are touching the ground and targeting a creature also touching the ground, you can use a bonus action to grant yourself advantage on an attack roll against that creature. Once you do so, you cannot do so again until you finish a short or long rest.Elemental Apotheosis [Heritage]
Prerequisites: Greater Elemental Heritage feat, 15th Level You stand on the threshold of elemental transformation. Your body and magic channel the primal power of your ancestry.- Air: You are immune to damage from falling and to lightning damage and can hover even while unconscious. If you do not have a Fly speed, you gain a Fly speed of 20 feet. As a reaction to being targeted by a ranged attack, you can use your reaction to impose Disadvantage on the attack roll.
- Earth: You gain Tremorsense to a range of 15 feet, and you gain resistance to bludgeoning, piercing, and slashing damage from non-supernatural and non-adamantine weapons while touching the ground.
- Fire: You gain immunity to fire damage. When a creature within 5 feet of you hits you with an attack, it takes fire damage equal to your Proficiency bonus.
- Water: You gain immunity to cold damage and can move through water without hindrance, regardless of how rough it is. You can cast the Gaseous Form spell to transform into water vapor, but the duration instead becomes 1 minute.
Enable Criticals [Fighter]
You have learned to score critical hits on unusual creature types. Choose one type of creature that is normally immune to critical hits (Constructs, Elementals, Oozes, Plants, or Undead). You can score critical hits against that type of creature, despite that this is not generally allowed. Note: This allows you to use abilities and actions that only work against creatures subject to critical hits, such as Coup de Grace, Sneak Attack, and similar features. A Construct or Undead still never needs to make a Constitution saving throw to survive a Coup de Grace.Exotic Weapon Proficiency [Fighter]
Prerequisites: 1st Level Fighter or 4th Level You learn how to use one type of exotic weaponry. You can take this feat multiple times. Choose one type of exotic weapon. You gain proficiency with that weapon.Fey Heritage [Heritage]
Prerequisites: Non-Lawful Alignment You are descended from creatures native to the fey realms. You are naturally resistant to the most common effects produced by your ancestors. When you fail a saving throw against an Enchantment spell, you can use your reaction to reroll the saving throw with advantage. Once you use this feature, you cannot do so again until you finish a long rest.Fey Legacy [Heritage]
Prerequisites: Fey Heritage feat, 6th level You can cast Confusion, Misty Step, and Conjure Animals once each as a spell-like ability. Once you cast one of these spells in this way, you cannot cast that spell in this way again until you finish a long rest.Fey Presence [Heritage]
Prerequisites: Fey Heritage feat, 6th level You can cast Charm Monster and Disguise Self once each as a spell-like ability. Once you cast one of these spells in this way, you cannot cast that spell in this way again until you finish a long rest.Fire Heritage [Heritage]
You are descended from creatures native to the Elemental Plane of Fire. You share some of your ancestors' natural reaction speed, and your natural attacks are red-hot. You gain a +2 bonus to Initiative. In addition, your unarmed attacks and natural weapons deal 1 point of fire damage.Grappler [Fighter]
You’ve developed the skills necessary to hold your own in close-quarters grappling. You can use your action to try and pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creatures are both restrained until the grapple ends.Greater Elemental Heritage [Heritage]
Prerequisites: Improved Elemental Heritage feat, 9th Level Your elemental bloodline grows stronger, granting you a deeper connection to your ancestral power.- Air: You can cast Feather Fall and Gust of Wind. Once you cast one of these spells, you cannot cast that spell in this way again until you finish a long rest. Your movement while flying is treated as shifting.
- Earth: You can cast Earthbind and Meld into Stone. Once you cast one of these spells, you cannot cast that spell in this way again until you finish a long rest. While you are touching the ground, you cannot be knocked Prone.
- Fire: You can cast Burning Hands (As though upcast 1 level) and Scorching Ray. Once you cast one of these spells, you cannot cast that spell in this way again until you finish a long rest. The fire damage from your Fire Heritage feat increases to 1d4.
- Water: You can cast Create or Destroy Water (Create only) and Misty Step. Once you cast one of these spells, you cannot cast that spell in this way again until you finish a long rest. You can breathe both air and water.
Great Weapon Master [Fighter]
Prerequisites: Cleave feat You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to not add your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack’s damage.Guarded Shot [Fighter]
Prerequisites: Quickshot feat You are able to fight with a ranged weapon while properly defending yourself from attack. Being within the reach of a hostile creature doesn’t impose disadvantage on your ranged attack rolls, and you do not take attacks of opportunity for making such attacks.Heavily Armored
Prerequisites: Proficiency with Medium Armor and Large Shields You have trained to master the use of heavy armor. You gain proficiency with heavy armor and tower shields.Heavy Armor Master [Fighter]
Prerequisites: Proficiency with Heavy Armor You can use your armor to deflect strikes that would kill others. While you are wearing heavy armor, reduce all bludgeoning, piercing, and slashing damage by an amount equal to 1 + your proficiency bonus.Ice Heritage [Heritage]
Prerequisites: Air Heritage or Water Heritage feat You are descended from creatures native to the frost-choked regions where air and water intermingle. If you have the Air Heritage feat, you gain the Water Heritage feat. If you have the Water Heritage feat, you gain the Air Heritage feat. This ignores the general rules of only being able to have one Heritage feat.]Improved Elemental Heritage [Heritage] [Heritage]
Prerequisites: Air Heritage, Earth Heritage,Fire Heritage, or Water Heritage; 5th Level You gain resistance to a specific type of elemental damage, based on your elemental heritage: acid (earth), cold (water), fire (fire), or lightning (air).Inspiring Leader
Prerequisites: Charisma 13 You are inspiring and able to help guide others through the toughest of times. You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to sic 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.Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision.- 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 last month.
Lightly Armored
You have trained to master the use of light armor. You gain proficiency with light armor, bucklers, and small shields.Lightning Heritage [Heritage]
Prerequisites: Air Heritage feat Your bloodline is touched by the brilliant storms of the Quasi-Elemental Plane of Lightning.- You gain resistance to lightning damage.
- When you take the Dash action or are Flying and move at least 30 feet, you can choose a creature within 5 feet of you at the end of your movement. That creature takes lightning damage equal to your level. Once you do so, you cannot do so again until you finish a long rest.
Linguist
You have studied languages and codes and are able to take advantage of it.- You learn three languages of your choice, up to one of which can be an exotic language.
- 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. Alternatively, you can choose to learn an additional language, which may be exotic.
Mage Slayer [Fighter]
You have practiced techniques useful in melee combat against spell casters.- 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.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Magic Adept
Prerequisites: Magic Initiate feat You have continued your studies into the magical arts, furthering your strength. Choose a class that you have already chosen for the Magic Initiate feat. You gain one cantrip 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, using this feat, can cast it at its lowest level. Once you cast it in this way, you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Charisma for sorcerer or warlock; Wisdom for cleric, druid, paladin, or seeker; or Intelligence for bard or wizard. You may take this feat several times, but must choose a new class each time.Magic Initiate
You have studied minor magic in one form or another. Choose a class: bard, cleric, druid, paladin, seeker, sorcerer, warlock, or wizard. You learn one cantrip of your choice from that class’s spell list. You can only choose cleric or paladin if you have a Piety score of 5 or greater. Your spellcasting ability for these spells depends on the class you chose: Charisma for sorcerer or warlock; Wisdom for cleric, druid, paladin, or seeker; or Intelligence for bard or wizard. You may take this feat several times, but must choose a new class each time.Magma Heritage [Heritage]
Prerequisites: Earth Heritage or Fire Heritage feat You are descended from creatures born in molten seas of rock and flame. If you have the Earth Heritage feat, you gain the Fire Heritage feat. If you have the Fire Heritage feat, you gain the Earth Heritage feat. This ignores the general rules of only being able to have one Heritage feat.Medium Armor Expert [Fighter]
Prerequisites: Proficiency with Medium Armor You have practices moving in medium armor, being able to move subtly and quietly. Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.Mistborn Heritage [Heritage]
Prerequisites: Water Heritage feat You are born of warm springs, ocean mists, and humid vapor steeped in the Quasi-Elemental Plane of Steam.- You gain resistance to positive energy damage.
- You leave behind a light trail of mist as you move; when you move 15 feet or more in a round, you are lightly obscured until the start of your next turn.
- You can cast Misty Step. Once you do so, you cannot do so again until you finish a long rest. You can only cast this spell while you are obscured (lightly or heavily).
Moderately Armored
Prerequisites: Proficiency with Light Armor and Small Shields You have trained to master the use of medium armor. You gain proficiency with medium armor and large shields.Mounted Combatant [Fighter]
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you can force an attack targeted at your mount to target you instead. While you are mounted and aren’t incapacitated, 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.Mounted Master [Fighter]
Prerequisites: Mounted Combatant feat You have learned to master the advantage your mount grants you in combat to crush lesser foes. While you are mounted and aren’t incapacitated, you have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. While you are mounted and aren’t incapacitated, whenever you hit a mounted creature that is the same size as you or smaller with a lance, you can force that creature to make a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failure, the creature is knocked from the saddle and lands prone next to their mount.Mud Heritage [Heritage]
Prerequisites: Earth Heritage or Water Heritage feat You are descended from creatures of ooze, silt, and boggy slurry. If you have the Earth Heritage feat, you gain the Water Heritage feat. If you have the Water Heritage feat, you gain the Earth Heritage feat. This ignores the general rules of only being able to have one Heritage feat.Observant
You are quick to notice the details of your environment.- If you 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 Intelligence (Investigation) scores.
Pin Expert [Fighter]
Prerequisites: Stranglehold feat You have learned to take advantage of powerful holds without putting yourself at a disadvantage. When you restrain a creature using your Grappler feat, you are not restrained as a result.Quick
You are speed and agile, able to maneuver obstacles easily.- Your speed increases by 10 feet.
- When you take the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
Radiant Heritage [Heritage]
Prerequisites: Fire Heritage feat Your blood burns with the light of the Quasi-Elemental Plane of Radiance.- You gain resistance to radiant damage.
- You can cast the Light spell. Charisma is your spellcasting modifier.
- When you cast a Fire spell, you can choose for any Fire damage it deals to become Radiant damage instead. If you do, it loses the Fire descriptor and gains the Light descriptor. Once you do so, you cannot do so again until you finish a long rest.
Resilient
You are exceptionally resilient. Choose an ability score. You gain proficiency in saving throws using the chosen ability.Salt Heritage [Heritage]
Prerequisites: Water Heritage feat Your heritage is of stagnant seas and desiccated tidepools found in the Quasi-Elemental Plane of Salt.- You gain resistance to necrotic damage.
- Your unarmed strikes, natural weapons, and weapon attacks made against creature within 5 feet of you deal an additional 1d4 damage to Plants and Aquatic creatures. A creature only takes this additional damage once per attack, even if it is both a Plant and Aquatic.
Sentinel [Fighter]
Prerequisites: Attack of Opportunity feat You take advantage of every drop in any enemy’s guard. Creatures provoke attacks of opportunity from you even if they take the Disengage action before leaving your reach.Shadow Heritage [Heritage]
You are descended from creatures native to the Plane of Shadow. You share some of your ancestors' natural stealth, but only in areas of dim or no illumination. You gain Darkvision to a range of 60 feet. While in dim light or darkness, you have advantage on Stealth checks.Shadow Sneak
Prerequisites: Skulker feat You are adept at attacking from the shadows and melding back into them. 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 Perception checks relying on sight.Sharpshooter [Fighter]
You have mastered ranged weapons and can make shots that others find impossible. Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover.Shield Expert [Fighter]
Prerequisites: Proficiency with bucklers, light shields, large shields, or tower shields You use shields not just for protection but also for offense.- 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.
Shield Master [Fighter]
Prerequisites: Shield Expert feat You have mastered the use of shields for all sorts of combat.- You can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you do so, you must take the Attack action this turn.
- 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, even if it targets multiple creatures.
- 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.
Shield Prodigy [Fighter]
Prerequisites: Shield Master feat You are the epitome of shield skill.- You are not slowed while holding a tower shield, nor do you take penalties to Dexterity skills or checks.
- If you use your reaction to attempt to reduce damage from a successful Dexterity saving throw, you take only half damage on a failure.
- Whenever you successfully shove a creature as per the Shield Master feat, you deal bludgeoning damage equal to 1d4 + your Strength modifier to the target.
Skulker
Prerequisites: Dexterity 13 You are an expert at slinking through shadows. You can try to hide when you are lightly obscured from the creature from which you are hiding.Smoke Heritage [Heritage]
Prerequisites: Air Heritage or Fire Heritage feat You are descended from creatures born where flame and wind entwine. If you have the Air Heritage feat, you gain the Fire Heritage feat. If you have the Fire Heritage feat, you gain the Air Heritage feat. This ignores the general rules of only being able to have one Heritage feat.Spell Marksman
Prerequisites: The ability to cast at least one spell with an attack roll You have learned to enhance your attacks with certain kinds of spells. When you cast a spell that requires you to make an attack roll, the spell’s range is multiplied by one and a half. Your ranged spell attacks ignore half cover.Spell Sniper
Prerequisites: Spell Marksman feat You have exceptional aim with your spell attacks. Your ranged spell attacks ignore three-quarters cover. When you cast a spell that requires you to make an attack roll, the spell’s range is doubled instead of multiplied by one and a half. You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, paladin, ranger, sorcerer, warlock, or wizard spell list. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, paladin, sorcerer, or warlock; Wisdom for cleric, druid, or ranger; or Intelligence for wizard.Stranglehold [Fighter]
Prerequisites: Grappler feat You are able to take advantage of close-quarters fighting much better than others. You have advantage on attack rolls against a creature you are grappling.Tavern Brawler [Fighter]
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you always find a way to be victorious.- You are proficient with improvised weapons.
- When you hit a creature with an unarmed strike or with a one-handed improvised weapon for the first time on each of your turns, you can use a bonus action to attempt to grapple that target.
Tavern Champion [Fighter]
Prerequisites: Tavern Brawler feat, Strength 13 You can’t remember the last time you lost a barroom brawl, and your winning streak sees no signs of ending soon.- Your unarmed strikes use 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.
Tough [Fighter]
Prerequisites: 4th Level, Constitution 16 Your body is tough and built strongly. 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 points.Training
You have trained and learned from your experiences, becoming more well-rounded. Increase one of your ability scores by 1. You can take this feat any number of times.Undead Heritage [Heritage]
You are descended from undead creatures such as liches, vampires, or other powerful necromantic forces. You share some of your ancestors' natural resilience. You gain resistance to negative energy damage.Vacuum Heritage [Heritage]
Prerequisites: Air Heritage feat Your bloodline stems from the void-silence of the Quasi-Elemental Plane of Vacuum.- When casting spells, you can speak the verbal component quietly enough that only creatures within 30 feet of you can hear it. Creatures outside of this range cannot detect Verbal components for your spells unless they can read lips.
- You gain resistance to thunder damage.
Venomous Strike
Prerequisites: 6th Level, Ability to produce natural venom Once per day, as a bonus action, you can envenom one of your natural weapons. The next successful attack with that weapon delivers the venom, which has its onset time reduced to immediate, and increases the DC to resist the poison by 2.Ventriloquist
You've honed a talent for throwing your voice into creatures and objects. You gain the following benefits:- You can speak without moving your lips.
- You can throw your voice when you speak, making it appear to originate from any source that you can see within 20 feet of you. A suspicious creature can use its action to attempt a Wisdom (Insight) check contested by your Charisma (Deception) check. If the creature's check equals or exceeds your own, it determines that you are the true source of the speech.
