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Feats

Custom Feats

  Strong Will
Strong Will   (Prerequisite: 20 in Intelligence, Wisdom or Charisma)   Grants advantage on INT, WIS, CHA saves
Sentinel Armor
Sentinel Armor   Grants proficiency in Sentinel Armor
Familiar's Envoy
Familiar's Envoy   Your control of familiars has increased, your familiar now gains the following benefits;  
  • Multiplies the HP of your familiar by 5 x your Character level unless its regular hp would be higher.
  • Your familiar's AC becomes 14 + your Proficiency Bonus unless its regular AC would be higher.
  • You may replace one of your attack actions to make your familiar make one instead or after you cast a spell or cantrip.
Mutant
Mutant   (Prerequisite: You cannot already have evolutions)   Gain monster variant evolution choices, the evolution can be chosen at any time and not just when taking the feat.   You gain the following benefits:  
  • Your metabolism has adapted to your mutations, allowing you to process substances and toxins others cannot. You have advantage on saving throws against ingested poisons and diseases.
  • Your unarmed attacks are imbued with corrosive energy, dealing acid damage instead of their original damage type.
  • Your mutations have sharpened your senses and instincts. You gain proficiency in the Perception skill. Additionally, you have advantage on Wisdom (Perception) checks that rely on smell or hearing.
  Your mutated physiology has become more complex, leading to a unique interaction with healing magic. Whenever you receive healing from a spell or ability, the amount of hit points restored is halved. However, simultaneously, a portion of the healing energy is stored within you as unstable energy. As a bonus action on your turn, you can release this stored energy, expending hit points equal to the amount of healing stored. The released energy takes the form of a blast or aura that deals radiant damage to all creatures of your choice within a 10-foot radius, they must make a DEX saving and take halve damage on a success. The damage dealt is equal to the amount of healing stored. Once the stored healing is released or after a long rest, this feature can be used again (DC = 8+CON+prof). You can stack the healing to a max amount equal to 5 times your character level.
Eternal Mount
Eternal Mount   You can do a 1 hour ritual, after which you can cast the Find Steed spell within 30ft of you.   When your mount dies, it can be resummoned as a bonus action within 30ft of you unless it has already reached 0 hit points within an hour.
Simple Weapon Expert
Simple Weapon Expert   You have practiced extensively with simple weapons, gaining the following benefits:  
  • Damage dice for simple weapons increase by a die amount; d4, d6, d8, d10, d12, 2d6, 2d8 etc. For example, a d4 dagger now becomes a d6. (Retaking this feat again increases the die again)
  • Before you make a melee attack with a simple weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Paragon of Nature
Paragon of Nature   (Prerequisite: Level 4, Not multiclassed, has the stat requirement for the class)   You have delved into the secrets of another class, gaining insights and abilities that transcend the boundaries of your current path. You may choose this feat at 4th level or higher and pick another class, allowing you to gain the following benefits:  
  • You gain proficiency with one skill of your choice from the class you are emulating.
  • You have the option to select and acquire a class feature from another chosen class, determined by half your current class level (rounded down). You specifically choose one level from that class and gain the features associated with that level. For example, if you are an 18th-level character, you can gain one feature up to 9th level from the class you are emulating like choosing 7th level monk for Evasion and Stillness of Mind. Features that require the use of class-specific resources, such as Sorcery Points, Ki points or spell slots, are scaled with half your class level. Two classes that give spells slots just use the higher one. You can not gain the subclass of the second class.
You can retake this feat again to gain another feature from the same class you first selected.
 