War Caster
Prerequisites: 4th Level, War Concentration feat You have practiced casting spells in the midst of combat. 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 uses their movement to leave your threatened area (Not just a space threatened by you), you may use your reaction to cast a spell at that creature. The spell must have a casting time of 1 action and use an attack roll to hit that creature, and it must target only that creature. If you have the Attack of Opportunity feat, you may instead cast a spell in this way whenever a creature would provoke an attack of opportunity, and but the spell must have a casting time of 1 action or 1 bonus action and must target only that creature.War Concentration
Prerequisites: The ability to cast at least one spell You have learned to shrug off pain and distractions in the middle of combat. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.Water Heritage [Heritage]
You are descended from creatures native to the Element Plane of Water. You share some of your ancestors' natural aquatic talents. You gain a swim speed of 20 feet, or your existing swim speed increases by 10 feet (minimum total 20 feet). You have advantage on Athletics checks made to swim in harsh conditions, such as swift rapids.Whirlwind Attack [Fighter]
Prerequisites: Strength or Dexterity 13, 4th Level Fighter or 6th Level You can strike nearby opponents in an amazing, spinning attack. As an action on your turn, you can perform a special form of attack. Make one attack against each creature of your choice within your reach. You cannot move or use a bonus action on the same turn you use this feat.Crafting Feats
Crafting feats are a sub-type of general feats specific to specialized crafting that cannot be achieved through skills and tools alone.Attune Gem
Prerequisites: Able to cast 2nd-Level Arcane Spells, Spellcasting or Pact Magic class feature, Jewelers' Tools proficiency, Intelligence 13+ You can store an Arcane spell in a gem. You must have the spell available to cast (Whether prepared in the case of a Bard/Wizard or known such as in the case of a Sorcerer/Warlock) and you must provide any material components the spell requires. Similar to the creation of scrolls, you cannot use an arcane focus to supplement these material components. The gem must have a minimum value equal to 50 gp per level of the spell to be stored in it. For example, storing the Fireball spell requires a gem worth at least 150 gp. In addition to the cost of the gem itself, you lose Experience equal to 1/10 the total cost of the gem required (Not necessarily the gem provided. A 200gp gem holding a 3rd-level spell will still only cost 15 Experience, not 20, since a 3rd-level spell only requires 150gp.) Attunement requires 1 hour plus the spell's normal casting time. Unlike a spell scroll, anyone can activate an attuned gem, consuming the gem in the process and releasing the spell as though it were cast from their space, using your spellcasting modifier where applicable.Brew Magical Potion
Prerequisites: Able to cast 2nd-Level Spells, Spellcasting or Pact Magic class feature, Alchemist's Tools proficiency, Spellcasting Modifier 13+ You can create magical potions, which carry spells within themselves. You can create a potion of any 3rd-level or lower you know or have prepared that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component must have that component consumed when it is created. In addition to the normal costs of creation, magical potions require an addition cost: Potions holding a Divine spell must be made with Holy Water of the deity you worship, while potions holding an Arcane spell must be made with specially prepared herbal water that costs 25gp to prepare. The base price of a potion is its spell level x 50gp + the twice the cost of any costly material components required. When you create a magical potion, you must imbue it with a potion of your own life energy to bind the magic, losing Experience equal to 1/10 the cost of the potion. In addition to this, you use up raw materials costing one half the base price of the potion to create it (This cost includes the Holy or herbal water required, and so that liquid is often all that is required for a 1st-level spell potion).Scribe Tattoo
Prerequisites: Able to manifest 3rd-Order Psionic Powers, Psionic Manifesting class feature, Scribe's Tools proficiency, Psionic Manifesting Modifier 13+ You can create a psionic tattoo of any psionic power of 3rd-Order or lower that you know and that targets one or more creatures. A Psychometabolism power with a range of "Self" may also be scribed despite this rule. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power. When its wearer physically activates the tattoo, the wearer is the target of the power. The base cost of a psionic tattoo is its Order minus 1 times 50 gp. A 1st-Order power costs 25 gp, instead. To scribe a tattoo, you must imbue it with some of your life force to bind the psionic energy. You lose Experience equal to 1/10 of its cost, and you must provide raw materials costing half of its base price.Skill Feats
Skill Feats
Skill feats are a sub-type of general feats that boost a specific skill or tool.Animal Empath
You are charismatic with animals, and able to intuit their feelings. You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you gain Expertise in Animal Handling.Arcanist
You study the arcane arts and have come across numerous secrets in your time. You gain proficiency in the Arcana skill. If you are already proficient in the skill, you gain Expertise in Arcana.Athletic
You have trained to be strong, and your results have paid off. You gain proficiency in the Athletics skill. If you are already proficient in the skill, you gain Expertise in Athletics.Brawny
Prerequisites: Athletic feat or Expertise in Athletics You are exceptionally strong, able to bare great burdens. You count as if you were one size larger for the purpose of determining your carrying capacity and the size of creatures you can move while grappling.Burglar
You pride yourself on your quickness and your close study of certain clandestine activities. You gain proficiency with thieves’ tools. If you are already proficient with them, you gain Expertise with them.Diplomat
Prerequisites: Persuasive feat or Expertise in Persuasion You master the arts of diplomacy, bending people to your will. If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.Disguise Expert
You have honed your ability to craft disguises that rival the natural appearance of others. You gain proficiency with the disguise kit. If you are already proficient with it, you gain Expertise with the disguise kit.Empathic
Prerequisites: Insightful feat or Expertise in Insight You possess keen insight into how other people think and feel. You can use your bonus action to try and get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.Exceptionally Stealthy
Prerequisites: Stealthy feat or Expertise in Stealth You can take advantage of blind spots and make your move without ever being seen. If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.Grand Historian
Prerequisites: Historian feat or Expertise in History Your interest in the past has uncovered numerous different things which you can call upon to help inspire others. When you take the Help action to aid another creature’s ability check, you can make a DC 15 History check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.Grand Liar
Prerequisites: Silver-Tongued feat or Expertise in Deception You are extremely skilled at fooling and misdirecting others. When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight). If your check succeeds, your movement doesn’t provoke attacks of opportunity from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.Grand Medic
Prerequisites: Medic feat or Expertise in Medicine You have masters the physician’s arts, making great use of it to aid your companions. During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Medicine check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore, to a maximum number of Hit Dice equal to half your proficiency bonus. A creature can do so only once per rest, regardless of how many Hit Dice it spends.Grand Naturalist
Prerequisites: Naturalist feat or Expertise in Nature Your study of nature has extended greatly, even into the domains of druidism and natural magic. You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.Grand Performer
Prerequisites: Performer feat or Expertise in Performance You are a master of your art and can beguile almost anyone. While performing, you can try to distract one humanoid you can see. The humanoid must see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.Grand Survivalist
Prerequisites: Survivalist feat or Expertise in Survival You have learned to set up your camp in a way that you will always know if someone is approaching. You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.Grand Theologian
Prerequisites: Theologian feat or Expertise in Religion You learn the thaumaturgy cantrip and your choice of the detect evil or detect good spells. You can cast the chosen spell once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can take this feat twice, each time choosing a different spell.Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.High Arcanist
Prerequisites: Arcanist feat or Expertise in Arcana You have studied deeply in the arcane arts, learning intricacies and spells to help you learn more. You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.Historian
You study history and the tales of the past, which in turn help you uncover things of the present. You gain proficiency in the History skill. If you are already proficient in the skill, you gain expertise in History instead.Insightful
You are able to notice subtle changes and can quickly judge and react to them. You gain proficiency in the Insight skill. If you are already proficient in the skill, you gain Expertise in Insight.Intimidating
You are fearsome and a bully, able to get your way through threats and violence. You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you gain Expertise in Intimidation.Investigator
You have an eye for detail and can pick out even the smallest clues. You gain proficiency in the Investigation skill. If you are already proficient in the skill, you gain Expertise in Investigation.Master of Disguise
Prerequisites: Disguise Expert feat or Expertise with the disguise kit You have honed your ability to shape your personality and to read the personalities of others. If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.Medic
You have learned the physician’s arts to aid others. You gain proficiency in the Medicine skill. If you are already proficient in the skill, you gain Expertise in Medicine.Naturalist
You study nature and the plants and animals natural to the world. You gain proficiency in the Nature skill. If you are already proficiency in the skill, you gain Expertise in Nature.Perceptive
You have honed your senses beyond that of normal people. You gain proficiency in the Perception skill. If you are already proficient in the skill, you gain Expertise in Perception.Performer
You are a master of entertainment and performance. You gain proficiency in the Performance skill. If you are already proficient in the skill, you gain Expertise with Performance.Persuasive
You have learned to subtly manipulate people to get your way. You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you gain Expertise in Persuasion.Quick Eyes
Prerequisites: Investigator feat or Expertise in Investigation You are able to quickly notice even small details and comprehend things extremely quickly. You can take the Search action as a bonus action.Quick Hands
Prerequisites: Quick-Fingered feat or Expertise in Sleight of Hand You are able to perform bouts of sleight of hand at high speeds. As a bonus action, you can make a Sleight of Hand check to plant something on someone else, conceal an object from a creature, lift a purse, or take something from a pocket.Quick-Fingered
Your nimble fingers and agility let you perform sleight of hand. You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you gain Expertise in Sleight of Hand.Savior
Prerequisites: Healer feat You have mastered the use of your healing skills, being able to quickly bind and restore a creature. 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.Silver-Tongued
You have developed your conversational skills to better deceive others. You gain proficiency in the Deception skill. If you are already proficient in the skill, you gain Expertise in Deception.Skilled
You have practiced many things, and learned how to take advantage of it. You gain proficiency in two skills or tool sets of your choice. You can take this numerous times, choosing two different skills or tool kits each time.Stealthy
You know how best to hide. You gain proficiency in the Stealth skill. If you are already proficient in the skill, you gain Expertise in Stealth.Survivalist
You have mastered wilderness lore, knowing how to survive on the move. You gain proficiency in the Survival skill. If you are already proficient in the skill, you gain Expertise in Survival.Theologian
Your extensive study of religion and the divine has paid off. You gain proficiency in the Religion skill. If you are already proficient in the skill, you gain Expertise in Religion.Unmatched Senses
Prerequisites: Perceptive feat or Expertise in Perception Your senses are razor sharp and can help to cover blind spots for other senses. Being in a lightly obscured area doesn’t impose disadvantage on your Perception checks if you can both see and hear.Weapon-Based Feats
Axe Thrower [Fighter]
Your skill with Axes allows you to hurl them with deadly accuracy and power. Axes you wield gain the Thrown property with a short Range of 15 feet and a long range of 30 feet. If the Axe already has the thrown property, the short and long range each increase by 15 feet instead.Defensive Hook [Fighter]
Your experience with weapons allows you to use the hooked edge to deflect or entangle incoming attacks. When a creature within 5 feet hits you with melee weapon attack while you are holding an Axe or Pick, you can use your reaction to attempt to catch the weapon. You must make a Dexterity saving throw (DC = the attacker's attack roll). On a failure, the creature's attack misses.Executioner's Strike [Fighter]
Prerequisites: 5th Level Your skill with axes allows you to deliver devastating, precise blows when the opportunity arises. When you hit a Bloodied creature with an Axe, you increase the weapon's damage dice by one size, to a maximum of d12. If the weapon's damage die is already a d12, you instead deal an additional 2 damage.Gunslinger's Reflexes [Fighter]
Prerequisites: Attack of Opportunity feat Your training with Firearms has honed your reflexes, allowing you to react swiftly in the heat of combat. When a creature moves within 10 feet of you, you can use your reaction to make a single ranged attack with a Firearm against that creature.Hack and Throw [Fighter]
Prerequisites: Axe Thrower feat You're as skilled at close-quarters combat as you are at combating enemies from afar. When you make a successful melee attack with an Axe, you can use your bonus action to make a ranged weapon attack with an Axe against a different creature within 20 feet. This attack does not provoke attacks of opportunity, nor does it incur disadvantage due to being within 5 feet of an opponent. The first time you hit a creature with a ranged weapon attack each round using an Axe, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.Hyper Speed [Fighter]
Prerequisites: Guarded Shot feat You have trained to quickly make attacks with small ranged weapons, able to quickly follow up with another attack. When you take the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow or one-handed Firearm you are holding.Limb Hewer [Fighter]
Prerequisites: Strength 13 You aim for limbs and joints, using your axe to inflict debilitating injuries on your foes. When you hit a creature with an Axe, you can choose to force it to make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, the creature takes an additional 2 damage dice of damage and begins Bleeding for 1d8 damage.Overloaded Shot [Fighter]
You have mastered the dangerous technique of overloading your Firearm's powder, producing an explosive shot that deals devastating damage but comes with great risk. As an action, you can declare an Overloaded Shot. This increases the Firearm's damage die by one die size, to a maximum of d20. However, the Firearm's Misfire rating also increases by 4 for this attack. If the weapon misfires as a result of an Overloaded Shot, it always has the Explosion result, regardless of the rolled result, and the Explosion deals double damage.Polearm Expert [Fighter]
Prerequisites: Attack of Opportunity feat You have trained with polearms to keep your enemies at bay. While you are wielding a Polearm, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.Polearm Master [Fighter]
Prerequisites: Polearm Expert feat You are exceptionally skilled with polearm weapons. When you take the Attack action and attack with only a Polearm, 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. This attack uses the same ability modifier as the primary attack.Quick Shot [Fighter]
You are quick with a loaded weapons, able to reload it very quickly. You ignore the loading quality of Crossbows and Firearms with which you are proficient.Rapid Fire [Fighter]
Prerequisites: Dexterity 13 Your skill with a bow allows you to fire a volley of arrows with remarkable speed. When you make your first ranged attack on your turn with a Bow, you can choose to make that attack with disadvantage. If you do, you can make one additional attack with the same Bow against the same enemy, also with disadvantage.Reckless Swing [Fighter]
Prerequisites: Extra Attack class feature You are willing to sacrifice your defense to strike with maximum ferocity. When you make your first melee attack on your turn with an Axe, you can choose to make that attack with advantage. If you do, all attacks against you have advantage until the start of your next turn.Reliable Shooter [Fighter]
Through constant practice, you have learned to minimize malfunctions and handle misfires better. When a Firearm you are using misfires, you can use your reaction to attempt to fix it immediately, requiring a successful Dexterity or Intelligence check using Tinker's Tools (DC 15 + the Firearm's misfire rating). On a success, the attack still misses, but the weapon does not misfire.Shield Bypass [Fighter]
Your mastery of Flails allows you to bypass a target's shield, striking at vulnerable areas despite their defenses. When you make a melee attack with a Flail against a creature wielding a shield, you can ignore up to 2 points of target's AC granted by the shield.Unstoppable Cleaver [Fighter]
Prerequisites: Limb Hewer feat With relentless strikes, you are capable of cutting through even the heaviest armor. When you score a critical hit using an Axe against a creature wearing armor or with natural armor, you reduce the target's AC by 1 (to a minimum of 10) until the armor is repaired, or until the creature with natural armor's finished a long rest or receives any magical healing.Weight of the Blow [Fighter]
Prerequisites: Strength 13 The heavy impact of your weapon makes it difficult for opponents to remain steady. When you hit a creature with an Axe, you can choose to force them to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, the target's speed is reduced by 10 feet until the end of your next turn. If the target fails the save by 5 or more, it is knocked prone.Spell-Based Feats
Each spell-based feat requires a specific spell. To qualify for such a feat, you must be able to cast that spell, whether through the Spellcasting or Pact Magic class features and knowing or being able to prepare the spell at your current level, a class feature that grants that spell, another feat that grants the spell, or some other method.Black Blood Resilience
Prerequisites: Ability to cast Animate Dead, Corpsecrafter feat Zombies you create using Animate Dead gain temporary hit points equal to your spellcasting ability modifier whenever a zombie reduces a creature within 30 feet of them to 0 hit points. Additionally, whenever a zombie you control fails its Undead Fortitude saving throw, you can choose to reroll it, taking the new result. You can use this effect a number of times equal to your Proficiency bonus, regaining all expended uses when you finish a long rest.Boneforged Warmongers
Prerequisites: Ability to cast Animate Dead When you create one or more Skeletons using Animate Dead, they are created with some among of martial skill. Skeletons you create in this way can use their reaction to impose disadvantage on an attack roll made my a creature adjacent to them.Boneless Legions
Prerequisites: Ability to cast Animate Dead When you cast Animate Dead targeting a corpse, you can create a Boneless instead. To do so, the corpse must have no bones in it when the spell is cast.Charnel Soldiers
Prerequisites: Ability to cast Animate Dead, at least one Teamwork feat When you create an Undead creature using Animate Dead, they gain one Teamwork Feat you know as a bonus feat, but they can only use it when cooperating with you or with other undead that you have created.Corpsecrafter
Prerequisites: Ability to cast Animate Dead Undead creatures you create using Animate Dead gain a +2 bonus to Strength, and gain +1 hit points per Hit Die.Deadly Chill
Prerequisites: Ability to cast Animate Dead, Corpsecrafter feat Corporeal Undead creatures you create using Animate Dead deal an additional 1d6 cold damage when using natural weapons.Deathforged Abomination
Prerequisites: Ability to cast Animate Dead, Corpsecrafter feat When you cast Animate Dead, you can target three skeletons to animate a Bone Titan instead. This creature counts as three Undead for the purposes of animating or reasserting control over.Destructive Retribution
Prerequisites: Ability to cast Animate Dead, Corpsecrafter feat Undead creatures you create using any Necromancy spell release a burst of negative energy when destroyed. Each creature within 10 feet of the creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + the spellcasting modifier used to cast the spell that created the undead creature), taking 1d6 negative energy damage + 1d6 per 2 Hit Dice of the creature. Undead creatures in the area instead regain hit points equal to the damage that would be dealt.Handy Minions
Prerequisites: Ability to cast Animate Dead When targeting a corpse that has one or more hands intact with Animate Dead, you can choose to cut those hands off as you cast the spell and animate them as Crawling Claws. Two Crawling Claws created in this manner count as a single Undead creature for the purposes of animating or reasserting control over them.Hardened Flesh
Prerequisites: Ability to cast Animate Dead, Corpsecrafter feat Undead creatures you create using any Necromancy spell gains a +2 bonus to Armor Class. This is considered Natural Armor.Necromantic Might
Prerequisites: Ability to cast Animate Dead, Necromantic Presence feat Undead creatures you control within 60 feet of you created using Animate Dead use your proficiency bonus for attack rolls and saving throws if it is higher than their own.Necromantic Presence
Prerequisites: Ability to cast Animate Dead Undead creatures you control within 60 feet of you have advantage on saving throws against being turned.Nimble Bones
Prerequisites: Ability to cast Animate Dead, Corpsecrafter feat Undead creatures you control gain a +3 bonus to Initiative rolls, and their base land speed increases by 10 feet.Pale Rider's Command
Prerequisites: Ability to cast Animate Dead You can cast Animate Dead targeting the bones or corpse of a riding horse or warhorse, creating a zombie or skeletal form of that creature. Additionally, Skeletons you create using Animate Dead have proficiency in land vehicles. While such a creature is mounted, it gains advantage on melee attack rolls against unmounted creatures smaller than its mount.Stitched Flesh Familiar
Prerequisites: Ability to cast Animate Dead, ability to cast Find Familiar When choosing a familiar, you may choose a stitched flesh familiar. A stitched flesh familiar appears similar to any of the standard familiars available, except that it is obviously sewn together from many different creatures of a kind and, to a practiced eye, is clearly an Undead creature. A stitched flesh familiar is magically linked to its master in the same way as a normal familiar. A stitched flesh familiar uses the basic statistics for a creature of its kind except as noted:- A stitched flesh familiar has hit points equal to half the macimum hit points of the caster, or its normal hit points, whichever are higher.
- A stitched flesh familiar uses its master's proficiency bonus for attack rolls and saving throws if it is higher than its own.
- Using a stitched flesh familiar, its master can cast Animate Dead, but only to reassert control over up to 4 undead creatures created using animate dead.
Class-Specific Feats
Class-Specific Feats require a specific class to take, whether directly or through a class feature specific to an individual class. Barbarian Feats
WIP
Art of Combat
Prerequisites: 5th-Level Bard class When you deal damage with a melee weapon attack, you may use a bonus action to perform a flourish:- Distracting Step: The target cannot make Attacks of Opportunity until the start of your next turn.
- Crippling Swing: Reduce the target's speed by 10 feet until the end of their next turn.
- Taunting Blow: The next attack the target makes is at disadvantage if it's not made against you.
Lorehoarder
Prerequisites: 2nd-level Bard class, Spellcasting class feature You learn 1 cantrip and 1 1st-level spell of your choice from the Bard spell list. When copying Bard spells into your spellbook, the time and cost are halved.The Second Telling
Prerequisites: Bard class, Bardic Inspiration class feature Whenever a creature expends one of your Bardic Inspiration dice, you may use your reaction to immediately grant Bardic Inspiration to a different creature within range. You must still expend a use of Bardic Inspiraiton to do so as normal.Versatile Polyhistor
Prerequisites: 6th-Level Bard When you finish a long rest, you may choose one skill, instrument, or tool kit you are not proficient in. You gain proficiency with it until the end of your next long rest. Whenever you succeed on a check with a skill, instrument, or tool kit you are proficient with, you can use your reaction to grant a creature that saw you succeed within 30 feet of you advantage on a check using the same skill, intrument, or tool kit within the next minute. You may use this reaction a number of times equal to your Bard Power Reservoir, regaining all expended uses when you finish a long rest.Adaptive Memory
Prerequisites: 3rd-Level Battlemind class, Battlemind's Adaptability class feature When you finish a long rest, you may choose two options of the same type (Skill, Tool, or Language) for your Battlemind's Adaptability feature.Cognitive Strength
Prerequisites: 6th-Level Battlemind class, Mind over Matter class feature You may spend two uses of your Mind over Matter feature to grant yourself advantage on the triggering check or saving throw.Concentration Breaker
Prerequisites: 11th-Level Battlemind class, Keen Edge class feature While you are concentrating on a power, any creature that fails a Concentration check due to damage you deal takes an additional 3d6 psychic damage.Mental Bulwark
Prerequisites: Battlemind Class While wearing Medium armor or lighter, you are immune to the Stunned condition and you cannot be knocked Prone while you are not Incapacitated.Mindshield
Prerequisites: 10th-Level Battlemind class, Cerebral Fortification class feature While you have any number of temporary hit points from your Cerebral Fortification feature, you gain a +1 bonus to AC.Painful Demand
Prerequisites: Battlemind class, Battlemind's Demand class feature Whenever a creature under the effects of your Battlemind's Demand targets a creature other than you with an attack, it takes Psychic damage equal to 1d4 + your Intelligence modifier.Power Efficiency
Prerequisites: 17th-Level Battlemind class, Strainless class feature Choose one additional power from the Psychokinesis, Psychometabolism, or Psychoportation disciplines. This power is considered one Order lower for the purposes of determining its Score for Manifestation Tests and increasing its Order, allowing you to increase its natural Order to a maximum of 5th, rather than 4th.Tactical Foresight
Prerequisites: 13th-Level Battlemind class, Applied Precognition class feature You are considered to always be under the effects of the Disengage action.Threshold Breaker
Prerequisites: 4th-Level Battlemind class When you would gain 1 or more Strain as a result of failing a Manifestation test, you may choose to reduce the Strain gained by half your Battlemind Power Reservoir, rounded up. Once you do so, you cannot do so again until you finish a long rest.Strain Savant
Prerequisites: 6th-Level Battlemind class You can convert 2 strain of a single type into 1 strain of another type. Once you do so, you cannot do so again until you finish a long rest.Strength from Strain
Prerequisites: 6th-Level Battlemind class, Mind over Matter class feature Whenever you roll a 1 on a Manifestation Test for a Battlemind power of 2nd-Order or higher, you regain one expended use of Mind over Matter.Acolyte of Miracles
Prerequisites: 4th Level Cleric When you cast a Healing spell, roll a d4. The target gains temporary hit points and additional hit points equal to the number rolled.Channeling Adept
Prerequisites: 2nd Level Cleric, Channel Divinity class feature You are a skilled conduit of the power of the gods. You gain an additional use of your Channel Divinity per long rest.Channel the Divines
Prerequisites: 6th Level Cleric, Channel Divinity class feature You gain an additional option for your Channel Divinity, depending on your chosen deity.Deity Worshipped | Channel Divinity Option Name | Channel Divinity Option Description |
---|---|---|
Aewelondur | Spirit-Father's Embrace | When a creature you can see within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your Channel Divinity as a reaction to invoke the authority of Aewelondur, halting violations of life and death. The creature immediately regains hit points equal to twice your cleric level, and spectral elven ancestors briefly surround them, warding off harm. For the next minute, whenever the target would take damage, they take 3 less points of damage. |
Altahksas | Threefold Existence | As an action, you channel the power of Altahksas, choosing one of the three states of existence to emphasize for yourself or a creature you can see within 30 feet of you. Life: The target gains hit points equal to 2d6 + your Cleric level and has advantage on death saving throws for 1 minute. As Undead are fueled by negative energy, such a creature must make a Charisma saving throw, taking 3d10 positive energy damage and falling prone on a failure, or half as much damage and not being knocked prone on a success. Death: The target must make a Wisdom saving throw, being frightened for 1 minute on a failure. A Bloodied target has disadvantage on this saving throw. Undeath: An Undead target gains hit points equal to 2d6 + your Cleric level, and for the next minute, is immune to being charmed or banished. As living creatures are harmed by negative energy, such a creature must make a Constitution saving throw, taking 3d10 negative energy and being knocked prone on a failure, or half as much damage and not being knocked prone on a success. |
Amaunet | The Eclipse's Curse | As an action, you invoke the name of Amaunet to place a curse upon a creature you can see within 30 feet. The target must make a Wisdom saving throw, experiencing an unnatural darkness in its soul on a failure for 1 minute. During this time, the creature is Blind while in dim light or darkness, all damage dealt to the target instead becomes necrotic damage of an equal amount, and any creature that dies while under this effect cannot be revived except by a wish spell or divine intervention, as Amaunet seizes their soul. |
Amenemua | Falcon's Eternal Dominion | As an action, you call forth the Everliving, awakening the divine authority of Amenemua over the dead and undead alike. All undead of your choice within 30 feet of you must make a Charisma saving throw. On a failure, the following happens:
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Amunta | ||
Apries | ||
Aranyania | ||
Ardenia Tessaeron | ||
Atashak | ||
Avarram | ||
Azzrist | ||
Bahiti | ||
Ban-ik-Tua | ||
Banion | ||
Basileus | ||
Bezta | ||
Bhalgram | ||
Bisor | ||
Bralnia | ||
Brightberry | ||
Brytgwynn | ||
Calithrion | ||
Catcher-of-Feasts | ||
Cechous | ||
Chundo | ||
Chunja | ||
Daernar | ||
Daldrus | ||
Demma | ||
Dhamzukk | ||
Dhurglakk | ||
Diktynna | ||
Eäriel | ||
Ellion | ||
Emgram | ||
Envalios | ||
Eredhan | ||
Eruwen | ||
Fahara | ||
Felkic | ||
Fillairwen | ||
Fuyeo | ||
Ganatashi | ||
Gharghulak | ||
Glandaer | ||
Goldros | ||
Gralen Gemheart | ||
Grenbek | ||
Grennik | ||
Groggureg | ||
Grugar | ||
Gwannar | ||
Habibah | ||
Hai'an | ||
Heolha | ||
Heschius Ban | ||
Hetaradas | ||
Hurmek | ||
Ikalaqil | ||
Iokahi | ||
Ismaraun | ||
Istuwë | ||
Itzel | ||
Izanokosh | ||
Jaelisa | ||
Jihyoni Samsa | ||
Kaerion | ||
Kaguang | ||
Kauket | ||
Kefschemsu | ||
Khardan | ||
Khotar | Lock the Gate | As a reaction, when a creature you can see within 30 feet of you would be reduced to 0 hit points, you intercept their fate, locking them to the realm of the living. The creature instead drops to 1 hit point and gains temporary hit points equal to twice your Cleric level for 1 minute. While the target has any temporary hit points from this ability remaining, they gain resistance to necrotic and negative energy damage. |
Khunsu | ||
Korlag-Nughuk | ||
Kragrim | ||
Krivun | ||
Lucreon | ||
Lumina | ||
Lyncion | ||
Mahara | ||
Malach | ||
Malliennae | ||
Marataram | ||
Melkarton | ||
Mingan | ||
Minkahb | ||
Morartis | ||
Mordrum | ||
Nargulnash | ||
Náriel | ||
Naromikia | ||
Narvorarum | ||
Nashira | ||
Nergul | ||
Nesfiz Goldcrag | ||
Nevarasti | ||
Nicetoreon | ||
Nurugo | ||
Olibasa | ||
Oraeun | ||
Otelimh | ||
Psametik | ||
Qandisi | ||
Rashida | ||
Ratef | ||
Ronryn Frostwalker | ||
Rudiana | ||
Ryusjin | ||
Saeldan | ||
Selfindwen | ||
Semet | ||
Seryaiel | ||
Shields-the-Pride | ||
Sifara | ||
Simdiróle | ||
Slices-and-Dices | ||
Stars-in-Eyes | ||
Takabus | ||
Taupo | ||
Tessarandi | ||
Thryaxyz | ||
Thynyl | ||
Tok | ||
Tong-Min | ||
Treshub | ||
Vahari | ||
Varixis | ||
Varsyzi | ||
Vaski | ||
Verismol | ||
Vexklix | ||
Voli Thickettamer | ||
Vorgulthruk | ||
Wenya | ||
Xolotli | ||
Xyralith | ||
Yaniona | ||
Yendarinki | ||
Yeonmi | ||
Yuli | ||
Zanhaiten | ||
Zhukrall |
Divine Familiar
Prerequisites: 4th Level Cleric Similarly to many practitioners of the Arcane arts, your deity has granted you the ability to summon a worldly companion to your side in times of trouble. You learn the Find Familiar spell, and can cast it as a Divine Spell on the Cleric spell list with the following changes to the spell:- The spell can only be cast as a ritual, with a total casting time of 8 hours.
- The spell's material components are changed to 150gp worth of charcoal, incense, and herbs that must be consumed by fire during a prayer in a bronze brazier.
- The form of the familiar is always the same: A Tiny version of your deity's favored animal. If your deity has multiple favored animals, any of them can be chosen, but the size is always the same. Regardless of the form of the creature, it always has the same statistics:
- The creature's Type is Celestial if you are good or neutral-aligned, and Fiend if you are evil-aligned.
- The creature's alignment matches your own.
- The creature has 4 hit points.
- The creature has a base land speed of 10 feet and a fly speed of 20 feet.
- The creature has the following ability scores:
- STR 1 (-5), DEX 11 (+0), CON 10 (+0), INT 6 (-2), WIS 11 (+0), CHA 10 (+0)
- The creature speaks Celestial if it is a Celestial, Abyssal if your deity is Chaotic Evil, or Infernal if your deity is Lawful Evil or Neutral Evil.
- Unlike the normal Find Familiar spell, the creature summoned is always the same spirit unless you change deity or alignment.
- If you cast a Healing spell with a range of touch to be delivered through your familiar and you are Good-Aligned, the spell heals an additional 1d8 hit points.
- If you cast a spell that deals damage with a range of touch to be delivered through your familiar and you are Evil-Aligned, the spell deals an additional 1d8 points of damage.
Divine Resurgence
Prerequisites: 8th Level Cleric, Channel Divinity class feature You are a chosen priest of your god, and your faith can shield you from near-certain death. When you drop to 0 hit points, you can immediately expend a use of your Channel Divinity to regain hit points equal to 2d8 + your Cleric level. Once you do so, you cannot do so again until you finish a long rest.Sacred Scholar
Prerequisites: 1st Level Cleric You gain proficiency in one skill of your choice between History, Insight, Medicine, Persuasion, and Religion. Additionally, you can use your Wisdom modifier instead of your Intelligence modifier for Religion checks you make.
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Banner of Courage [Fighter]
Prerequisites: Fighter class, Standard Bearer Fighting Style While you are holding your Banner and nothing else in that hand, creatures of your choice within 10 feet of you have advantage on saving throws against being Frightened.Bashing Ward [Fighter]
Prerequisites: Fighter class, Shield Warrior Fighting Style When you hit a creature with an attack using a shield, you may choose to Shove that creature instead of dealing damage. When shoved in this way, the creature does not get an opposed check to resist.Battle Rhythm [Fighter]
Prerequisites: 4th-Level Fighter class, Action Surge class feature When you use Action Surge, you gain advantage on your next attack roll and saving throw made before the start of your next turn.Bulwark Stance [Fighter]
Prerequisites: Fighter class, Defensive Fighting Fighting Style At the end of your turn, if you have not moved this turn, you gain a +1 bonus to AC until the end of your next turn.Butcher's Strength [Fighter]
Prerequisites: Fighter class, Great Weapon Fighting Fighting Style When using your Great Weapon Fighting fighting style, you now treat a total roll of 7 or lower on the dice as a 8.Defiant Soul [Fighter]
Prerequisites: 9th-Level Fighter class, Indomitable class feature When you use your Indomitable feature to succeed on a saving throw, you gain resistance to all damage until the start of your next turn.Free Climber [Fighter]
Prerequisites: Fighter class, Mountineer Fighting Style You gain resistance to damage caused by falling, and you gain the climb speed from Mountineer even while wearing medium armor or using a small or large shield.Improvised Arsenal [Fighter]
Prerequisites: Fighter class, Improvised Fighting Fighting Style While you are wielding an improvised weapon in each hand, you gain a +1 bonus to AC.Last Stand [Fighter]
Prerequisites: 9th-Level Fighter class, Indomitable class feature When you fail a saving throw while you have no uses of Indomitable left, you may choose to reroll the saving throw with advantage. Once you do, you cannot do so again until you finish a long rest.Limb Twister [Fighter]
Prerequisites: Fighter class, Wrestler Fighting Style Creatures you have Grappled must make a DC 5 flat check when they attempt to cast a spell with Somatic components, losing the spell on a failure.One-Two Punch [Fighter]
Prerequisites: Fighter class, Brawler Fighting Style When you deal damage with an unarmed strike using your Bonus Action granted by your Brawler Fighting Style, you gain temporary hit points equal to your Constitution modifier.Overdriven Body [Fighter]
Prerequisites: 20th-Level Fighter class, Action Surge class feature When you use Action Surge, you may expend two uses of it and take two additional actions this turn. If you do, you suffer one level of Exhaustion at the end of your turn.Precision Strike [Fighter]
Prerequisites: Fighter class, Organ Piercer Fighting Style Critical hits you score with weapons that have the Finesse property deal an extra die of damage.Rain of Steel [Fighter]
Prerequisites: Fighter class, Thrown Weapon Fighting Fighting Style You can draw a thrown weapon as part of the attack instead of using an item interaction.Rallying Heart
Prerequisites: Fighter class, Second Wind class feature When you use your Second Wind class feature, you may roll twice and take the higher result.Ranged Riposte [Fighter]
Prerequisites: Fighter class, Melee Marksman Fighting Style When you use a bonus action to make a melee attack against a creature with your ranged weapon, the attack deals bludgeoning damage equal to 1d8 + your Strength modifier.Sniper's Patience [Fighter]
Prerequisites: Fighter class, Attack of Opportunity feat, Deadeye Fighting Style If a creature would leave the short range of a Ranged weapon you are holding, you may make an Attack of Opportunity against that creature.Shield the Weak [Fighter]
Prerequisites: Fighter class, Protector Fighting Style When you would grant a creature a bonus to their AC using your Protector fighting style, you may instead grant yourself that bonus and swap places with the ally, making the attack target you instead.Solo Combatant [Fighter]
Prerequisites: Fighter class, Dueling Fighting Style While you have no friendly creatures within 10 feet of you or your target, you gain a +2 bonus to attack rolls with one-handed melee weapons while you are benefitting from your Dueling fighting style.Spur to Glory [Fighter]
Prerequisites: Fighter class, Mounted Warrior Fighting Style While mounted, you and your mount have advantage on saving throw and ability checks made against being knocked Prone or moved against your will.Unbroken Flow [Fighter]
Prerequisites: Fighter class, Dual Wielding Fighting Style You can use your Bonus Action to make an attack with your off-hand weapon even when you make a bonus attack as part of the Attack action.Undertow Warrior [Fighter]
Prerequisites: Fighter class, Mariner Fighting Style While you are swimming, you can take the Dash action as a bonus action.Unyielding Resilience [Fighter]
Prerequisites: 6th-Level Fighter class, Second Wind class feature You may use your Second Wind even while Incapacitated, but if you must use your Action to do so. When you use your Second Wind, you may remove one of the following conditions as well: Bleeding, Blinded, Burning, Confused, Deafened, one level of Exhaustion, Fixated, Frightened, Muted, Paralyzed, Poisoned, or Stunned.Veiled Sentinel [Fighter]
Prerequisites: Fighter class, Blind Warrior Fighting Style The range of your Blindsight increases to 10 feet times your Fighter Power Reservoir.Veteran's Breath [Fighter]
Prerequisites: 4th-Level Fighter, Second Wind class feature When you use your Second Wind, up to two other creatures of your choice within 10 feet of you hain temporary hit points equal to your Fighter level.
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Divine Rain
Prerequisites: Divine Smite class feature You may apply your Divine Smite to ranged weapon attacks as well as melee weapon attacks.Divine Torrent
Prerequisites: Divine Rain feat, Brilliant Assault class feature You may apply your Brilliant Assault class feature to ranged weapon attacks as well as melee weapon attacks.
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Adept Trickster
Prerequisites: 5th Level Rogue, Initiate Trickster feat You have focused deeper into the tricks of your trade. You gain one additional Trick Die and learn one Adept's Trick of your choice.Blunt Force Trauma
Prerequisites: Sneak Attack class feature You can use Sneak Attack while wielding any weapon, even if it lacks the finesse property or is not a ranged weapon.Expert Trickster
Prerequisites: 9th Level Rogue, Adept Trickster feat You have continued your training, picking up more tricks as you go. You gain one additional Trick Die and learn one Expert’s Trick of your choice.Grand Master Trickster
Prerequisites: 17th Level Rogue, Master Trickster feat You have reached the absolute climax of skill as a trickster, knowing all there is to learn. You gain one additional Trick Die and learn one Grand Master’s Trick of your choice.Initiate Trickster
Prerequisites: Roguish Trick class feature You have started your path as a trickster. You gain one additional Trick Die and learn one Initiate’s Trick of your choice.Master Trickster
Prerequisites: 13th Level Rogue, Expert Trickster feat You are approaching your epitome as a trickster, gaining some extreme skills. You gain one additional Trick Die and learn one Master’s Trick of your choice.
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Eldritch Burst
Prerequisites: Eldritch Blast class feature, Eldritch Blast cantrip When you cast eldritch blast, you can choose to make a melee or ranged spell attack. When making a melee spell attack, you can target two creatures that are within 5 feet of each other.Eldritch Overpower
Prerequisites: Eldritch Burst feat Before you make a spell attack with your eldritch blast, you can choose to not add your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack’s damage.Racial Feats
Racial feats are feats that can only be taken by characters of a certain race. Most racial feats can be taken by a character of that race of any level and class, and if a character changes race in any way, such as reincarnation or a similar supernatural effect, the character loses the racial feat. The character can replace the lost feats with new racial feats for his or her new race, but only at a rate of one per month as the character becomes attuned to and used to his or her new form, starting one month after his or her change of race. Aarakocra FeatsAerial Maneuvers [Racial]
Prerequisites: Aarakocra race You have mastered advanced flight techniques, allowing you to perform acrobatic feats in midair.- While flying, you can take the Dash action as a bonus action.
- When a creature makes an opportunity attack against you while you are flying, you can use your reaction to impose disadvantage on the attack roll.
- You have advantage on saving throws to avoid being knocked prone or restrained while flying.
Avian Grace [Racial]
Prerequisites: Aarakocra race You move with the natural grace of a bird in flight.- You gain proficiency in Acrobatics or Athletics. If you are already proficient, you gain expertise instead.
- You have advantage on Acrobatics and Athletics checks made while flying to avoid obstacles or power through checking winds
- If you are knocked prone while flying, you fall only 50 feet per round and can right yourself in flight at the cost of all of your movement if you are not on the ground at the start of your turn.
Dive Bomb [Fighter] [Racial]
Prerequisites: Aarakocra race You have mastered the deadly techniques of your people, bringing your aerial combat to the next level.- If you fly at least 30 feet straight toward a creature and hit it with a melee weapon or unarmed strike, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You must end this movement at a lower altitude than you began.
- When you hit a prone creature with a melee weapon attack, you deal an additional 1d4 damage.
Master of the Skies [Racial]
Prerequisites: Aarakocra race, Aerial Maneuvers feat, Avian Grace feat, Strength 15 You have become one with the sky, allowing you to fly with unrivaled speed and agility.- Your flying speed increases by 10 feet.
- You can hover while flying.
- When you use your action to Dash while flying, you can treat the movement as through you were shifting.
Skyborne Warrior [Fighter] [Racial]
Prerequisites: Aarakocra race Your combat style has been perfected while soaring through the skies.- When wielding a weapon with the finesse property in your talons while flying, you can use your Dexterity for the damage rolls of that weapon. If you do, you do not add your Strength modifier to the damage of that attack.
- You can draw or stow a weapon in your talons as a bonus action.
Storm's Fury [Racial]
Prerequisites: Aarakocra race, Dive Bomb feat You call upon the power of the storms to bolster your strikes and empower your flight.- When you hit a creature with an attack capable of knocking a creature prone as per your Dive Bomb feat, you may deal an additional 2d6 thunder damage to that creature. You can't do so again until you finish a short or long rest.
- As a reaction when a creature you can see makes a ranged attack against a creature within 10 feet of you, you can cause a gust of wind to knock the arrow aside as a reaction, causing the attack to be made at disadvantage. You can do so a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.
Talon Striker [Fighter] [Racial]
Prerequisites: Aarakocra race Your talons are as lethal as any weapon, capable of delivering devastating strikes in the midst of flight.- You can use your talons even while you are not flying.
- The damage of your talons are increased to 1d6 + your Strength modifier slashing damage.
- When you make an unarmed strike with your talons after flying at least 10 feet in a straight line, you deal an additional 1d4 slashing damage.
- When you make an attack using your talons as an action, you can make an attack with your talons as a bonus action. You can't do so again until you finish a short or long rest.
Windswept Dodge [Racial]
Prerequisites: Aarakocra race, Dexterity 13 Your keen reflexes and connection to the wind help you evade attacks with swift aerial movements.- When you take the Dodge action while flying, your flying speed increases by 10 feet until the start of your next turn.
- When you make a Dexterity saving throw while flying, you can grant yourself advantage on that saving throw. You can't do so again until you finish a short or long rest.
Angelic Awakening [Heritage] [Racial]
Prerequisites: Angelar subrace Your inner angel has awoken and shown its attunement to one of the domains of the divines above. Choose a Divine Domain. You gain Resistance to one of the two damage types associated with that domain.Divine Domain | Damage Type 1 | Damage Type 2 |
---|---|---|
Ancestor | Necrotic | Radiant |
Animal | Poison | Cold |
Arcana | Force | Psychic |
Balance | Positive Energy | Negative Energy |
Cavern | Acid | Cold |
Chaos | Lightning | Fire |
Charm | Psychic | Radiant |
Chromatic Dragon | Fire | Acid |
City | Poison | Psychic |
Community | Radiant | Fire |
Competition | Thunder | Fire |
Control | Psychic | Force |
Courage | Fire | Radiant |
Darkness | Necrotic | Psychic |
Death | Necrotic | Negative Energy |
Demonic | Fire | Necrotic |
Destiny | Radiant | Psychic |
Destruction | Fire | Thunder |
Diabolic | Fire | Poison |
Divination | Psychic | Radiant |
Domination | Psychic | Force |
Dragon | Fire | Lightning |
Dream | Psychic | Force |
Dwarf | Acid | Poison |
Elf | Psychic | Radiant |
Emotion | Psychic | Radiant |
Evil | Necrotic | Poison |
Exorcism | Radiant | Psychic |
Forge | Fire | Thunder |
Gem Dragon | Psychic | Force |
Ghost | Necrotic | Psychic |
Glory | Radiant | Fire |
Gnome | Psychic | Poison |
Good | Radiant | Positive Energy |
Grave | Necrotic | Cold |
Guardian | Radiant | Force |
Halfling | Radiant | Psychic |
Hatred | Necrotic | Poison |
Hope | Radiant | Positive Energy |
Hunger | Necrotic | Poison |
Hunt | Poison | Cold |
Illusion | Psychic | Radiant |
Knowledge | Psychic | Force |
Law | Radiant | Force |
Liberation | Radiant | Lightning |
Life | Positive Energy | Radiant |
Light | Radiant | Fire |
Luck | Radiant | Psychic |
Lung Dragon | Lightning | Cold |
Madness | Psychic | Force |
Metal | Fire | Thunder |
Metallic Dragon | Radiant | Fire |
Mind | Psychic | Radiant |
Moon | Radiant | Cold |
Nature | Poison | Cold |
Nobility | Radiant | Psychic |
Orc | Fire | Poison |
Order | Radiant | Force |
Pact | Psychic | Necrotic |
Pain | Necrotic | Psychic |
Patience | Positive Energy | Cold |
Peace | Radiant | Positive Energy |
Pestilence | Poison | Necrotic |
Plant | Poison | Radiant |
Purification | Acid | Poison |
Retribution | Thunder | Radiant |
Rune | Force | Radiant |
Scalykind | Poison | Acid |
Seafolk | Cold | Lightning |
Slime | Acid | Poison |
Spider | Poison | Psychic |
Spite | Necrotic | Fire |
Stone | Acid | Thunder |
Strength | Thunder | Radiant |
Summoning | Force | Psychic |
Sun | Radiant | Fire |
Tempest | Thunder | Lightning |
Temptation | Psychic | Fire |
Time | Psychic | Radiant |
Travel | Thunder | Force |
Trickery | Psychic | Acid |
Twilight | Radiant | Necrotic |
Tyranny | Fire | Psychic |
War | Thunder | Fire |
Wrath | Fire | Thunder |
Angelic Destiny [Heritage] [Racial]
Prerequisites: Angelic Skill feat Your inner angel's true form can manifest, changing your body to match its needs. You can use your action to invoke this form, transforming for 1 minute. While under the effects of this transformation, you can deal extra damage of the type you gained resistance to through your Angelic Awakening feat when you deal damage with an attack. The extra damage equals half your level. You additionally gain an appearance and effect as shown below according to your Divine Domain from your Angelic Awakening feat. Once you use this feat, you cannot do so again until you finish a long rest.- Ancestor: Your skin takes on a weathered, ethereal appearance, as if layered with the faces of your ancestors, faintly visible and shifting. Ancestral whispers echo around you, granting you advantage on Wisdom saving throws.