Reworked Feats

Certain feats in Ferra have a few changes to their base effects:   Inspiring Leader
Inspiring Leader   In addition to this feat's regular effects, all those who gain the temporary hit points are also given 1 use of Inspiration.
Elemental Adept
Elemental Adept   You may choose any damage type rather than the listed options of the original feat. In addition to this feat's regular effects, you additionally gain resistance to the damage element you choose
Aberrant Dragonmark
Aberrant Dragonmark   At level 10 you get to choose an epic boon rather than roll the 10% chance per level up. You may ignore the Level 19 prerequisite for the 2024 epic boons but you do not gain the boon's extra ASI.
Great Weapon Master/Weapon Master
Great Weapon Master/Weapon Master   These two feats have combined together into one feat.
Polearm Master
Polearm Master   In addition to this feat's regular effects, the benefits may be applied to any weapon with the Reach property.
Dual Wielder
Dual Wielder   In addition to this feat's regular effects, all weapons you wield ignore the Two-Handed property. Also, when you make your off hand attack bonus action, you can make another one off hand attack as part of the same action.   Additionally, You may now also use two-weapon fighting with Two-Handed weapons.
Sharpshooter
Sharpshooter   All the benefits of the regular Sharpshooter feat may also be applied to weapons with the Thrown property as well.
Opportunistic Thief
Opportunistic Thief   The item that is not being held or worn by the target that you steal is randomly picked by the DM.
Grappler
Grappler   (Prerequisite: Strength 13 or higher)   You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:   You have advantage on grapple checks against a creature you are attempting to grapple.   When you hit a creature with an attack on your turn, you can use a bonus action to attempt to grapple the target.   As a bonus action on your turn, if you have a creature grappled, you can attempt to pin them down. The target must succeed on a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). or be restrained until the grapple ends or until it escapes the grapple. While you have a creature restrained with this feature, attacks against that creature have an increased chance to critically strike. The critical hit threshold against the restrained creature is reduced by one.
Healer
Healer   You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:  
  • If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
  • Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Mystic Conflux
Mystic Conflux   You gain +1 additional Attunement slot rather than the original feature of attuning up to four magic items at once.
 