- Animal: Your eyes sharpen, becoming beast-like, and faint animalistic markings, fur, scales, or feathers appear across your skin. You gain advantage on Dexterity-based skill checks and saving throws, and your movement speed increases by 10 feet.
- Arcana: Your eyes and hands glow with a shifting, prismatic energy, and your aura is filled with floating arcane symbols. You have advantage on Constitution saving throws to maintain concentration on spells. If you already have advantage on such saving throws, you instead roll 1d4 and add it to the saving throw.
- Balance: Your skin appears to shift between light and shadow, and your eyes take on a mirrored quality. You gain resistance to radiant and necrotic damage.
- Cavern: Your skin gains a rough, stone-like texture, and your eyes glow with an earthly light. You gain advantage on Strength-based checks, and when you take damage, you can use your reaction to reduce it by an amount equal to your level.
- Chaos: Your body crackles with chaotic energy, shifting in color and shape, with random sparks of lightning. Attacks you make count as a critical hit on a roll of 17, 18, 19, or 20, but automatically miss on a roll of 1, 2, 3, or 4.
- Charm: Your appearance radiates an unnatural beauty, with an alluring aura that draws others in. Your voice becomes enchanting, and you gain advantage on Charisma (Persuasion) and Charisma (Performance) checks. Additionally, creatures within 10 feet of you have disadvantage on saving throws against the Charmed condition.
- Chromatic Dragon: Your skin shimmers with the iridescent colors of dragon scales, shifting through hues of red, blue, green, black, and white. Your weapon attacks have their Critical Hit Range increased by 1.
- City: Your form takes on a regal, architectural quality, with your skin appearing to reflect cityscapes or walls. You and creatures of your choice you can see within 15 feet of you gain a +1 bonus to AC, and you are resistant to piercing damage.
- Community: A warm, golden glow surrounds you, and your presence feels like a reassuring embrace. Creatures of your choice you can see within 10 feet of you regain hit points equal to your Charisma modifier at the start of each of their turns while they are .
- Competition: Your muscles appear more defined, and an aura of intense rivalry and focus surrounds you. You have advantage on Strength (Athletics) checks and saving throws, and when you hit a creature with a melee attack, you can push it 5 feet away.
- Control: A faint halo of force surrounds you, giving your movements a steady and deliberate quality. You gain advantage on Wisdom (Insight) checks and creatures within 5 feet of you have disadvantage on saving throws against spells you cast that do not deal damage.
- Courage: Your eyes glow with radiant light, and your voice resonates with the strength of the heavens. You and creatures of your choice within 15 feet of you are immune to the Frightened and Charmed conditions.
- Darkness: Shadows cling to your body, swirling around you in a cloak of obscurity, and your eyes glow a faint, eery red. You radiate an aura of magical darkness to a range of 10 feet. You can see through this darkness.
- Death: Your skin takes on an ashen pallor, and dark mist swirls around you, with hollow, piercing eyes that pierce through. Other creatures within 10 feet of you have disadvantage on saving throws against fear, Death effects, necrotic damage, and negative energy damage.
- Demonic: Blackened, cracked skin reveals a faint, fiery glow beneath, and your eyes burn with an intense light. Each time you take damage from a creature within 10 feet of you, the creature that dealt the damage to you takes fire damage equal to your Charisma modifier.
- Destiny: A faint, silver aura envelops you, and your eyes shine with a radiant light that seems to see beyond the present moment. You gain advantage on Wiesom (Insight) and Intelligence (Investigation) checks. Once per turn, when you make an attack roll, saving throw, or skill check, you can roll a d6 and add the result to the roll.
- Destruction: Your muscles appear swollen with power, and your skin fractures like stone, leaking wisps of red energy. When you hit a creature with a melee attack, you deal additional Thunder damage equal to your Charisma modifier.
- Diabolic: Your skin takes on a reddish hue, and small, dark horns emerge from your brow. You gain resistance to poison damage and advantage on Charisma (Intimidation) checks When you deal damage to a creature, you can force it to make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier on a failure, it is poisoned until the start of your next turn.
- Divination: A third eye opens on your forehead, glowing with divine energy, and faint, glowing symbols appear across your skin. You have advantage on Wisdom (Perception) and Intelligence (Arcana) checks. Once per turn, you can reroll one saving throw or attack roll, but must take the new result. This must be done after making the saving throw or attack roll, but before you know whether you saved or hit.
- Domination: A dark aura surrounds you, and your eyes take on an intense, commanding glow. You gain advantage on Charisma (Intimidation) checks, and other creatures within 10 feet of you have disadvantage on saving throws against the Charmed and Frightened conditions.
- Dragon: Your skin becomes covered in faint scales of a color matching a dragon species of your choice. You gain resistance to the fire damage (for red, gold, brass, or obsidian scales), cold (for silver or white scales), poison (for green scales), acid (for black or copper scales), lightning (for blue or bronze scales), force (for amethyst scales), positive energy (for crystal scales), psychic (for emerald scales), thunder (for sapphire scales), or negative energy (for topaz scales).
- Dream: A soft, shimmering haze surrounds you, and your eyes appear distant, filled with stars. You gain advantage on Wisdom (Insight) and Charisma (Performance checks. Once per turn, when you deal damage to a creature, you can impose disadvantage on its next attack roll or ability check before the start of your next turn.
- Dwarf: Your skin takes on a stone-like quality, you grow a thick beard, and your hair and beard resemble strands of metal. You gain advantage on Strength (Athletics) checks and immunity to poison damage.
- Elf: Your skin takes on a faint, luminescent quality, as if kissed by moonlight, and your hair flows as if caught in a gentle breeze. Your movement speed increases by 10 feet, and you are always considered to be under the effects of the Disengage action.
- Emotion: Your presence radiants a vibrant aura that reflects intense feelings, shifting in color and energy. Your eyes glow, mirroring the emotion you most strongly feel, such as a warm pink for compassion or fiery red for anger. Once per turn, you can impose disadvantage on the next attack roll or saving throw of a creature you can see within 10 feet of you by overwhelming it with intense emotion. This is a Mind-Affecting effect.
- Evil: Dark shdows seem to writhe around your form, and your eyes glow with a sinister, blood-red light. Your skin takes on a grayish hue, and your presence fills the air with malice. Once per turn, when you deal damage to a creature that can see you, you can force the target to make a Wisdom saving thrwo (DC 8 + your proficiency bonus + your Charisma modifier), being of you until the end of your next turn on a failure.
- Exorcism: A bright, cleansing aura surrounds you, and your eyes blaze with radiant light. Your voice echoes with divine authority, and shadows seem to recoil from you. You gain advantage on Wisdom (Insight) and Charisma (Religion) checks. Additionally, Undead creatures take positive energy damage equal to your Charisma modifier when they move within 10 feet of you or start their turn there.
- Forge: Your skin takes on amolten, metallic hue, with eyes like glowing embers. Weapons you wield gain the Thrown property with a short Range of 20 feet and a long range of 60 feet. When you throw a weapon, it returns to your hand after the attack hits or misses.
- Gem Dragon: Your skin takes on a crystalline sheen in a color corresponding to a gem dragon type and your eyes glimmer with facets like gemstones. You gain immunity to Psychic damage and are always under the effects of the Detect Thoughts spell.
- Ghost: Your form becomes semi-translucent, and wisps of spectral mist drift from your body. Your eyes glow with an ethereal, otherworldly light. You gain advantage on Dexterity (Stealth) checks and all weapons you hold are considered to have the Ghosttouch property. Additionally, you can move through objects and other creatures as if they were difficult terrain, but you take 1d10 force damage for every 5 feet you move. If you end your movement within an object or creature, you are shunted to the nearest unoccupied space.
- Glory: Your skin shines with a soft, radiant glow and your eyes butn with pride and determination. Creatures of your choice you can see within 10 feet of you have advantage on melee weapon attack rolls.
- Gnome: Your body shrinks slightly, with an aura of curious energy swirling around you. Your eyes sparkle like gems full of mischief. You gain advantage on Intelligence (Investigation) and Dexterity (Sleight of Hand) checks, and you can use the Disengage or Hide actions as bonus actions.
- Good: A gentle, golden aura surrounds you, emanating warmth and kindness. Creatures of your choice you can see within 10 feet of you regain hit points equal to your Charisma modifier at the start of each of their turns while they are .
- Grave: Shadows cling to you like mist, with skeletal patterns faintly visible beneath your skin. Creatures you damage have their speed reduced by 10 feet until the end of your next turn, and you gain advantage on death saving throws.
- Guardian: Your form takes on a sturdy, armored appearance and your skin seems to shimmer with a faint, metallic light. You gain a +2 bonus to AC, and you and one other creature you can see within 30 feet of you gains resistance to bludgeoning, piercing, and slashing damage.
- Halfling: Your form becomes more compact, and a comforting, approachable glow surrounds you. Once per turn, when you fail a attack roll, saving throw, or ability check, you can reroll it with advantage, taking the new result.
- Hatred: Your eyes glow a deep, venomous red, and dark energy radiates from your body. You gain resistance to Necrotic and Poison damage. Whenever a creature deals damage to you, that creature takes 1d4 necrotic damage.
- Hope: A soft, warm light radiates from you, and your eyes shine with unwavering optimism. Creatures of your choice you can see within 15 feet may roll 1d4 when making a saving throw, adding the result to the saving throw.
- Hunger: Your form appears gaunt and hollow, with a dark, insatiable energy emanating from within. You gain advantage on Constitution saving throws, and once per turn when you deal damage to a creature within 5 feet of you, you regain hit points equal to half the damage dealt.
- Hunt: Your eyes sharpen and take on an animalistic gleam, and faint markings akin to war paint appear on your skin. When you hit a creature with a weapon attack, you can reduce its speed by 10 feet until the end of your next turn.
- Illusion: Your form shimmers and occasionally flickers, giving you an illusory, mirage-like quality. You gain advantage on Charisma (Deception) checks and resistance to psychic and radiant damage. As a reaction to a creature targeting you with an attack or forcing you to make a Strength or Dexterity saving throw, you can cause the attack to be made at disadvantage or the saving throw to be made at advantage.
- Knowledge: Your eyes become pools of dark ink, and your skin transforms into parchment, covered with glowing, ancient runes that shift as you move. While in this form, you have advantage on Intelligence-based skill checks and saving throws.
- Law: Your form becomes more angular and sharp, seemingly a more perfect form of your kind. Whenever you would make an attack roll, you can choose to treat the attack as though you had rolled a 10 on the d20. This choice must be made before making the attack roll.
- Liberation: A faint, radiant glow surrounds you, and you appear lighter, almost ethereal, with feathered wisps drifting off your form. Your movement speed increases by 10 feet and you are considered to be under the effects of the Freedom of Movement spell.
- Life: Radiant green and gold veins pulse beneath your skin, which glow with a gentle warmth. Each time you deal damage, a creature of your choice you can see within 30 feet of you regains 1d10 hit points. This healing cannot occur for the same creature more than once per turn.
- Light: Your body radiates brilliant light, and your hair and eyes turn to pure golden flames. You shed bright light in a 30-foot radius and dim light for another 30 feet. This light is sunlight.
- Luck: A shimmering, almost invisible aura surrounds you, flickering with bursts of golden energy. Your movements appear fluid and effortless, and you have advantage on Dexterity (Acrobatics) checks. Whenever you roll a 1, 2, or 3 on an attack roll, saving throw, or skill check, you may reroll that roll, taking the new result even if it is a 1, 2, or 3.
- Lung Dragon: Your skin takes on a shmmering, serpentine quality, with colors reminiscent of storm clouds and icy water. You gain a fly speed of 30 feet, and a storm manifests 100 feet above you if there is space. The storm filled a 30-foot radius. While in this storm, you have resistance to fire and lightning damage.
- Madness: Your eyes swirl with chaotic colors, and faint, twisting atterns flicker across your skin. When you hit a creature with a spell attack, that creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become of you until the start of your next turn.
- Metal: Your skin becomes metallic, as though coated in liquid silver or iron, with a faint magnetic hum in the air around you. You gain immunity to fire and thunder damage, but vulnerability 10 to lightning damage.
- Metallic Dragon: Your skin takes on a reflective metallic hue, resembling one of the metallic dragon colors and your eyes shine with a regal gleam. Your spell attacks have their Critical Hit Range increased by 1.
- Mind: Your eyes glow with a deep, violet light and your head is surrounded by a faint halo of psychic energy. You can manifest psionic bolts of energy with a range of 120 feet. On a hit, these bolts deal 1d10 + Charisma modifier psychic damage.
- Moon: Your skin becomes pale and slightly translucent, as though illuminated by moonlight. You and creatures of your choice within 10 feet of you have advantage on saving throws against illusion spells and the Charmed condition.
- Nature: Your skin becomes rought and bark-like, leaves sprouting from your limbs, with vines coiling around your body. You have resistance to poison, cold, fire, acid, and lightning damage.
- Nobility: A golden, radiant aura surrounds you, and your stance becomes regal and commanding. You have advantage on and gain a +10 bonus to Charisma (Persuasion) checks. Once per turn, when you take the attack action, you can choose to make one less attack than you normally could to allow a creature you can see within 30 feet of you to make a single weapon attack as a reaction.
- Orc: Your form becomes more muscular and imposing, with rusks slightly elongating and a faint green aura radiating from your skin. Once per turn, you can make one melee weapon attack as a bonus action.
- Order: Your posture becomes rigid and commanding, with your skin taking on ametallic sheen. You have advantage on saving throws against the Charmed, Frightened, Paralyzed, and Restrained conditions.
- Pact: A dark, swirling energy surrounds you, and faint sigils appear on your skin, representing your bon with powerful forces. You have advantage on Charisma (Deception), Charisma (Persuasion), and Wisdom (Insight) checks, and you always know if you are being lied to.
- Pain: Your skin appears bruised and scarred, with a faint, red aura surrounding you. You gain advantage on Constitution saving throws, and when you take damage, you can use your reaction to deal half as much damage to the source of the damage. This damage is of the same type as the original damage.
- Patience: A calm, soothing aura surrounds you, and your skin takes on a smooth, unblemished quality. You can use all of your movement on your turn to grant yourself advantage on all melee attack rolls and saving throws until the start of your next turn.
- Peace: Your skin glows softly, and your eyes take on a warm, gentle light. You and creatures you can see within 30 feet of you take damage equal to half the damage they deal to any other creature.
- Pestilence: A faint , sickly green aura surrounds you and your skin appears pallid. You become immune to Poison damage and you cannot be . Creatures have disadvantage on saving throws against Disease effects you use.
- Plant: Your skin becomes textured like bark, and small leaves and vines sprout from your hair and shoulders. At the beginning of your turn, you regain hit points equal to your Charisma modifier.
- Purification: A bright, cleansing light radiates from you, and your skin takes on a pristine, polished appearance. You are immune to all Disease, and you deal an additional 2d6 radiant damage to any Undead creature you hit with an attack.
- Retribution: Your form takes on a vengeful aspect, with a faint, fiery aura and eyes that glow with fierce intensity. When a creature deals damage to you, you can use your reaction to cause that creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, the target takes Thunder damage equal to the damage it dealt to you, or half as much on a success.
- Rune: Mystical symbols glow across your skin, shifting and rearranging with each movement. Whenever you hit with an attack, you can cause all damage done to be force damage.
- Scalykind: Your skin becomes covered in faint, scaly patterns, and your eyes shine with a reptilian gleam. You can speak to all reptilian creatures, and any Scalykind creature treats you as though you are under the effects of the Sanctuary spell.
- Seafolk: A faint layer of shimmering, watery energy flows around you, and your skin takes on a cool, oceanic hue. You gain a swim speed equal to your walking speed and you can breathe underwater.
- Slime: Your form takes on a gelatinous quality, with a faint, translucent sheen. You gain immunity to acid damage and can fit through spaces as narrow as 1 foot without squeezing.
- Spider: Your eyes become dark and reflective, and fait spiderweb patterns appear on your skin. You are under the effects of the Spider Walk spell.
- Spite: A dark, malicious aura surrounds you, and your eyes burn with bitterness. You gain advantage on Charisma (Intimidation) checks, and once per turn, when you deal damage to a creature, you can force the creature to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier), being Charmed and Frightened of you until the start of your next turn.
- Stone: Your skin becomes rough and stone-like, and your movements are steady and powerful. You gain resistance to Bludgeoning damage.
- Strength: Your muscles swell and pulse with power, and your form becomes larger and more imposing. The first time you hit a creature with a melee weapon attack each round, roll one additional damage die and add the result to the damage.
- Summoning: Wisps of ethereal energy swirl around you, resembling spectral creatures. You cast the Summon Animals spell and do not need to concentrate on this spell, but it ends when this transformation ends.
- Sun: Your form radiates with intense sunlight, and your eyes glow with golden brilliance. You emit bright light in a 20-foot radius and dim light for an additional 20 feet. This light is sunlight. You have advantage on your first attack roll against a creature in direct sunlight each turn.
- Tempest: Your body crackles with electric energy, and wind swirls around you, lifting your hair and clothing. You gain a fly speed of 15 feet and immunity to Lightning and Thunder damage.
- Temptation: Your form becomes more alluring, with a subtle, hypnotic aura and a dangerous gleam in your eyes. Creature that can see you within 30 feet of you have disadvantage on saving throws against Mind-Affecting effects you create.
- Time: Your eyes glow with an ancient, shifting light, and your movements seem faster than normal. You gain the effects of the Haste spell, except you are not hit with the drawbacks of the spell ending when this form ends.
- Travel: A faint, radiant wind surrounds you, and you seem to blur with motion. Your movement speed increases by 15 feet, and you gain a Swim speed and Climb speed equal to your Walking speed. Once per turn, you can take the Dash action as a bonus action.
- Trickery: Your form flickers and shifts like an illusion, with parts of your body sometimes seeming translucent or shifting color. You have advantage on all Dexterity (Stealth) and Charisma (Deception) checks, and when you take damage, you can use your reaction to teleport up to 10 feet to an unoccupied space you can see.
- Twilight: Your form becomes shrouded in deep shadows, and your eyes take on a dim, violet glow. Bright light within 30 feet of you becomes dim light, and dim light within 30 feet of you becomes magical darkness.
- Tyranny: A dark, oppressive aura surrounds you, and your eyes shine with cruel authority. You have advantage on all attack rolls against Frightened or Charmed creatures.
- War: Your form bulks with ethereal armor, and a faint aura of flames or lightning sparks around your hands. You gain temporary hit points equal to 1d10 + your Charisma modifier at the start of each of your turns, which disappear when your transformation ends.
- Wrath: Flames and sparks of energy radiate from your body, giving you a dangerous, fiery presence. Whenever a creature deals damage to you, you have advantage on weapon attack rolls against that creature until the start of your next turn.
Angelic Skill [Heritage] [Racial]
Prerequisites: Angelic Awakening feat Your inner angel has opened its mind to you, sharing some of its experiences. You gain proficiency in the skills related to your Divine Domain, chosen in your Angelic Awakening feat. If you have proficiency with both of the skills already, you instead gain expertise in one of the two of your choice.Divine Domain | Skill 1 | Skill 2 |
---|---|---|
Ancestor | History | Insight |
Animal | Animal Handling | Survival |
Arcana | Arcana | Psionics |
Balance | Insight | Deception |
Cavern | Survival | Athletics |
Chaos | Acrobatics | Intimidation |
Charm | Persuasion | Performance |
Chromatic Dragon | Intimidation | Arcana |
City | Culture | Persuasion |
Community | Insight | Persuasion |
Competition | Athletics | Intimidation |
Control | Intimidation | Persuasion |
Courage | Athletics | Persuasion |
Darkness | Stealth | Deception |
Death | Religion | Intimidation |
Demonic | Intimidation | Deception |
Destiny | Insight | Investigation |
Destruction | Intimidation | Athletics |
Diabolic | Deception | Intimidation |
Divination | Arcana | Insight |
Domination | Intimidation | Persuasion |
Dragon | Intimidation | Survival |
Dream | Performance | Insight |
Dwarf | History | Athletics |
Elf | Nature | Perception |
Emotion | Insight | Persuasion |
Evil | Intimidation | Deception |
Exorcism | Religion | Investigation |
Forge | History | Athletics |
Gem Dragon | Psionics | Arcana |
Ghost | Stealth | Perception |
Glory | Performance | Persuasion |
Gnome | Arcana | Sleight of Hand |
Good | Insight | Medicine |
Grave | Medicine | Religion |
Guardian | Athletics | Intimidation |
Halfling | Performance | Stealth |
Hatred | Intimidation | Survival |
Hope | Persuasion | Medicine |
Hunger | Intimidation | Survival |
Hunt | Perception | Stealth |
Illusion | Deception | Sleight of Hand |
Knowledge | Arcana | History |
Law | Insight | History |
Liberation | Persuasion | Acrobatics |
Life | Medicine | Religion |
Light | Religion | Insight |
Luck | Sleight of Hand | Acrobatics |
Lung Dragon | Survival | Perception |
Madness | Deception | Psionics |
Metal | Athletics | History |
Metallic Dragon | Persuasion | Intimidation |
Mind | Psionics | Insight |
Moon | Arcana | Insight |
Nature | Nature | Animal Handling |
Nobility | Persuasion | Performance |
Orc | Intimidation | Athletics |
Order | History | Insight |
Pact | Persuasion | Intimidation |
Pain | Intimidation | Insight |
Patience | Medicine | Insight |
Peace | Persuasion | Medicine |
Pestilence | Medicine | Survival |
Plant | Nature | Survival |
Purification | Medicine | Investigation |
Retribution | Intimidation | Athletics |
Rune | Arcana | History |
Scalykind | Animal Handling | Nature |
Seafolk | Survival | Athletics |
Slime | Survival | Medicine |
Spider | Stealth | Sleight of Hand |
Spite | Intimidation | Deception |
Stone | Athletics | Survival |
Strength | Athletics | Intimidation |
Summoning | Arcana | Psionics |
Sun | Religion | Persuasion |
Tempest | Athletics | Survival |
Temptation | Persuasion | Deception |
Time | Investigation | Insight |
Travel | Perception | Athletics |
Trickery | Sleight of Hand | Deception |
Twilight | Stealth | Religion |
Tyranny | Intimidation | Persuasion |
War | Athletics | Intimidation |
Wrath | Intimidation | Athletics |
WIP
WIP
WIP
WIP
Breath Weapon Mastery [Fighter] [Racial]
Prerequisites: Dragonborn Race You have become especially adept at wielding your breath weapon, allowing for more frequent use and flexibility. You can use your breath weapon as a bonus action, rather than an action or an attack.Draconic Fortitude [Racial]
Prerequisites: Dragonborn Race, Constitution 15 You are more in tune with your draconic blood, granting you a stronger and more malleable elemental form. When you take damage of the same type as your breath weapon, you can use your reaction to grant yourself immunity to that damage type for 1 minute or until you are incapacitated. Once you do, you cannot do so again until you finish a long rest.Draconic Fury [Fighter] [Racial]
Prerequisites: Dragonborn Race You can channel the raw power of your draconic lineage into a devastating strike. When you hit a creature with a melee weapon attack, you can channel elemental energy and deal an additional 2d6 damage of the same damage type as your breath weapon.Draconic Presence [Racial]
Prerequisites: Dragonborn Race Your draconic lineage makes you a force to be reckoned with in social interactions.- You gain proficiency in Intimidation and Peruasion.
- As an action, you can channel the majesty or terror of your draconic nature. Each creature of your choice that can see you within 30 feet of you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute. Once you use this feature, you can't do so again until you finish a long rest.
Dragon's Bite [Fighter] [Racial]
Prerequisites: Dragonborn Race Your draconic jaws strengthen and begin to swell with elemental energy. You can use your fanged maw as a natural weapon that deals 1d4 + your Strength modifier piercing damage on a hit, plus 1d4 damage of the same type as your breath weapon.Honed Breath Weapon [Fighter] [Racial]
Prerequisites: Dragonborn Race, Breath Weapon Mastery feat You have honed your breath weapon, making it more precise and devastating.- When you use your breath weapon, you can choose to change its shape from a cone to a line or from a line to a cone. If you move from a cone to a line, its range doubles. If you move from a line to a cone, the range is halved.
- Your breath weapon ignores resistance to the damage type it deals, and treats immunity as resistance.
Imperial Scales [Racial]
Prerequisites: Dragonborn Race, Draconic Fortitude feat, Scales of the Ancients feat, Constitution 17 Like many dragons, your scales are capable of bouncing away arcane magic. Whenever you are targeted with an arcane spell that has an attack roll, you may roll a Constitution saving throw against the caster's spell save DC. If you succeed, the spell is reflected back at the spellcaster using the same attack roll that was rolled against you. This must be declared before the attack is rolled. You can use this feat a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.Scales of the Ancients [Racial]
Prerequisites: Dragonborn Race, Constitution 13 Your scales have hardened and become more resistant to damage, reminiscent of ancient dragons. You can call upon your powerful lineage as a bonus action to cause your scales to harden tremendously, granting you resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you do so, you cannot do so again until you finish a long rest.Wings of the Dragon [Racial]
Prerequisites: Draconic Fortitude feat Your draconic heritage has caused you to sprout powerful wings. When you sprout these wings, they destroy any shirt you are wearing and any non-metal armor. While you have these wings, you cannot wear any armor that is not specifically altered to fit your wings. You gain a flying speed of 40 feet with an altitude limit equal to 5 feet times your Strength score.- If your Strength score is less than 13, you cannot fly while wearing armor.
- If your Strength score is less than 15, you cannot fly while wearing medium or heavy armor.
- If your Strength score is less than 17, you cannot fly while wearing heavy armor.
Deep Earth Savant [Racial]
Prerequisites: Dwarf race, Rune-Forged Bloodline feat, Wisdom 16 Your time spent deep in the earth has granted you a supernatural connection to the stone and soil beneath your feet.- You gain tremorsense out to a range of 10 feet.
- You can cast Meld into Stone once without expending a spell slot. Wisdom is your spellcasting ability for this spell. Once you cast this spell in this way, you cannot do so again until you finish a long rest.
Earth's Bulwark [Fighter] [Racial]
Prerequisites: Dwarf race, Mountain's Endurance feat You are as unyielding as the mountains, standing firm against all enemies.- As a bonus action, you can enter a defensive stance for 1 minute. During this time, you have advantage on skill checks and saving throws to avoid being knocked prone or moved against your will.
- While in this stance, if a creature within 5 feet of you hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature.
- Once you use this feature, you can't use it again until you finish a long rest.
Hammer and Anvil [Fighter] [Racial]
Prerequisites: Dwarf race, Strength 13 Your people's mastery of the hammer makes you a fearsome combatant, especially in close quarters.- When you hit a creature with a warhammer or maul, you can force them to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone as a bonus action.
- When you hit a prone creature with one of these weapons, you deal an additional 1d4 bludgeoning damage.
- You gain proficiency with warhammers and mauls if you are not already proficient with these weapons.
Ironclad Constitution [Racial]
Prerequisites: Dwarf race, Constitution 13 Your innate resilience to toxins and disease makes you nearly impervious to harmful substances.- You have advantage on saving throws against disease.
- When you succeed on a saving throw against being poisoned or diseased, you can use your reaction to gain temporary hit points equal to your Constitution modifier (minimum of 1).
- You can consume food or drink that is spoiled or contaminated with no ill effects.
Master of the Forge [Racial]
Prerequisites: Dwarf race, Strength 13 Your craftsmanship is unmatched, allowing you to create and wield finely crafted weapons and armor.- You gain proficiency in your choice of Smith's Tools or Mason's Tools. If you are already proficient, you gain expertise instead.
- When you craft a metal or stone weapon or piece of armor, it takes you half the normal time to craft.
- Over the course of 1 hour, you can work on a weapon or piece of armor and fine tune it so long as it is made from stone or metal. For 1 hour afterwards, it gains a +1 bonus to attack rolls or AC. Once you use this feature, you can't use it again until you finish a long rest.
Mountain's Endurance [Fighter] [Racial]
Prerequisites: Dwarf race, Stone's Endurance feat You are resilient to the harsh conditions of both the deep earth and the mountains above.- You have advantage on saving throws against exhaustion caused by hear ot cold, and effects that cause fatigue such as dehydration or starvation.
- When you use your Stone's Endurance feat, you gain resistance to piercing and slashing damage for 1 minute.
Rune-Forged Bloodline [Racial]
Prerequisites: Dwarf race, Wisdom 13 Your people's ancient connection to rune magic empowers your ability to harness magical wards and glyphs.- You learn the Alarm and Glyph of Warding spells. You can cast each spell once without expending a spell slot, but must still provide any material components. Once you cast these spells, you cannot cast that spell again in this way until you finish a long rest. Wisdom is your spellcasting ability for these spells.
- You gain proficiency in your choice of Religion or History. If you are already proficient, you gain expertise instead.
Stalwart Defender [Fighter] [Racial]
Prerequisites: Dwarf race, Earth's Bulwark feat, Constitution 13 You have learned to shield others with your unyielding defense, protecting your allies from harm. While you are in your defensive stance from the Earth's Bulwark feat, you gain the following benefits:- When a creature within 5 feet of you is targeted by an attack, you can use your reaction to impose disadvantage on the attack roll.
- While you are wielding a shield, if you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature a number of times equal to half your Constitution modifier, rounded up.
- When you take the Dodge action, you gain a +2 bonus to your AC until the start of your next turn.
Stone's Endurance [Fighter] [Racial]
Prerequisites: Dwarf race You are as tough as the stone you mine, shrugging off blows that would fell lesser beings. When you take damage, you can use your reaction to reduce the damage by an amount equal to 1d12 + your Constitution modifier. Once you use this feature, you can't use it again until you finish a short or long rest.Tunneler's Instinct [Racial]
Prerequisites: Dwarf race Your experience in the tunnels and deep caverns grants you unparalleled knowledge of the underground.- You gain proficiency in your choice of Survival or Perception.
- You can move through nonmagical difficult terrain caused by rubble, rocks, or other natural obstacles without expending extra movement.
- You have advantage on Perception checks related to detecting stonework traps, hidden passages, or structural weaknesses.
Ancestral Linguistics [Racial]
Prerequisites: Elf race The spirits of your ancestors bound to you have studied many languages and can impart this knowledge upon you. When you take a long rest and take part in the Ancestral Sight, you can recede into these old memories and become fluent in one common language of your choice until you take a long rest. Since this knowledge is temporary, you cannot use this fluency to qualify for other features, such as feats.Ancestral Longevity [Fighter] [Racial]
Prerequisites: Elf race The spirits of your ancestors have a vast array of knowledge accumulated over their long lifespans. When you take a long rest and take part in the Ancestral Sight, you gain proficiency with one weapon of your choice until you take a long rest. Since this knowledge is temporary, you cannot use this proficiency to qualify for other features, such as feats.Ancestral Memory [Racial]
Prerequisites: Elf race, Ancestral Longevity or Ancestral Linguistics feat You can call upon the knowledge and skills of your ancestors, allowing you to tap into their centuries of wisdom.- When you complete a long rest and take part in the Ancestral Sight, you gain proficiency in one skill or tool of your choice until you finish a long rest.[/il]
- While taking part in the Ancestral Sight, you can cast the Augury spell without expending a spell slot. Wisdom is your spellcasting ability for this spell. When cast in this way, you do not get your response to the question until you finish the Ancestral Sight fully.
Ancestral Suspicion [Racial]
Prerequisites: Elf race, 5th level Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation. A number of times per day equal to your highest Class Power Reservoir, you can grant yourself advantage on a saving throw against a mind-affecting supernatural effect or on an Wisdom (Insight) check against a non-elf creature.Arcane Channeler [Racial]
Prerequisites: Elf race, Arcane Connection feat You can channel arcane energy more efficiently, bending magic to your will.- When you cast a spell that requires a saving throw, you can use your reaction to impose disadvantage on the saving throw for one target. Once you use this feature, you cannot use it again until you finish a long rest.
- You can cast Identify without expending a spell slot or spell components once. When cast this way, the spell's casting time becomes 1 hour. When you cast this spell in this way, you cannot do so again until you finish a short or long rest.
Dreamwalker [Racial]
Prerequisites: Elf race, Ancestral Memory feat Your connection to the Ancestral Sight allows you to influence your own memories and those of others.- You can cast Detect Thoughts once without expending a spell slot. Intelligence is your spellcasting ability for this spell. Once you cast this spell, you can't cast it again in this way until you finish a long rest.
- When you take a long rest, you can choose to spend your time in a deeper state of communion with your ancestors. At the end of the Ancestral Sight, you can ask your ancestors a single question as though you had cast the Commune spell. While taking a rest in this way, you are no more aware of your surroundings than a normal sleeping creature.
Nature's Whisper [Racial]
Prerequisites: Elf race You can attune to the natural world in a way that grants you enhanced awareness and the ability to communicate with the forces of nature.- You can cast Speak with Animals once per long rest without expending a spell slot or spell components. Wisdom is your spellcasting ability for this spell. Once you cast in this way, you cannot cast this spell this way again until you finish a short or long rest.
- Over the course of 10 minutes, you can touch a tree or large plant and gain a vague sense of what creatures have passed by within the last 24 hours, as well as their general direction.
Arcane Connection [Racial]
Prerequisites: Elf race Your innate connection to the arcane makes you more adept at manipulating magic.- You gain proficiency in Arcana.
- You learn one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Spirit of the Ancestors [Racial]
Prerequisites: Elf race, Arcane Connection feat You can call upon your ancestors, channeling their spirits through your arcane bloodline.- As a reaction when you are hit by an attack, you can summon an ancestral spirit to shield you, granting you a bonus to your AC equal to your highest Power Reservoir. Once you use this feature, you cannot use it again until you finish a short or long rest.
- You gain proficiency in your choice of Religion or Insight.
- When you make a death saving throw, you can gain advantage on that roll as your ancestors guide you toward survival. Once you use this feature, you cannot use it again until you finish a long rest.
Wild Grace [Racial]
Prerequisites: Elf race Your natural elven grace allows you to move swiftly and silently through the wilds, blending seamlessly with nature.- You gain proficiency in your choice of Stealth or Acrobatics.
- When you move through natural terrain, you can move at full speed even when moving stealthily.
Voice of the Forest [Racial]
Prerequisites: Elf race, Nature's Whisper feat You have learned to communicate with the spirits of the forest, calling upon their aid in times of need.- While you are in a forest or another area with large amounts of strong plantlife such as vines or trees, you can cast Entangle once without expending a spell slot. Wisdom is your spellcasting ability for this spell. When you cast this spell in this way, you cannot do so again until you finish a long rest.
- When in a forest, you can move through nonmagical difficult terrain without expending extra movement and can shift through such terrain.
Felarid Tenacity [Racial]
Prerequisites: Felarid race, Righteous Heart feat Your unwavering spirit and commitment to justice make you exceptionally resilient, especially in the face of evil.- When you succeed on a saving throw against a supernatural effect created by an evil-aligned creature, you can use your reaction to move up to half your speed toward that creature.
- Whenever you spend hit dice to recover hit points during a short or long rest, you gain an additional 2 hit points for each hit die spent.
Feline Grace [Racial]
Prerequisites: Felarid race Your natural agility and grace allow you to move swifly and gracefully, evading attacks and obstacles with ease.- You gain proficiency in your choice of Acrobatics or Stealth.
- You can treat all falls as though they were up to 20 feet less.
Feline Reflexes [Fighter] [Racial]
Prerequisites: Felarid race, Stealthy Protector feat, Dexterity 15 Your feline reflexes make you exceptionally quick and slippery, allowing you to react to danger with lightning speed.- When a hostile creature you can see moves within 5 feet of you, you can use your reaction to shift up to half your speed. You must end this movement further from the triggering creature than you began.
- When a creature misses you with an attack, you ccan use your reaction to take the Dodge action. Once you do so, you cannot do so again until you finish a short or long rest.
Feral Smite [Racial]
Prerequisites: Felarid race, Righteous Heart feat You are able to channel your natural instincts and your passion for justice into powerful smiting strikes.- You learn the Divine Favor spell and can cast it once without expending a spell slot. Wisdom is your spellcasting ability for this spell. Once you cast this spell in this way, you cannot do so again until you finish a long rest.
- When you score a critical hit with a melee weapon attack, you can deal an additional 1d6 positive energy damage.
Justice Strikes [Racial]
Prerequisites: Felarid race, Paws of Justice feat Your heart strengthens your attacks against those who would seek to harm others, empowering your strikes with righteous fury.- You gain proficiency in your choice of Insight or Intimidation. If you are already proficient, you gain expertise instead.
- When you hit a creature with a melee weapon attack, you can choose to deal an additional 2d6 positive energy damage on a hit. If the target is evil-aligned, you deal an additional 1d6 positive energy damage. Once you use this feature, you cannot do so again until you finish a short or long rest.
Overindulgent Resilience [Racial]
Prerequisites: Felarid race, Voracious Appetite feat Your tendency to overindulge in eating has given you a bit of extra resilience, allowing you to withstand more damage than more creatures your size.- When you finish a long rest during which you consumed a meal, you may roll 1d6 and add the total to your current and total hit points.
- You have advantage on saving throws against ingested poisons.
Paws of Justice [Fighter] [Racial]
Prerequisites: Felarid race, Righteous Heart feat Your claws are as sharp as your sense of justice, allowing you to channel your righteous spirit directly through your claws.- Your claws are natural weapons, which you can use to make unarmed strikes. Your claws are treated as having the Light and Finesse properties, and deal 1d4 + your Strength modifier slashing damage on a hit.
- When you hit a creature using your claws, you can choose to channel positive energy through them, dealing 1d6 additional positive energy damage. You can use this feature a number of times equal to your higher Power Reservoir, regaining all expended uses when you finish a long rest.
Righteous Heart [Racial]
Prerequisites: Felarid race, Charisma 13 Your unyielding heart for justice and protection grants you strength in times of need, bolstering your defense against evil.- You have advantage on saving throws against being charmed or frightened by evil-aligned creatures.
- When another creature within 30 feet of you that you can see is reduced to 0 hit points but not killed outright, you can channel a bit of positive energy as a rection to grant that creature 1 hit point instead. If you do, you cannot do so again until you finish a long rest.
Stealthy Protector [Fighter] [Racial]
Prerequisites: Felarid race, Proficiency in Stealth Your natural stealth and quickness allows you to strike from the shadows to protect those in need, vanishing before your enemies know what hit them.- If you have moved at least 20 feet during your turn, you can take the Hide action as a bonus action.
- When a creature attacks another creature within 5 feet of you, you can use your reaction to impose disadvantage on the attack so long as you are hidden.
Voracious Appetite [Racial]
Prerequisites: Felarid race, Constitution 13 You have developed a voracious appetite that allows you to consume more food than most, bolstering your strength and endurance in unexpected ways.- You can consume twice as much food as you normally would during a long rest. If you do so, you gain advantage on Constitution saving throws made to resist exhaustion until you finish a long rest.
- You can consume a full ration or equivalent amount of food as an action. When you do you, you gain temporary hit points equal to your Constitution modifier + your highest Power Reservoir. Once you do so, you cannot do so again until you finish a short or long rest.
- You have advantage on Survival checks made to forage for food.
Arcane Technician [Racial]
Prerequisites: Gnome race, Tinker's Precision feat, Intelligence 13 You blend arcane magic with your inventive mind, creating magical devices and contraptions that enhance your abilities.- You can create a simple magical device during a long rest provided you have access to at least 1gp worth of metal. The device lasts for 24 hours and performs one of the following functions:
- Arcane Lantern: The device sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can change the color of the light or turn it off as a bonus action. As an action, you can cause the light to cease emanating, or to resume if it has been ceased.
- Alarm Bell: The device sounds an audible alarm if a creature moves within 10 feet of it, starting 1 minute after it is placed down on a solid surface. The alarm can be heard within 100 feet.
- Magical Grappling Hook: This device allows you to cast a line of magical rope, reaching up to 50 feet and able to be thrown as though it weighed only 1 pound. Once the rope has been thrown and latches onto a surface, it fades away after 10 minutes.
- Each of the magical devices fades away after 24 hours, consuming the materials used to create them.
- You can take this feat up to three times. Each time you take it, you can create another device during a long rest, though only a single of each item can be created at a time. If you create a new device of a sort you already have created, the old device consumes its materials and ceases to exist.
Diamond Mind Illusionist [Racial]
Prerequisites: Gnome race, Rock Gnome subrace, Heartstone Bond feat Your connection to your heartstone strengthens your innate skill with illusions.- You learn the Silent Image spell and can cast it once while holding your heartstone without expending a spell slot. Intelligence is your spellcasting ability for this spell. Once you cast this spell in this way, you cannot do so again until you finish a long rest.