Stacked Feats

  Every feat, similarly to Elemental Adept, can be elected to be taken multiple times. Doing so adds additional effects. This can be done multiple times. Discuss with the DM for the effects of any missing feats from this list or when you want to stack the feat more than once.   If a feat is stacked 5 times it may result in an empowered effect. (Some feats do not have stacked effects such as the Sentinel Armour feat or the Actor feat, or can only stack up to a limited amount of times. Ask the DM as well if this is the case):   Dungeon Delver
Dungeon Delver   In addition to this feat's regular effects, you also may do a 1 hour ritual within the dungeon to know the layout/any secret rooms.
Mounted Combatant
Mounted Combatant   In addition to this feat's regular effects, you may use just 5 feet of movement to mount and dismount rather than half movement.
Mobile
Mobile   In addition to this feat's regular effects, you may use the Dash action as a Bonus Action.
Strong Will
Strong Will   Grants immunity to Charm and Madness effects
Mage Slayer
Mage Slayer   In addition to this feat's regular effects, all attacks rolls have advantage against spellcasters
Elemental Adept
Elemental Adept   In addition to this feat's regular effects, you gain immunity to your chosen element. Choosing this feat again and choosing the same element then allows you to heal half from any damage taken from the chosen damage type
Observant
Observant   In addition to this feat's regular effects, you gain advantage on perception checks relying on sight.
Tough
Tough   Your hit point maximum increases by an additional 1 hit point per level each time this feat is stacked to a max of 5.   5 stacks: You may retroactively change your hp as if you had rolled the maximum number for your hit dice each level.
Sentinel
Sentinel   In addition to this feat's regular effects, you can now make attacks of opportunity against creatures who teleport out from your range. Additionally, when a creature within 30 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 move up to them and make a melee weapon attack against the attacking creature.
Lucky
Lucky   Gain 1 additional luck point.
Metamagic Adept
Metamagic Adept   Gain +2 additional Sorcery Points
Aberrant Dragonmark
Aberrant Dragonmark   Gain +1 extra Sorcerer cantrip and 1st level spell (You do not gain another Epic Boon)
Artificer Initiate
Artificer Initiate   Gain +1 extra artificer cantrip, 1st level spell and tool proficiency.
Eldritch Adept
Eldritch Adept   Gain +1 Eldritch Invocation
Fighting Initiate
Fighting Initiate   Gain +1 Fighting Style
Poisoner
Poisoner   In addition to this feat's regular effects, you can now ignore Poison immunity
Skill Expert
Skill Expert   Choose another skill proficiency to gain Expertise in.   5 Stacks: Gain Expertise in all skills.
Keen Mind
Keen Mind   Additionally, You can accurately recall anything you have seen or heard perfectly beyond the past month limitation. (You remember everything accurately past the point of obtaining this stacked feat, you do not retroactively remember everything that's happened beforehand.)
Sharpshooter
Sharpshooter   In addition to this feat's regular effects, you can choose to take a -10 penalty to the attack roll. If the attack hits, you add +20 to the attack's damage.
Great Weapon Master
Great Weapon Master   In addition to this feat's regular effects, you can choose to take a -10 penalty to the attack roll. If the attack hits, you add +20 to the attack's damage.
Simple Weapon Expert
Simple Weapon Expert  
  • Increase the damage die amount again
  • You can choose to take a -10 penalty to the attack roll. If the attack hits, you add +20 to the attack's damage.
Telekinetic
Telekinetic   The range of your Mage Hand increases by an additional 30 feet.
Fey Touched
Fey Touched   Learn an additional 1st-level from the Divination or Enchantment school of magic that you can cast without expending a spell slot once per long rest. You can also cast this spell using spell slots you have of the appropriate level.
Shadow Touched
Shadow Touched   Learn an additional 1st-level from the Necromancy or Illusion school of magic that you can cast without expending a spell slot once per long rest. You can also cast this spell using spell slots you have of the appropriate level.
Dual Wielder
Dual Wielder   You may now wield a 3rd weapon. This does not grant you 3 attacks but allows you weapon switching options in combat. You may flavour the way you wield this 3rd weapon in any way you'd like.
Inspiring Leader
Inspiring Leader   Gain an additional useage of Inspiration
Paragon of Nature
Paragon of Nature   You may gain another feature from the same class you first selected.   5 stacks: You gain full Gestalt, taking the features of both classes for every level.
Thrown Arms Master
Thrown Arms Master   The short range and long range of the weapons you throw increase by 40 feet each time this feat is taken.   5 stacks: You gain an infinite throwing range.
Opportunistic Thief
Opportunistic Thief   You are able to steal one additional random item.   5 stacks: You can now steal a creature's entire inventory, including equipped items.
Cartomancer
Cartomancer   You can imbue an additional card with a spell from your classes spell list and use a bonus action to flourish the card and cast it.   5 stacks: Whenever you cast a spell using this feat roll a d4, if the number is a 4, you gain an additional card marked as Heart of The Card which lasts for 1 year and can only hold up to 4 at a time.   If you have exactly 4 Heart of The Cards, you can use your bonus action to combine them. Allowing you to Cast Wish without expending a spell slot or you can challenge the DM to a game of Yugioh Master Duel, where if you win then the encounter ends in your victory as all enemies are banished to the Shadowfell.
Resilient
Resilient   Gain an additional saving throw proficiency of your choice.   5 stacks: You gain Expertise in saving throws you are already proficient in.
Spell Sniper
Spell Sniper   The range of your attack roll spells is doubled again.   5 stacks: The range of your attack roll spells is infinite so long as you can see the target.
Grappler
Grappler   The critical hit threshold against the restrained creature is reduced further per every time this feat is retaken.
Mystic Conflux
Mystic Conflux   Gain +1 additional Attunement slot.
Familiar's Envoy
Familiar's Envoy   Your familiar may now attack an additional time after you replace one of your attack actions or after you cast a spell or cantrip.   5 stacks: Your familiar now gains 5 attacks that it can now use on its own initiative without the need of replacing your own attacks or having cast a spell/cantrip.
 