- When you cast an illusion spell of 1st level or higher, you can choose one creature to have disadvantage on its first saving throw against the illusion.
Emerald Heart of the Forest [Racial]
Prerequisites: Gnome race, Forest Illusionist feat Your connection to your heartstone grants you some natural power and the ability to blend into your environment.- While holding your heartstone, you are always under the effects of the Speak with Animals spell.
- When you are in a forest and holding your heartstone, you can use your action to become invisible for 1 minute, or until you make an attack or cast a spell. When you use this feature, you cannot use it again until you finish a long rest.
Faerie Escape [Racial]
Prerequisites: Gnome race Your natural connection to the Plane of Faerie allows you to slip away from danger and reappear elsewhere.- You can cast Misty Step once withou texpending a spell slot. Intelligence is your spellcasting ability for this spell. Once you cast this spell in this way, you cannot do so again until you finish a long rest.
- When you take the Dodge action, you can teleport up to 10 feet to an unoccupied space you can see as part of the same action. You can use this feature a number of times equal to your highest Power Reservoir, regaining all expended uses when you finish a long rest.
Faerie Magic [Racial]
Prerequisites: Gnome race, Intelligence 13 Your kind's exposure to the Plane of Faerie has heightened your arcane abilities, allowing you to weave magic into your everyday life.- You learn your choice of the Mage Hand or Prestidigitation cantrips. Intelligence is your spellcasting ability for these cantrips.
- You can cast the Faerie Fire spell while holding your heartstone without expending a spell slot. Intelligence is your spellcasting ability for this spell. Once you cast this spell in this way, you cannot do so again until you finish a long rest.
Forest Trickster [Racial]
Prerequisites: Gnome race, Forest Gnome subrace You have mastered illusions in a natural environment, using them to deceive and confuse intruders.- When you cast an illusion spell while outdoors or in a natural setting, you can increase the size of the illusion by up to 10 feet in any direction.
- You can cast Fog Cloud while holding your heartstone without expending a spell slot. Wisdom is your spellcasting ability for this spell. When cast in this way, Fog Cloud is an Illusion spell, and you cannot cast it again in this way until you finish a long rest.
Gemstone Affinity [Racial]
Prerequisites: Gnome race, Heartstone Bond feat, Spellcasting or Pact Magic class feature Your fondness for gemstones has granted you unique abilities to attune to their power and draw magical energy from them.- You gain proficiency in your choice of Jewelers’ Tools or Arcana.
- You can use your heartstone as a spellcasting focus for your spells. When you cast a spell that requires an attack roll using your heartstone as a focus, you can add your Intelligence modifier to the damage roll of that spell. You can use this feature a number of times equal to your highest Power Reservoir.
Gleaming Diamond [Racial]
Prerequisites: Gnome race, Diamond Mind Illusionist feat Your heartstone grants you resilience and clarity, allowing you to see through both magical and mundane deceptions.- You have advantage on saving throws against being charmed or frightened.
- Whenever you fail a saving throw against an illusion or enchantment spell, you can use your reaction to reroll the saving throw, taking the new result. Once you do, you cannot do so again until you finish a long rest.
- When you cast an illusion spell, you can create a small gemstone-like focus that lasts for 1 minute as a bonus action. While the focus is within 10 feet of the illusion, the illusion’s DC increases by 2. The focus sheds dim light to a range of 10 feet.
Gleaming Peridot Firearms [Racial]
Prerequisites: Gnome race, Tinker's Precision feat Your expertise in firearms has reached a new level of precision that allows you to infuse technology with the energy of your heartstone.- You can infuse a firearm you are holding with your heartstone's energy. For 1 minute, you deal an additional 1d6 force damage with the first attack you make each round. Once you use this feature, you cannot do so again until you finish a long rest.
- You can ignore the loading property of firearms you wield while you are carrying your heartstone.
Glittering Intellect [Racial]
Prerequisites: Gnome race, Heartstone Bond feat Your keen mind allows you to understand complex problems quickly, often solving puzzles and mysteries with ease.- You gain proficiency in your choice of Investigation or Arcana.
- While holding your heartstone, you can cast Detect Magic at will, but only as a ritual.
Gnomish Cunning [Racial]
Prerequisites: Gnome race Your mind is particularly resilient, allowing you to shrug off mental magic and trickery with ease. When you fail an Intelligence, Wisdom, or Charisma saving throw against a spell or magical effect, you can use your reaction to reroll the save. You must use the new result. Once you use this feature, you cannot use it again until you finish a short or long rest.Heartstone Bond [Racial]
Prerequisites: Gnome race Your heartstone, a symbol of your connection to the world and your gods above, grants you unique magical power. While hold it you gain the following benefits:- You can cast Detect Magic without expending a spell slot. Intelligence is your spellcasting ability for this spell. Once you cast this spell this way, you cannot do so again until you finish a long rest.
- You can touch your heartstone and regain one expended spell slot of a level equal to or less than your highest Power Reservoir. You cannot do so again until you finish a long rest. If you do not have any missing spell slots, you can instead regain the ability to cast Detect Magic using this feat.
Master of Illusions [Racial]
Prerequisites: Gnome race, Trickster's Guile feat Your natural affinity for illusion magic allows you to create more convincing and powerful illusions.- When you cast the Minor Illusion cantrip, you can do so without the need for material components.
- When you cast an Illusion spell of 1st level or higher with a duration of 1 minute or greater, you can increase the duration by a number of minutes equal to your higher Power Reservoir. Once you use this feature, you cannot use it again until you finish a short or long rest.
- You have advantage on Intelligence (Investigation) checks to determine the nature of illusions and on checks to disbelieve illusions.
Moonlit Stealth [Racial]
Prerequisites: Gnome race, Ice Gnome subrace Your connection to your heartstone makes you particularly stealthy, especially in cold environments.- You gain proficiency in your choice of Stealth or Survival.
- While you are in dim light or darkness, you can use your bonus action to Hide.
- When you are in a cold environment or on snow, creatures have disadvantage on checks to track you or detect your presence.
Moonstone Resilience [Racial]
Prerequisites: Gnome race, Moonlit Stealth feat, Constitution 13 Your heartstone fortifies you against the cold and makes you exceptionally hardy.- You gain resistance to cold damage.
- While you are holding your heartstone, you can cast Armor of Agathys once without expending a spell slot or material components. Intelligence is your spellcasting ability for this spell. Once you cast this spell in this way, you cannot do so again until you finish a long rest.
- When you take cold damage while holding your heartstone, you can use your reaction to reduce the damage by an amount equal to your Constitution modifier.
Riverborne Illusionist [Racial]
Prerequisites: Gnome race, River Gnome subrace Your heartstone and webbed limbs make you one with the rivers, granting you unparalleled swimming skills.- Your swimming speed increases by 10 feet.
- While holding your heartstone, you can cast Create or Destroy Water once without expending a spell slot. Intelligence is your spellcasting ability for this spell. Once you cast this spell in this way, you cannot do so again until you finish a long rest.
Sapphire River's Grace [Racial]
Prerequisites: Gnome race, Riverborne Illusionist feat You have learned to combine your illusion magic with the water, creating shifting mirages and watery tricks.- When you are holding your heartstone and are within 30 feet of a body of water at least 10 feet in any direction and 5 feet deep, you can cast the Mirror Image spell without expending a spell slot. These mirror images disappear if you are not within 90 feet of a body of water of sufficient size at any point. When you cast this spell in this way, you cannot do so again until you finish a long rest.
- When you cast an illusion spell within 30 feet of standing water, you can cause the illusion to cast a reflection in the water, giving creatures disadvantage on their first saving throw to disbelieve the illusion.
Tinker's Precision [Racial]
Prerequisites: Gnome race, Tinker Gnome subrace, Dexterity 13 You have abandoned much of your magical potential to focus on creating intricate technology.- You gain proficiency in your choice of Tinker's Tools or Smith's Tools. If you are already proficient, you gain expertise instead.
- When you craft a technological device, such as a firearm or mechanical contraption, it takes you have the time to do so.
Trickster's Guile [Racial]
Prerequisites: Gnome race, Spellcasting or Pact Magic class feature Your Faerie heritage has heightened your talent for trickery and illusion.- You learn the Minor Illusion cantrip. Intelligence is your spellcasting ability for this spell.
- When you cast an Illusion spell of 1st level or higher, you can make the spell more convincing as a reaction. Creatures have disadvantage on their first saving throw to disbelieve the illusion. Once you do so, you cannot do so again until you finish a short or long rest.
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Balanced Ancestry [Racial]
Prerequisites: Half-Elf subrace Your heritage grants you a balance of both worlds, blending human versatility with elven precision and agility.- You gain proficiency in one skill or tool of your choice.
- When you make an attack roll, ability check, or saving throw, you can grant yourself advantage on that roll. Once you use this feature, you cannot do so again until you finish a short or long rest.
Charismatic Diplomat [Racial]
Prerequisites: Half-Elf subrace, Charisma 13 Your experience navigating both human and elven societies has made you a skilled negotiator and diplomat between different peoples.- You gain proficiency in your choice of Persuasion or Deception. If you are already proficient, you gain expertise instead.
- When you use the Help action to assist another creature with a Charisma-based skill check, the creature can use either their Charisma modifier or your own.
Elven Grace, Human Grit [Fighter] [Racial]
Prerequisites: Half-Elf subrace, Dexterity 13, Constitution 13 You possess both the innate elven grace and the human determination that allows you to push through adversity.- When you roll a Dexterity or Constitution saving throw, you can choose to roll the save with advantage. Once you use this feature, you cannot do so again until you finish a long rest.
- When you use the Dash action, you gain a +1 bonus to AC until the start of your next turn.
Glimpse of the Elders [Racial]
Prerequisites: Half-Elf subrace, Wisdom 15 You can tap into the wisdom of your elvish ancestors, gaining insights from their centuries of knowledge, while your human nature allows you to act decisively on it.- During a long rest, you can enter a trance-like state for 10 minutes, during which you can commune with an ancestral spirit. When you do, you gain proficiency in one skill, weapon, and language for 24 hours. Once you use this feature, you cannot do so again for 1 week.
- You learn the Guidance cantrip. You can only cast it on yourself, and Wisdom is your spellcasting ability for this spell.
Innate Charm [Racial]
Prerequisites: Half-Elf subrace, Charisma 13 Your natural charisma is enhanced by the enchanting presence of your elven blood, making it easy for you to influence others.- You learn the Friends cantrip. Charisma is your spellcasting ability for this spell.
- When you cast a spell that charms a creature, you can choose to extend the duration of the charm effect by 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
Blood of Fury [Fighter] [Racial]
Prerequsites: Half-Orc subrace, Constitution 13 Your orcish blood fuels your strength and rage in battle, allowing you to tap into an inner fury that drives you forward.- When you are bloodied, you can use your reaction to enter a battle fury for 1 minute. During this time, you have advantage on melee weapon attacks. When your next melee weapon attack in this time hits a target, you deal 1d12 additional damage and this feature ends. When you use this feature, you cannot do so again until you finish a short or long rest.
- When you use your Relentless Endurance racial feature, you gain a +1 bonus to AC for 1 minute, and you regain additional hit points equal to your Constitution modifier.
Bloodied but Unbroken [Fighter] [Racial]
Prerequsites: Half-Orc subrace, Blood of Fury feat, Constitution 16 You are exceptionally resilient in the face of mortal danger, using the threat of death as fuel to continue fighting.- While in your battle fury state from your Blood of Fury feat, you retain advantage on melee weapon attacks for the full 1 minute regardless of if you hit a creature or not.
- When you use your Relentless Endurance racial feature or roll a 20 on a death saving throw, you gain temporary hit points equal to half your level + your Constitution modifier.
Brutal Determination [Fighter] [Racial]
Prerequsites: Half-Orc subrace, Bloodied but Unbroken feat Your fierce determination and will to survive drive you to keep fighting, no matter the odds.- When you use your Relentless Endurance racial feature, you can make a melee weapon attack as a reaction.
- When you roll a death saving throw, you can treat the roll as though it were a 20 on the die. Once you use this feature, you cannot do so again until you finish a long rest.
Cultural Ambidexterity [Racial]
Prerequsites: Half-Orc subrace You have learned to balance your human adapatability and orcish instincts, making you a versatile and capable individual in both combat and social situations.- You gain proficiency in one skill and one tool of your choice.
- When you make a saving throw you are not proficient in, you can add your proficiency bonus. When you do so, you cannot do so again until you finish a short or long rest.
Relentless Endurance Mastery [Racial]
Prerequsites: Half-Orc subrace, Constitution 13 Your ability to endure and survive is more refined than most, allowing you to push through even when others would fall. You can use Relentless Endurance an additional time, regaining all expended uses when you finish a long rest.Bountiful Luck [Racial]
Prerequisites: Halfling race Whenever a creature 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 creature reroll the die. The creature must use the new roll.Comfort of the Hearth [Racial]
Prerequisites: Halfling race Your connection to your home makes you resilient and grants you comfort even when you are far from it.- When you take damage, you can use your reaction to reduce the damage by an amount equal to your highest Power Reservoir. You can use this feature a number of times equal to your highest Power Reservoir, regaining all expended uses when you finish a long rest.
- You have advantage on saving throws against being frightened while you are within 30 feet of a friendly creature.
Culinary Expertise [Racial]
Prerequisites: Halfling race, Wisdom 13 Your culinary talents have taken on a nearly supernatural quality, allowing you to imbue your food with special properties.- You gain proficiency with Cook's Utensils if you don't already have it. If you are already proficient, you gain expertise instead.
- When you prepare a meal for at least 1 hour, which can be done during a short rest, you can imbue it with one of the following effects. The meal must be prepared with at least 1 gp worth of ingredients and can feed up to 6 small- or medium-sized creatures.
- Fortifying Feast: The meal grants those who eat it temporary hit points equal to your highest Power Reservoir.
- Soothing Stew: The meal removes one level of exhaustion from those that consume it.
- Energizing Snack: The meal grants those who eat it a +5 bonus to their Speed for 1 hour.
Halfling Luckmaster [Racial]
Prerequisites: Halfling race You are exceptionally luck, even for a Halfling, and fate often smiles upon your efforts. Your Lucky racial feature applies to both rolls of 1 or 2, rather than only 1.Hearthkeeper [Racial]
Prerequisites: Halfling race, Culinary Expertise feat, Wisdom 15 Your connection to the comforts of home and culinary arts furthers your special meals' properties.- When you prepare a special meal as per your Culinary Expertise feat, the meal can feed up to 8 creatures in total.
- Any creature that eats one of your special meals gains an additional 1d6 hit points if they spend any hit dice during the short rest to regain hit points.
- During a long rest, you can prepare a Hearty Feast at the cost of 10gp worth of materials and 2 hours of work. Up to 8 creatures who partake in this meal gain temporary hit points equal to your level for the next 8 hours.
Adapted Cantrip [Racial]
Prerequisites: Human race, Spellcasting or Pact Magic class feature Through study of multiple magical traditions, you've altered a spell to suit your spellcasting style. Choose one cantrip from a class you have no levels in. You learn this spell, and it counts as a spell of the class you used to qualify for this feat from. For example, if you have the spellcasting class feature from the Wizard class, the cantrip counts as a Wizard spell and you use Intelligence to cast it.Adaptable Combatant [Fighter] [Racial]
Prerequisites: Human race, Fighting Style class feature Humans are natural-born warriors, able to adjust their combat tactics on the fly. Whenever you finish a long rest, you may change one Fighting Style you know for another from the same class.Blessing of the Wild [Racial]
Prerequisites: Human race, Botari subrace Your bond with nature strengthens your body and grants you heightened awareness in the wild.- You can move through nonmagical difficult terrain without expending extra movement, though you still cannot shift through such movement.
- You have advantage on saving throws against diseases and the poisoned condition.
Bond of Unity [Racial]
Prerequisites: Human race, Thornlayan subrace You have learned to work as one with others, no matter their origin.- When you take the Help action, you can aid two creatures instead of one if they are both within 5 feet of you.
- When a creature you can see within 5 feet of you is targeted by an attack while you are holding a shield, you can use your reaction to grant them a +2 bonus to their AC until the start of your next turn, or until that creature is no longer within 5 feet of you or you can no longer see that creature.
Bounce Back [Racial]
Prerequisites: Human race, Thornlayan subrace Whenever you roll a natural 20 on a death saving throw, you gain additional hit points equal to 1d4 + your Constitution modifier. Additionally, the first time you fall Unconscious, you do not gain any Exhaustion.Cooperative Nature [Racial]
Prerequisites: Human race; Botari, Cetandari, Fahryte, Kuneiri, or Ryushin subrace The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You can take the Help action as a bonus action.Cooperative Soul [Racial]
Prerequisites: Cooperative Nature feat, 9th level You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. When you grant a creature advantage using the Help action, the target instead rolls three dice and takes the highest of the three.Cultural Chameleon [Racial]
Prerequisites: Human race; Botari, Cetandari, Fahryte, Kuneiri, or Ryushin subrace You're exceptionally skilled at picking up the tricks of other races and cultures. You gain the effects of a racial feat of the Dwarf, Elf, Gnome, or Halfling races of your choice, but the feat must have no prerequisite outside of the race.Draconic Spirit [Racial]
Prerequisite: Human race, Ryushin subrace Your soul is infused with draconic might.- When you fail a saving throw against an arcane spell or effect, you can reroll the die and must use the new roll. Once you use this feature, you cannot do so again until you finish a short or long rest.
- You have advantage on saving throws against the frightened condition.
Dragon Spit [Racial]
Prerequisites: Human race, Ryushin subrace Many Ryushin claim to have dragon blood in their veins, and in your case, this is true—you can spit energy, and you might have an especially visible sign of your draconic heritage. Choose one of the following cantrips: Acid Splash, spark, firebolt, or Ray of Frost. You can cast this spell at will, using Charisma as your spellcasting modifier, and when you cast it, the spell's energy emerges from your mouth.Dragon's Companion [Racial]
Prerequisite: Human race, Ryushin subrace Your close bond with dragons grants you draconic insight and strength.- You learn to speak, read, and write Lung Draconic.
- You can communicate basic emotions (like fear, trust, or hostility) with any dragon you encounter, regardless of the languages that dragon speaks.
- When you make a Charisma (Persuasion) or Charisma (Intimidation) check, you can draw upon your draconic bond to grant yourself advantage on that check. You can use this feature a number of times equal to your Proficiency bonus, regaining all expended uses when you finish a long rest.
Enduring Spirit [Fighter] [Racial]
Prerequisites: Human race Humans are incredibly resilient when they need to be, able to push well beyond their normal limits.- When you drop to 0 hit points but aren't killed outright, you can drop to 1 hit point and gain 1 level of exhaustion instead. You can't use this feature again until you finish a long rest.
- You can reduce one additional level of exhaustion when you finish a long rest.
Everlife Pact Scholar [Racial]
Prerequisites: Human race, Kuneiri subrace As part of your studies into the Everlife Pact, you have gained insight into necromantic energies.- When you take necrotic or negative energy damage, you can grant yourself resistance to that damage until the beginning of your next turn. You can do so a number of times equal to your Proficiency modifier, regaining all expended uses when you finish a long rest.
- You can cast False Life at 1st level without expending a spell slot. Intelligence is your spellcasting ability for this spell. You can't use this feature again until you finish a short or long rest.
Flexible Thinker [Racial]
Prerequisites: Human race Humans can rapidly change their approach when faced with new challenges.- When you fail an Intelligence, Wisdom, or Charisma saving throw, you can reroll the saving throw and must use the new roll. You can't do so again until you finish a long rest.
- You are able to use the Help action as a bonus action, but this special Help action only applies to attack rolls of the Helped target, and so cannot be used to grant advantage against a target or aid with skill checks.
Fury of the North [Racial]
Prerequisites: Human race, Fahryte subrace The fury of your people grants you strength in combat, allowing you to strike with deadly force. When you hit a creature with a handaxe, battleaxe, or spear, you can add an extra 1d6 cold damage to the damage roll. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.Heroic Adventurer [Racial]
Prerequisites: Human race, Cetandari subrace Your wanderlust and experience on the road have sharpened your instincts and stamina.- You have advantage on Survival checks when tracking creatures or foraging for food and water.
- When traveling for an hour or more, difficult terrain doesn't slow your group's travel, and your party can move an additional 5 miles per day on foot.
- When you take the Dash action, you can move an additional 10 feet and ignore nonmagical difficult terrain. If you move in a straight line, you can instead move an additional 20 feet.