Racial Feats

  Every race has at least 1 racial feat tied to them that they may choose. Ask the DM for any feats related to your chosen race that don't appear within this list or the regular 5e racial feats list:   Reaper Feat: Reaper's Touch
Reaper's Touch   Add an additional damage dice to your Old Tales undead weapon and add/subtract an additional weapon property to it.
Rabbitfolk Feat: Bunny Hop
Bunny Hop   Your jump height doubles from 30 feet to 60 feet vertically. You can now also fall up to 60ft without taking fall damage.
Sharkan Feat: Blood in the Water
Blood in the Water   Your Bite attack damage increases by 1 damage dice (If you don't have a bite attack for your Sharkan subrace this damage die increase will default to your damaging feature). Your bleed stacks also go to 2 stacks per bite.
Changeling Feat: Adaptive Body
Adaptive Body   Once per long rest you may copy a race feature of a race you see. e.g. copying halfing lucky.
Crystalian Feat: Gem Legacy
Gem Legacy   You gain a 30ft fly speed and your absorption works on a 5 or higher, you gain immunity to your resistance element.
Memory-Born Feat: Melding Memory
Melding Memory   You gain another race feature from your glorified body choice
Dogfolk Feat: Run of the Mill
Run of the Mill   Your swift footed feature also disengages when you use it
Hadar Feat: Tendrils of Creation
Tendrils of Creation   Your grasping touch is now 20ft, and you can use self spells as touch spells without the additional range.
Planeswalker Feat: Traverse the Galaxy
Traverse the Galaxy   Your bonus action Tenser's disk movement is now 60ft.
Manimatronic Feat: Carnival of Terror
Carnival of Terror   When you make an attack action, you can replace one of your attacks with a loud terrorising scream. All creatures of your choice within 30ft of you must make a WIS save against your CHA/INT/WIS (Your choice) otherwise they become frightened for 1 minute or until they take damage.   You can use this feature equal to your con modifier amount of times.
Song-Weaver Feat: Songs of the Damned
Songs of the Damned   When a creature expends your Songs of the Ocean, they gain temp hp equal to the roll on the die.
Beast Walker Feat: Call of The Beast
Call of The Beast   When you activate your Beastly Form, you can choose one of three options to enhance your abilities:  
  1. Demon Claws: When you attack with your claw using the Attack action, you can make an additional claw attack on the same turn once per turn.

  2. Demon Hide: Your skin becomes more durable, adding your proficiency modifier to your Armor Class (AC).

  3. Demon Core: You emanate a passive aura within 10ft of yourself. When a creature starts its turn or enters your aura for the first time during a turn, they take damage equal to your proficiency modifier. You can choose the damage type when you select this option, with options being acid, cold, fire, lightning, or thunder.
Jar-gon Feat: Whispers of The Great Jar
Whispers of The Great Jar   You may choose a 2nd level Evocation or Necromancy spell and cast it once per long rest. Spellcasting mod is either Int, Wis, or Cha (choose at character creation). You can also cast this spell if you have the spellslot to cast it.   When you kill a creature, you can use your action to consume the insides of the corpse, you gain temporary hit points equal to double your level.
Mimicius Feat: Mimicry Mastery
Mimicry Mastery   You have honed your mimicry abilities to perfection, allowing you to seamlessly transform into not only objects but also structures. You gain the following benefits:   Structural Mimicry: You can use your False Form ability to transform into structures, such as decorated walls, wagons or a riddle door, in addition to objects you've consumed. When you transform into a structure, you can mimic architectural details, including texture and color, to blend in with your surroundings. The size requirements must be one size larger than you or lower, but you must still adhere to the limitations of your size when assuming the form of a structure.   Inanimate Observer: While in your transformed state, you can maintain an extended period of inactivity without needing to make any checks to remain motionless. You can stay in this state for a number of hours equal to your Constitution modifier (minimum of 1), during which you don't need to eat, drink, or breathe.
Queen of The Hive Feat: Beguiling Nectar
Beguiling Nectar   Your Honey Trap may now allow you to cast Geas without expending a spell slot once a long rest.
Oni Feat: Chrono-Blooded
Chrono-Blooded   You have inherited the innate chronomancy ability of your creator; The Lord of Time. This ability allows you to cast Gift of Alacrity on yourself at will, without needing a material component.   You can also cast each of the following spells once with this ability: Slow, Fortune's Favor, and Immovable Object. You regain the ability to cast these spells when you finish a long rest.   Intelligence, Charisma, or Wisdom (Your choice when you take this feat) is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
Leviathania Feat: Bishop of Typhoon
Bishop of Typhoon   Your Curse of Vuzax The Betrayer feature becomes a 30ft aura instead of 10ft. In addition, the d100 roll for your Child of Typhoon feature now needs to roll a number equal to or less than twice your character level instead of equal to it in order to acquire the random racial feature from a creature you reduce to 0 hit points.
Abolethian Feat: Awakened Mind
Awakened Mind   Your connection to your Aboleth nature continues to grow. You gain the following features;  
  • You have psionic points equal to twice your proficiency modifier, and regain the points on a long rest.