Human Determination [Fighter] [Racial]
Prerequisites: Human race You are filled with a determination that can draw the unreachable within your reach. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.Master Duelist [Racial]
Prerequisites: Human race, Cetandari subrace Your culture of dueling has honed your skill with swords to a level few can match.- You gain proficiency in your choice of Athletics or Acrobatics. If you are already proficient, you gain expertise.
- While wielding a broadsword, shortsword, longsword, or greatsword, you can treat the weapon as though it has Brutal 2.
- When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack using a shortsword, longsword, or greatsword against the attacker. You can't do so again until you finish a short or long rest.
Nomadic Endurance [Racial]
Prerequisites: Human race, Fahryte subrace Your nomadic life has made you resilient and capable of surviving in harsh environments.- You gain proficiency in your choice of Athletics or Animal Handling. If you are already proficient, you gain expertise.
- You can travel twice as long as normal before needing to rest and have advantage on saving throws to avoid exhaustion all sources.
- You ignore nonmagical difficult terrain caused by snow or ice.
Ocean's Grace [Racial]
Prerequisites: Human race, Thornlayan subrace Your life by the sea has granted you agility and endurance.- You gain a swimming speed equal to your walking speed.
- When wielding a spear or shortsword and a large shield, you can treat the shield as an offhand weapon, dealing bludgeoning damage equal to 1d4 + your Strength modifier on a hit.
- You have advantage on skill checks or saving throws to resist being knocked prone or moved against your will.
Quick Learner [Racial]
Prerequisites: Human race Humans are quick to learn new skills and adapt to their surroundings.- You learn one additional language or gain proficiency in one skill of your choice.
- When you make an Intelligence (Arcana, History, Nature, Psionics, or Religion) check, you can add your proficiency bonus to the roll, even if you are already proficient in that skill but not if you are an expert in that skill. You can't do so again until you finish a short or long rest.
Spirit Walker [Racial]
Prerequisites: Human race, Botari subrace Your spiritual connection with nature and the spirits grants you profound insight and protection.- You can cast Detect Magic or Speak with Animals once per short rest without expending a spell slot. Wisdom is your spellcasting ability for these spells.
- You gain proficiency in your choice of Nature or Survival. If you are already proficienct, you gain expertise instead.
- When you miss with an attack with a javelin, spear, or sling, you can reroll the attack roll, taking the new roll. You can't do so again until you finish a long rest.
Tactical Opportunist [Fighter] [Racial]
Prerequisites: Human race Humans are quick to seize opportunities on the battlefield, often catching enemies off guard. When you make an attack roll against a creature and don't have disadvantage on the attack roll, you can grant yourself advantage on the attack roll. You can do so a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.Undying Knowledge [Racial]
Prerequisites: Human race, Kuneiri subrace Your millenia-old tradition of magic and undeath has sharpened your ability to manipulate necromantic forces.- You learn one Wizard cantrip from the school of Necromancy. Intelligence is your spellcasting ability for this spell.
- When a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to immediately stabilize it. You can't do so again until you finish a long rest.
- When you fail a saving throw against a Necromancy spell or effect, you can reroll the saving throw, taking the new roll. You can't do so again until you finish a long rest.
Versatile Expertise [Racial]
Prerequisites: Human race Humans are known for their adaptability and skill in multiple fields. When you finish a long rest, choose a skill you are proficient in. You gain expertise in that skill until you finish a long rest.
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Baleful Breath [Racial]
Prerequisites: Kobold race, Wretched Reserves feat, Charisma 15, No Blessed Breath feat You can channel the breath of corrupted metallic dragons, using it to contaminate the world around you. You can use your action to exhale a breath of negative energy in a 15-foot cone. Each creature within the cone must make a Constitution saving throw, taking negative energy damage equal to 3d6 + your Charisma modifier and having disadvantage on saving throws against being poisoned until the start of your next turn. Once you use this feature, you cannot do so again until you finish a long rest. As this is Negative Energy, Undead creatures instead regain hit points equal to half the damage that would be dealt, and do not need to make a saving throw against the breath.Blessed Breath [Racial]
Prerequisites: Kobold race, Healing Reserves feat, Charisma 15, No Baleful Breath feat You can channel the breath of the mighty platinum dragons, using it to cleanse the world around you. You can use your action to exhale a breath of positive energy in a 15-foot cone. Each creature within the cone regains hit points equal to 1d6 + your Charisma modifier and has advantage on saving throws against being poisoned until the start of your next turn. Once you use this feature, you cannot do so again until you finish a long rest. As this is Positive Energy, Undead creatures instead take Positive Energy damage equal to twice the amount that would be healed, or half as much on a successful Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier).Brightbox Explosive [Racial]
Prerequisites: Kobold race, Explosive Traps feat You can infuse special chemicals and light-producing organisms into your traps. When you create a trap as per your Explosive Traps feat, you can choose to create a Brightbox Explosive. When this trap is triggered, in addition to the effects of the Explosive Traps feat, each creature that fails its saving throw is blinded until the start of your next turn.Caustic Warfare [Racial]
Prerequisites: Kobold race, Poison Bombs feat You are able to create far more potent toxins in your bombs. When you create a trap as per your Poison Bombs feat, you can choose to create a Caustic Bomb. When this trap is triggered, in addition to the effects of the Poison Bombs feat, each creature that fails its saving throw takes 2d6 acid damage, or half as much on a success.Concussive Force [Racial]
Prerequisites: Kobold race, Junk Serration feat You are able to pack in excess weight into your traps. When you create a trap using two uses of your Trap Setter feat as per your Junk Serration feat, you can create an exceptionally heavy bomb. When this bomb hits a creature, the creature takes 1d8 bludgeoning damage.Contract Enforcer [Racial]
Prerequisites: Kobold race, Tail-Reload feat, Lawful alignment Your divine connection to Verismol enables you to track down and incapacitate targets with ruthless efficiency.- You gain proficiency in your choice of Investigation or Insight. If you are already proficient, you gain expertise instead.
- You can cast Hunter's Mark once without expending a spell slot. Wisdom is your spellcasting ability for this spell. Once you cast this spell in this way, you cannot do so again until you finish a long rest.
Crystalline Barrier [Psionic] [Racial]
Prerequisites: Kobold race, Gemblooded feat You can manifest a protective barrier of psionic energy, shielding yourself and your allies. As a bonus action, you can manifest a crystalline barrier of psychic energy around yourself or a creature you can see within 10 feet. The barrier provides temporary hit points equal to your Intelligence modifier + your level. These temporary hit points last for 1 minute or until depleted. Once you use this feature, you cannot do so again until you finish a long rest.Crystalline Reserves [Psionic] [Racial]
Prerequisites: Kobold race, Crystalline Barrier feat You have larger reserves of defensive mental energy, allowing you to grant greater protection. You can use your Crystalline Barrier one additional time, regaining all expended uses when you finish a long rest.Deadeye Marksman [Racial]
Prerequisites: Kobold race, Shadowed Hunter feat or Contract Enforcer feat Your skill with crossbows allows you to take precise shots, targeting weak points in your enemies' defenses. You learn the True Strike cantrip. Wisdom is your spellcasting ability for this cantrip. You can cast this spell as a bonus action a number of times equal to twice your highest Power Reservoir, regaining all expended uses when you finish a long rest.Draconic Aegis [Racial]
Prerequisites: Kobold race, Metallic Blessing feat Your draconic heritage allows you to manifest a shield of magical energy, protecting yourself and your allies from harm. When you or a creature you can see within 30 feet takes damage, you can use your reaction to reduce the damage by an amount equal to your Charisma modifier + your proficiency bonus. Once you use this feature, you cannot do so again until you finish a short or long rest.Draconic Presence [Heritage] [Racial]
Prerequisites: Kobold race, Dragonwrought feat Your draconic bloodline manifests as a presence that commands respect and fear from those around you.- You gain proficiency in Intimidation.
- You can use your action to unleash a menacing display, forcing creature of your choice within 10 feet to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creatures are frightened of you until the end of your next turn. Once you use this feature, you cannot use it again until you finish a short or long rest.
Draconic Rebirth [Heritage] [Racial]
Prerequisites: Kobold Race, Dragonwrought feat, 8th Level The draconic essence within you is strong enough to defy death for a time. When you are reduced to 0 hit points but not killed outright, you may instead drop to 1 hit point and explode with energy. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier), taking 2d10 damage of the type you gained resistance to from your Dragonwrought feat on a failure, or half as much on a success. Once you use this feat, you cannot do so again until you finish a long rest.Draconic Senses [Heritage] [Racial]
Prerequisites: Kobold race, Dragonwrought feat, Wyrm-Blessed Eyes feat, Wisdom 13 The power of your draconic ancestry has continued to sharpen your senses, allowing you to perceive the world like a true dragon. You gain blindsight to a range of 10 feet. If you already have blindsight, its range increases by 10 feet. As a bonus action, you can focus your senses, granting yourself Advantage on Wisdom (Perception) checks until the end of your turn. You can use this feature a number of times equal to your highest Power Reservoir, regaining all expended uses when you finish a long rest.Draconic Wings [Heritage] [Racial]
Prerequisites: Kobold race, Dragonwrought feat You sprout leathery draconic wings, allowing you to take to the air. You gain a flying speed equal to your base land speed. You cannot fly in light armor unless your Strength score is 11 or greater, in medium armor unless your Strength score is 14 or greater, and in heavy armor unless your Strength score is 17 or greater.Dragon's Claws [Heritage] [Racial]
Prerequisite: Kobold race, Dragonwrought feat, Strength 13 Your small claws grow stronger and sharper, allowing you to tear apart foes as easily as you would scratch an itch. Your claws are natural weapons, which you can use to make unarmed attacks. On a hit, your claws deal slashing damage equal to 1d6 + your Strength modifier.Dragon's Maw [Heritage] [Racial]
Prerequisites: Kobold race, Dragonwrought feat, Dragon's Claws feat, Wyrmling's Breath feat Your jaws have grown stronger and begun leaking elemental energy. Your mouth is a natural weapon. On a hit, your bite deals piercing damage equal to 1d6 + your Strength modifier, and deals an additional 1d4 damage of the same type you have resistance to from your Dragonwrought feat.Dragon's Roar [Heritage] [Racial]
Prerequisites: Kobold race, Dragonwrought feat, Draconic Presence feat Your voice carries the might of the ancient dragons, allowing you to unleash a terrifying roar that can stun your enemies. You can use your action to unleash a draconic roar. Each creature of your choice within 15 feet of you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be stunned until the end of your next turn. Once you use this feature, you cannot use it again until you finish a long rest. If you use this roar while under the effects of the Dragon's Breath spell granted by your Dragonwrought feat, you additionally deal 2d6 damage of your Dragon's Breath spell's damage type to each creature that fails its saving throw, or half as much on a success. If you do not have the Wyrmling's Breath feat, this deals damage to you as though you used Dragon's Breath.Dragonscale Defender [Heritage] [Racial]
Prerequisites: Kobold race, Dragonwrought feat You have learned to use your new scales to protect yourself better while keeping on your toes. When you take the Dodge action, you gain a +1 bonus to your AC until the start of your next turn.Dragonwrought [Heritage] [Racial]
Prerequisites: Kobold race, Constitution 15, Charisma 15, 1st Level Only Your draconic heritage has awakened in your, granting you powers that reflect the ancient dragons your kind reveres.- Your creature types becomes Dragon rather than Humanoid, and you lose the Dragonblood subtype.
- You gain resistance to one of the following damage types: acid, cold, fire, lightning, or poison. Once chosen, this cannot be changed. If you are a Dragonblood Kobold, you instead gain immunity to the damage type you chose for your Damage Resistance racial trait.
- You grow tough draconic scales of a color determined by the damage resistance granted by this feat: acid (black or copper), cold (white or silver), fire (red or gold), lightning (blue or bronze), or poison (green or brass).
- You can cast the Dragon's Breath spell once without expending a spell slot or spell components targeting yourself. When you cast this spell in this way, it can only deal damage of the same type as the damage resistance granted by this feat and you can only target yourself with it. Once you cast this spell in this way, you cannot do so again until you finish a long rest. Whenever you use the action granted by this feat, you take 1d6 damage of the same type the spell deals as energy overwhelms your body.
- You lose the Sunlight Sensitivity racial trait.
Explosive Traps [Racial]
Prerequisites: Kobold race, Trap Setter feat You have mastered the art of creating dangerous traps that can blast your foes away. When you create a trap as per your Trap Setter feat, you can choose to create an Explosive Trap. When this trap is triggered, each creature within 5 feet of it must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature takes 2d8 fire damage, or half as much on a success.Gemblooded [Psionic] [Racial]
Prerequisites: Kobold race, Brightmind Kobold subrace, Intelligence 13 Your innate psionic nature has further awakened, granting you greater control over your mental powers. You learn one additional psionic power from your Psionic Mind racial feature. Additionally, you learn the Shared Thoughts power. Intelligence is your manifesting ability for each of these powers.Brightmind Ascendant [Psionic] [Racial]
Prerequisites: Kobold race, Crystalline Barrier feat, Mental Overload feat, Mind Fortress feat, Precognitive Reflexes feat You have reached the pinnacle of your natural psionic potential, becoming a master of mental power amongst brightmind kobolds.- Choose two powers from the following list: adapt, minor acceleration, penetrating sight, precognition, sharpened senses, sixth sense. You are always under the effects of the chosen powers.
- You regain the use of your Powerful Foresight racial trait when you finish a short or long rest.
Healing Radiance [Racial]
Prerequisites: Kobold race, Metallic Blessing feat, Ability to cast Cure Wounds using your Magic of the Metallics racial trait You can channel radiant energy through your magic, providing powerful bursts of healing.- When you cast Cure Wounds using your Magic of the Metallics trait, you can choose to emit a burst of healing energy. Each creature within 10 feet of you regains hit points equal to your Charisma modifier. Once you use this feature, you cannot do so again until you finish a long rest.
- You can cast Healing Word once using your Magic of the Metallics racial trait. Once you cast this spell in this way, you cannot do so again until you finish a long rest.
Healing Reserves [Racial]
Prerequisites: Kobold race, Healing Radiance feat You have larger reserves of healing energy within your body, allowing you to cast more spells. You gain an additional charge for your Magic of the Metallics trait. You can use this charge only to cast Cure Wounds or Healing Word.Junk Serration [Racial]
Prerequisites: Kobold race, Trap Setter feat, 5th level You are able to apply additional parts to your traps, making them exceptionally dangerous. When you create a trap as per your Trap Setter feat, or another feat that requires the Trap Setter feat such as Poison Bombs, you can expend an additional use of Trap Setter to line the trap with junk serration. When this trap is triggered, the triggering creature takes 2d6 slashing damage on a failed save, or half as much on a success.Marked for Death [Racial]
Prerequisites: Kobold race, Shadowed Hunter feat or Contract Enforcer feat, Verismol's Own Aim feat Your connection to Verismol allows you to mark a target for certain death. As a bonus action, you can designate a creature you can see within 60 feet of you as Marked for Death for 1 minute. While a creature is marked in this way, you deal an additional 1d4 damage whenever you hit it with a weapon attack, and your critical hit range against the target is increased by 1. When you reduce a marked creature to 0 hit points, you gain temporary hit points equal to your level. You can use this feature once, regaining the use of this feature when you finish a long rest or when the marked creature dies before the end of the duration.Mental Overload [Psionic] [Racial]
Prerequisites: Kobold race, Gemblooded feat You have learned to push your mental powers beyond their normal limits, unleashing powerful bursts of energy.- When you deal damage with a psionic power, you can choose to deal an additional 1d4 psychic damage to one of the creatures that take damage from the power. You can use this feature a number of times equal to your higher Power Reservoir, regaining all expended uses when you finish a short or long rest.
- When you take psychic damage, you can use your reaction to absorb the energy, reducing the damage you take by an amount equal to your Intelligence modifier + your proficiency bonus. Once you use this feature, you cannot use it again until you finish a short or long rest.
Metallic Blessing [Racial]
Prerequisites: Kobold race, Glisterblood Kobold subrace Your metallic dragon ancestry has granted you the ability to channel healing and protective magic more effectively.- You gain proficiency in your choice of Medicine or Religion.
- You can cast Cure Wounds or Inflict Wounds using your Magic of the Metallics trait, regardless of your alignment.
- When you cast Cure Wounds using your Magic of the Metallics trait, the target gains temporary hit points equal to your Charisma modifier. When you cast Inflict Wounds using your Magic of the Metallics trait and deal damage, the target has disadvantage on its next attack roll before the start of your next turn.
Mind Fortress [Psionic] [Racial]
Prerequisites: Kobold race, Gemblooded feat Your psionic powers have strengthened your mind, making you resistant to mental intrustions and allowing you to shield others.- When a creature you can see within 10 feet of you takes psychic damage, you can use your reaction to grant that creature resistance to psychic damage until the beginning of your next turn.
- When a creature within 30 feet attempts to read your thoughts or use an ability that would charm or frighten you, you can use your reaction to reflect their probing back at them. The creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be stunned until the end of its next turn. Once you use this feature, you cannot do so again until you finish a long rest.
Negative Burst [Racial]
Prerequisites: Kobold race, Metallic Blessing feat, Ability to cast Inflict Wounds using your Magic of the Metallics racial trait You can channel negative energy more easily, allowing it to burst out of you.- When you cast Inflict Wounds using your Magic of the Metallics trait, you can choose to emit a burst of negative energy. Each creature of your choice within 10 feet of you must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking negative energy damage equal to 1d8 + your Charisma modifier on a failure.
- When you cast Inflict Wounds using your Magic of the Metallics trait, its range increases from Touch to 15 feet.
Pack Tactics Mastery [Racial] [Teamwork]
Prerequisites: Kobold race, 4th Level You have mastered the art of fighting alongside your allies, using their presence to overwhelm your enemies. Whenever you would gain Advantage on a melee weapon attack using your Pack Tactics racial feature, you may choose not to gain advantage instead. If you do so, you deal an additional 1d6 points of damage if you hit. Teamwork Bonus: If you are within 10 feet of at least two friendly creatures who also have this feat, you gain the bonus to damage even if you use Pack Tactics to gain Advantage on the attack roll. If you are within 10 feet of at least four friendly creatures who also have this feat, you may apply it to ranged attack rolls targeting a creature within 30 feet of you.Poison Bombs [Racial]
Prerequisites: Kobold race, Trap Setter feat You are able to create poison gas bombs that weaken and disable your foes. When you create a trap as per your Trap Setter feat, you can choose to create a Poison Bomb. When this trap is triggered, each creature within 10 feet of it must make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature takes 2d6 poison damage and is poisoned until the start of your next turn, or half as much damage and not poisoned on a success.Precognitive Reflexes [Psionic] [Racial]
Prerequisites: Kobold race, Gemblooded race Your ability to see brief glimpses of the future allows you to react to danger more effectively. When you roll for initiative, you can choose to roll with advantage. Once you use this feature, you cannot use it again until you finish a long rest. Attacks of opportunity are made with disadvantage against you.Tyrant's Will [Heritage] [Racial]
Prerequisites: Kobold race, Dragonwrought feat You gain the force of personality to dominate lesser beings just as a true dragon commands its domain. You can cast Command once without expending a spell slot. Charisma is your spellcasting ability for this spell. Once you cast this spell, you cannot do so again until you finish a short or long rest. Additionally, you have advantage on Charisma (Intimidation) checks against creatures of CR 1 or lower.Quickthrow [Racial]
Prerequisites: Kobold race, Trap Reserves feat, 5th level You are able to assemble and use your traps much quicker than others. When you use an action to create and throw a trap as per your Trap Setter feat, or another feat that requires the Trap Setter feat, you can choose to create and throw two traps instead of one.Shadowed Hunter [Racial]
Prerequisites: Kobold race, Tail-Reload feat You are able to blend into the shadows, making you a deadly hunter.- You gain proficiency in Stealth. If you are already proficient, you gain expertise instead.
- While in dim light or darkness, you can take the Hide action as a bonus action.
- When you hit a creature with a ranged weapon attack while hidden, you deal an additional 1d6 damage. You can use this feature a number of times equal to your highest Power Reservoir, regaining all expended uses when you finish a long rest.
Skirmisher's Cohesion [Racial] [Teamwork]
Prerequisites: Kobold race You know how to coordinate with your allies to quickly reposition in battle, taking advantage of your numbers. When you take the Disengage action, your movement speed is increased by 10 feet until the end of your turn. Teamwork Benefit: While you are within 15 feet of at least one friendly creature who also has this feat, you and that creature's speed each increase by 15 feet until the start of your next turn instead.Snare Specialist [Racial]
Prerequisites: Kobold race, Trap Setter feat You have refined the art of creating traps that entangle your foes, leaving them vulnerable. Whenever a creature fails its saving throw against a trap you created using your Trap Setter feat, the creature is restrained until the end of their next turn.Tail Grip [Racial]
Prerequisites: Kobold race, Tail-Reload feat You are able to use your tail to get extra grip on larger crossbows, allowing you to make use of them even if you lack strength. When using a Heavy Crossbow, you do not have disadvantage on the attack rolls even if you lack the strength for the Heavy property.Tail of the Bounty Hunter [Racial]
Prerequisites: Kobold race, Tail Grip feat Your tail's dexterity has improved, allowing you to wield weapons with even greater finesse.- Your tail is a natural weapon, dealing bludgeoning damage equal to 1d6 + your Strength modifier on a hit.
- You can use your tail to hold and attack with light melee weapons.
- When you successfully attack with your tail or a weapon held in your tail including a heavy crossbow held as per your Tail Grip feat, you can use your reaction to attempt to disarm the target of the attack. The target must succeed on a Strength saving throw (DC 8 + your proficient bonus + your Dexterity modifier) or drop one item it is holding. You can use this feature a number of times equal to your highest Power Reservoir, regaining all expended uses when you finish a long rest.
Tail-Reload [Racial]
Prerequisites: Kobold race, Verismol Bloodline Kobold subrace Your prehensile tail allows you to handle crossbows with increased speed, making you a more effective marksman.- You gain proficiency with light crossbows and hand crossbows.
- You can use your tail to reload a crossbow, allowing you to ignore the loading property of crossbows.
- When you take the Attack action with a crossbow, you can use a bonus action to make one additional attack with a crossbow. You can use this feature a number of times equal to your highest Power Reservoir, regaining all expended uses when you finish a long rest.
Telepathic Manipulation [Psionic] [Racial]
Prerequisites: Kobold race, Gemblooded feat Your psionic power allows you to subtly influence the minds of those around you. You learn the Influence and RRead Thoughts powers. You can manifest both at will without making a manifestation test.Tunnel Network [Racial] [Teamwork]
Prerequisites: Kobold race, Tunnel Kobold subrace Your experience digging tunnels and creating hidden paths allows you to navigate underground with ease. You gain a burrowing speed of 10 feet. This speed does not allow you to burrow through stone or solid rock. If you lack tools to move these materials, such as a shovel, this speed is reduced to 5 feet. Teamwork Benefit: For each friendly creature within 10 feet of you that is using their burrow speed granted by this feat, your burrowing speed increases by 5 feet.Trap Reserves [Racial]
Prerequisites: Kobold race, Trap Setter feat You are more adept at creating more traps with less parts, allowing you to stretch your supplies further. The number of traps you can create using your Trap Setter feat is increased by 2. Special: You can take this feat any number of times. Each time you take it after the first, increase the number of traps you can create by 1.Trap Setter [Racial]
Prerequisites: Kobold race, Intelligence 13 You have an innate talent for creating traps quickly and efficiently, making you a dangerous opponent in familiar territory.- You gain proficiency with Tinker's Tools.
- Using a set of Tinker's Tools as an action, you can fabricate a quick trap to wrong-foot a creature nearby. It can be used in one of the following ways:
- You can throw a trap at a creature within 30 feet of you, making a ranged weapon attack to hit the creature. On a failure, the next attack roll against that creature is made with advantage. Throwing a trap in this way can be done as part of the action used to create the trap.
- You can set a trap as an action. The next creature to enter that space within 8 hours must make a Dexterity saving throw. On a failure, the creature's speed is set to 0 until the end of their next turn, and the next attack roll against that creature is made with advantage.
- Regardless of how the trap is used, you can create a number of traps equal to your higher Power Reservoir, regaining all expended uses when you finish a long rest.
Verismol's Own Aim [Racial]
Prerequisites: Kobold race, Tail-Reload feat You have received Verismol's blessing, allowing you to aim with divine precision.- When you make a ranged attack with a crossbow, you can choose to take a -2 penalty to the attack roll. If the attack hits, it deals an additional 2 damage.
- When you roll a 1 or 2 on a damage die for a ranged weapon attack you make with a crossbow, you can reroll the die and must use the new roll. You can use this feature a number of times equal to your highest Power Reservoir, regaining all expended uses when you finish a short or long rest.
Verismol's Vengeance [Racial]
Prerequisites: Kobold race, Deadeye Marksman feat, Contract Enforcer feat, Marked for Death feat You channel the wrath of Verismol, striking down your targets with divine retribution. As an action, you enter a state of enhanced focus for 1 minute or until you are incapacitated. During this time, you gain the following benefits:- When a creature you have marked with Hunter's Mark or Marked for Death deals damage to you or a friendly creature within 30 feet of you, you can use your reaction to make a weapon attack against that creature.
- You treat all crossbows as though they had the Deadly 1 property.
- You are under the effects of the Haste spell.
- You are resistant to damage caused by ranged attacks.
Wyrm-Blessed Eyes [Heritage] [Racial]
Prerequisites: Kobold race, Dragonwrought feat You have the senses of some true dragons awoken inside you, allowing you to see what is truly before you. You are always under the effects of the Detect Magic spell. When you use an action to see a faint aura around visible creatures or objects that bear magic, you do not learn its school of magic.Wretched Reserves [Racial]
Prerequisites: Kobold race, Negative Burst feat You have larger reserves of negative energy within your body, allowing you to cast more spells. You gain an additional charge for your Magic of the Metallics trait. You can use this charge only to cast Inflict Wounds.Wyrmling's Breath [Heritage] [Racial]
Prerequisites: Kobold race, Dragonwrought feat Your draconic heritage has strengthened, protecting you from the power that erupts forth. When you use the Dragon's Breath spell granted by your Dragonwrought feat, you no longer take damage. Additionally, you can shape the breath as a 20-foot line instead of a 15-foot cone.
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Demonic Awakening [Heritage] [Racial]
Prerequisites: Tiefling subrace Your bloodline has awoken demonic power within you. You gain resistance to lightning damage.Demonic Legacy [Heritage] [Racial]
Prerequisites: Demonic Awakening Feat Your latent demonic powers have awakened magical strength. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the phantasmal force spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.Devilish Legacy [Heritage] [Racial]
Prerequisites: Diabolic Awakening Feat Your latent diabolic powers have awakened magical strength. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. These are innate spells.Diabolic Awakening [Heritage] [Racial]
Prerequisites: Tiefling subrace Your bloodline has awoken diabolic power within you. You gain resistance to fire damage.Night Hag Awakening [Heritage] [Racial]
Prerequisites: Tiefling subrace Your bloodline has awoken latent night hag lineage. You gain resistance to cold damage.Soul Trader's Legacy [Heritage] [Racial]
Prerequisites: Night Hag Awakening Your latent night hag power haw awakened magical strength within you. You know the minor illusion cantrip. When you reach 3rd level, you can cast the sleep spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ray of enfeeblement spell once with this trait and regain the ability to do so when you finish a long rest. These are innate spells.Yugoloth Awakening [Heritage] [Racial]
Prerequisites: Tiefling subrace Your bloodline has awoken latent yugoloth lineage. You gain resistance to acid damage.Runeridden [Racial]
Prerequisites: Titanforged Race, Constitution 15 You are a powerful descendent of the mighty giants and have powerful runes carved into your skin. You gain one of the runes listed below and can use it per your Runescarred feature. You can take this feat multiple times, choosing one new rune each time. Each time you take this feat, the Constitution requirement of the feat increases by 1.- Rune of the Aegis. As a bonus action, you can discharge this rune to grant yourself some bit of protection. For 1 minute, you gain a +2 bonus to your AC.
- Rune of Blood. As an action, you can activate powerful healing magic inside your body. For 1 minute, any time you take slashing or piercing damage, your body quickly seals the wound. Reduce the damage from each such attack by 1d4.
- Rune of Ceaseless Hunger. While you have this rune carved into your skin and charged, you do not need to eat food. You still must drink water to survive. As an action, you can discharge this rune to make your weapon's hunger supernatural. On each of your turns for 1 minute, you can make an additional weapon attack. Whenever you hit with two or more weapon attacks in a turn, you must make a Constitution saving throw against 10 or half the damage dealt, whichever is greater, ending this effect on a failure. You make this saving throw at the end of your turn.
- Rune of the Endless Journey. While you have this rune carved into your skin and charged, your walk speed increases by 5 feet and you do not gain exhaustion from long travel, but still gain it naturally from other sources such as not sleeping. As a bonus action, you can discharge this rune, casting Expeditious Retreat on yourself.
- Rune of the Hated Foe. When you gain this rune, choose a creature type other than humanoid or giant. As a bonus action, you discharge this rune and gain a +5 bonus to AC for 1 minute against the chosen creature type. Whenever you are dealt damage, you must make a Constitution saving throw against 10 or half the damage dealt, whichever is greater, ending this effect on a failure.
- Rune of the King. As an action, you can discharge this rune, causing your armor or clothing to glow with regal brilliance for 1 minute. Any creature you hit with a melee weapon attack must make a Wisdom saving throw with a DC equal to 8 plus your Constitution saving throw plus your proficiency bonus. On a failure, the target is frightened of your until the start of your next turn.
- Rune of Life. While you have this rune carved into your skin and charged, you regain 2 additional hit points from any source that causes you to regain hit points with no additional effects. As a bonus action, you can discharge this rune to cause you or a creature you are touching to regain hit points equal to your level plus your Constitution modifier.
- Rune of Light. While you have this rune carved into your skin and charged, you can use a bonus action to shed bright light 10 feet out, and dim light for an additional 10 feet. As a bonus action, you can discharge this rune to channel your inner light to your weapon for 1 minute. Each melee weapon attack you make deals an additional 1d6 radiant damage. Whenever you are dealt damage, you must make a Constitution saving throw against 10 or half the damage dealt, whichever is greater, ending this effect on a failure.
- Rune of the Mountain. As an action, you can discharge this rune to grant yourself the strength of the mountain. For 1 minute, you gain resistance to bludgeoning, piercing, and slashing damage. Whenever you are dealt damage, you must make a Constitution saving throw against 10 or half the damage dealt, whichever is greater, ending this effect on a failure.
- Rune of the Protector. As an action, you touch a creature and discharge this rune, sharing their pain. For 10 minute, whenever the creature is dealt damage, it takes only half the damage, rounding up, and you take the rest.
- Rune of Warfare. As a bonus action, you discharge this rune and gain a powerful bloodlust. For 1 minute, any time you reduce a creature to 0 hit points, you may immediately make an attack against against an adjacent creature with advantage.
- Rune of the Wyrm. As a bonus action, you can discharge this rune and grant yourself a greater hatred for dragonkin, dragonborn, and kobolds. For 1 minute, you can sense the location of all dragons and dragonkin within 200 feet of you and your weapon attacks have their critical range increased by 1 against such creatures.
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Other Feats
Metamagic Feats
Metamagic feats alter spells in subtle or not-so-subtle ways, from removing components to granting them weapon properties. Metamagic feats are applied to spells when prepared or learned. A character can choose to apply a metamagic feat to a spell that it was not prepared or learned with, but this only applies to a spell with a casting time of 1 action or less, and the casting time becomes 1 Round, meaning it consumes the character's action, bonus action, and all movement for the round so the character cannot do anything except cast the modified spell. These modified spells cost higher level spell slots regardless of how they are applied.
Blinding Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that deals fire or radiant damage, you can cause it to flare brightly. To do so, you must expend a spell slot of two levels higher than normal and choose a creature targeted by the spell. The target must make a Constitution saving throw, being blinded for 1 minute on a failure (save ends). If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a blinding spell.Brutal Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that deals damage, you can empower it to be brutal like certain weapons. To do so, you must expend a spell slot at least one level higher than normal. When you do, the spell gains the Brutal property with a value equal to the number of slot levels above the normal that you spent plus one. For example, if you spend a slot one level higher than normal, the spell gains the Brutal 2 propery, and so any damage die that rolls a 1 is instead treated as though it was a 2. If you are a sorcerer, you can spend any number of additional sorcery points to cause a spell to be a brutal spell. When you do, the brutal property equals half the number of additional sorcery points you spend plus one. For example, if you spend 2 additional sorcery points, your spell gains the Brutal 2 property.Careful Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you must expend a spell slot of one level higher than normal and choose a number of those creatures up to your spellcasting modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a careful spell.Cerebral Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that requires an Intelligence or Charisma saving throw, you can cause it to target the other saving throw instead. To do so, you must expend a spell slot of two levels higher than normal. If you are a sorcerer, you can spend 3 sorcery points to cause a spell to be a cerebral spell.Concussive Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that deals bludgeoning or thunder damage, you can force one target of the spell to make a Strength saving throw, falling prone on a failure. To do so, you must expend a spell slot of one level higher than normal. Large or larger creatures have advantage on their Strength saving throw. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a concussive spell.Defensive Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell with a hostile creature within 5 feet of you, you can cast it defensively and avoid interruption. To do so, you must expend a spell slot of one level higher than normal and you do not have disadvantage on the attack roll of that spell. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a defensive spell.Distant Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that has a range of 5 feet or greater, you must expend a spell slot of one level higher than normal to double the range of the spell. When you cast a spell that has a range of touch, you must expend a spell slot of one level higher than normal to make the range of the spell 30 feet. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a distant spell.Empowered Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that forces other creatures to make a saving throw, you can cause the spell to become much more powerful. To do so, you must expend a spell slot of one level higher than normal to reroll a number of the damage dice up to your spellcasting modifier (minimum of one). You must use the new rolls. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a empowered spell, and can apply this metamagic to a spell that already has a different metamagic applied to it.Esoteric Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can change the damage type of the spell to another from the list above. To do so, you must expend a spell slot of one level higher than normal. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be an esoteric spell, and you can apply it to a spell that deals positive energy or negative energy damage as well.Extended Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that has a duration of 1 minute or longer, you can extend the duration with greater magic power. To do so, you must expend a spell slot of one level higher than normal and double its duration, to a maximum duration of 24 hours. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be an extended spell.Heightened Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that forces a saving throw upon a creature, you can cause it to be more difficult to resist. To do so, you must expend a spell slot of three levels higher than normal to impose one target affected by the spell to make their saving throw with disadvantage. If you are a sorcerer, you can spend 3 additional sorcery points to cause a spell to be a heightened spell.Imbued Spell [Metamagic]
Prerequisites: Sorcerer class When you cast a spell that has a range of self, you can spend additional sorcery points equal to 1 + the level of the spell to instead cast it with a range of touch, targeting a willing creature. If the spell requires concentration, the creature you target must concentrate on the spell instead of you.Linked Spell [Metamagic]
Prerequisites: Sorcerer class When you cast a spell, you can spend 2 sorcery points and touch a willing creature within 5 feet. If you do, you expend no sorcery points to pay for the spell, and instead use an arcane spell slot of appropriate level from the touched creature to cast the spell.Misdirecting Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that originates from you, you can cause it to appear as if it had originated from a point you can see within 30 feet of you. To do so, you must expend a spell slot of two levels higher than normal. If you are a sorcerer, you can spend 3 additional sorcery points to cause a spell to be a misdirecting spell and you can make a spell a misdirecting spell even if you already applied another metamagic feat to it.Overcharged Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that has only one target and requires a spell attack roll, you can cause the spell to score a critical hit on a roll of 19 or 20 on the d20. To do so, you must expend a spell slot of one level higher than normal. If you are a sorcerer, you can spend 2 additional sorcery points to cause a spell to be an overcharged spell.Potent Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that deals damage, you can cause the spell to reduce a single target's resistance to the damage by 15. To do so, you must expend a spell slot of one level higher than normal. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a potent spell.Quickened Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell with a casting time of 1 action, you can cause it to be much faster. To do so, you must expend a spell slot of one level higher than normal to change the casting time of the spell to 1 bonus action. If you are a sorcerer, you can spend 2 sorcery points to cause a spell to be a quickened spell.Recycle Spell [Metamagic]
Prerequisites: Spellcasting Class Feature When you cast a spell of 2nd level or higher, you can conserve some of the power used for the spell. To do so, you must expend a spell slot of one level higher than normal. If you are a sorcerer, you can expend 1 sorcery point to cause a spell to be a recycled spell. If a recycled spell misses all targets, or all targets succeed on their saving throws, you gain a spell slot of one level lower than that used to cast the spell. If you are a sorcerer, you instead regain the sorcery points used to cast the spell, but not the additional sorcery point spent to make it a recycled spell.Savage Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that deals bludgeoning, piercing, or slashing damage, you can change the spell's damage type to another from the list above. To do so, you must expend a spell slot of one level higher than normal. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a savage spell.Seeking Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell with an attack roll, you can cause it to be unerringly accurate. To do so, you must expend a spell slot of one level higher than normal to gain advantage on the attack roll and ignore half- and three-quarters cover. If you are a sorcerer, you can spend 2 additional sorcery points to cause a spell to be a seeking spell, and you can cause the spell to be a seeking spell after you determine if the spell hits or misses instead of when you cast it. Additionally, you can apply seeking spell to a spell that you already applied a different metamagic feat to.Subtle Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell, you can cause it to be almost unnoticeable. To do so, you must expend a spell slot of two levels higher than normal to remove all somatic and verbal components for the spell. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a subtle spell.Transmuted Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can cause it to deal a different type of damage. To do so, you must expend a spell slot of two levels higher than normal. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a transmuted spell, and you can additionally apply it to spells that deal radiant or necrotic damage, but can only make a spell deal radiant or necrotic damage if it already deals either radiant or necrotic damage.Twinned Spell [Metamagic]
Prerequisites: Spellcasting or Pact Magic Class Feature When you cast a spell that targets only one creature and doesn't have a range of self and that can target only one creature, you can cause it to target an additional creature within range. To do so, you must expend a spell slot of two levels higher than normal or double the spell's normal level, whichever is greater. If you are a sorcerer, you can spend additional sorcery points equal to the spell's level (1 sorcery point if the spell is a cantrip) to cause a spell to be a twinned spell.
Psionic feats typically require your character to be psionically awoken, and any feat with the [Psionic] tag has this requirement. Typically this means having at least 1 level in a psionic class, such as the battlemind, psion, truthseeker, or willsurger classes, or having the Wild Talent feat. These feats improve a character's psionic ability or grant supernatural abilities based in psionic practices. If a feat requires a Manifester level, this is the total of your Psion and Truthseeker levels, plus half your Battlemind and Willsurger levels.
Awoken Mind [Psionic]
Prerequisites: Psionic Manifestation class feature or Wild Talent feat Your mind opens to the use of psionics. You learn two powers of your choice from the Psion power list—one 1st-Order power and one 2nd-Order power of your choice. Intelligence is your manifestation ability for these powers.Expanded Knowledge [Psionic]
Prerequisites: 5th-Level Manifester Add to your powers known one additional power of any level up to one order lower than the highest-order power you can manifest, other than 1st-order. You can choose any power, including powers from another discipline or class's power list. You can gain this feat multiple times. Each time, you learn one new power at any order up to one less than the highest-order power you can manifest, other than 1st-order.Power Specialization [Psionic]
Prerequisites: 5th-Level Manifester You are more adept at manifesting a certain type of powers. Choose one discipline of powers. When making a manifestation test to manifest a power of the chosen discipline, treat the power as if it were one order lower, to a minimum of 2nd-order.Speed of Thought [Psionic]
Prerequisites: Psionically Awoken, Wisdom 13 The energy of your mind energizes the alacrity of your body. While you are concentrating on at least one power and not wearing heavy armor, you gain a bonus to your speed equal to 5 times the number of powers you are concentrating on.Stand Still [Psionic]
Prerequisites: Attack of Opportunity feat You can prevent foes from fleeing or closing. When a creature's movement out of a space you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop the target in his or her tracks. Make a manifestation test as though manifesting a 3rd-order power. The target must make an Intelligence saving throw against your psi save DC. On a failure, the target's speed drops to 0 until the beginning of that creature's next turn.Up the Walls [Psionic]
Prerequisites: Wisdom 13, Able to manifest at least one power You can run on walls for a brief distance. While you are focusing on at least one power, you can walk across walls (but not upside down) so long as you begin and end your movement on a horizontal surface. If you do not end the movement on solid ground, you fall.Wild Talent
Your mind wakes to a previously unrealized talent for psionics. Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a manifestation die, which is a d4, and can take psionic feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
Flaws are like the flip side of feats. Whereas a feat enables a character to be better than normal at performing a task (or even to do something that normal characters can't), a flaw restricts a character's capabilities or imposes a penalty of some sort.
With the DM's permission, a player may select up to two flaws when creating a character. After 1st level, a character cannot take on additional flaws unless the DM specifically allows it. Each flaw a player selects entitles his character to a bonus feat. In other words, when you create a character, if you select two flaws, you can also take two bonus feats beyond those your character would be normally entitled to.
Unlike traits, flaws are entirely negative in their impact on a character's capabilities.
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