  • Choose one Awakened Discipline psionic, and you can use your psionic points from this feature to use them. Your modifier for the feature uses your racial spellcasting choice.
 

Racial Feats for Base 5e

 

Dragonborn Feats:

Whelming Ancestry
Whelming Ancestry   The essence of a true dragon’s breath flows through you, allowing your own breath weapon to be as ready as the ancient draconic entities'. You gain the following benefits:   If your breath weapon is a cone, its range is increased to 30 feet. If your breath weapon is a line, its range is increased to 5 feet by 90 feet.   You can use your Breath Weapon or Dragon's Fear as a bonus action.   You can choose a second ancestry but it cannot be of the opposite element (Cold/Fire).
Dragon Soul
Dragon Soul   As an action, until the end of your next turn, you know the location of any creature with draconic blood that is within 60 feet of you that is not behind total cover. You know what type the creature is (e.g. humanoid, dragon), but not its identity. You can use this feature a number of times equal to 1 + your Charisma modifier, and regain all expended uses when you finish a long rest.   Soul Breath: You gain the ability to harness a part of your soul in your breath weapon:   Your Breath Weapon deals 1d6 + your proficiency bonus extra force damage.   Your Breath Weapon DC is increased by 3.
 

Dwarven Feats:

Iron Will: (Prerequisite: Duergar)
Iron Will   Your will is tempered like the earth you were born from, and will not be halted nor hindered by the likes of mere magic. You gain the following benefits:   You have advantage on saves against magical effects that would frighten you.   A number of times per day equal to your Constitution modifier, you can cast dispel magic at a range of touch, using your strength or wisdom as your spellcasting ability modifier.
Peak Fortitude: (Prerequisite: Mountain Dwarves)
Peak Fortitude   Living within the icy climates of the high mountains has given you skills that can aid you even outwith the confines of the craggy mountain sides. You gain the following benefits:   You have advantage on saving throws made against effects that would cause exhaustion.   You gain resistance to cold damage.   You gain a climb speed of 25 feet.
Stubborn Bluffs: (Prerequisite: Hill Dwarves)
Stubborn Bluffs   Climbing the hills to sell your wares for grand profit and running away before the merchants realize the depth of the deception has been a rather interesting lifestyle choice for you. You gain the following benefits:   Increase your movement speed by 5 feet.   You gain proficiency in persuasion, if you already have proficiency in persuasion you gain expertise in the skill.   You have advantage on Wisdom (Insight) ability checks when it is directly relevant to the trading of goods. If these goods are of Dwarven make or origin, you have advantage on Charisma (Deception) ability checks as well.   When you gain downtime you gain one additional downtime day.
 

Elven Feats:

Children of the Forest: (Prerequisite: Wood Elf)
Children of the Forest   Your Twilight heritage has expanded your knowledge, and enhanced your healing ability. You gain the following benefits:   You learn 1 cantrip of your choice from the druid class list. In addition, you learn two first level spells from the Ranger or Druid class lists. You can cast it at its lowest level; once cast, you cannot do so until you finish a long rest. Wisdom is your spell casting modifier for these spells.   When you cast a Druid or Ranger spell that restore hit points, add your Wisdom modifier to the total amount healed (Minimum 1).
Descendants of the Twilight: (Prerequisite: High Elf)
Descendants of the Twilight   The knowledge of the Twilight have been passed down to their descendants, and only some have managed to tap into such knowledge, to use it for their benefit.   Choose a class: Wizard or Sorcerer. You learn 1 cantrip as your choice from either of those class’s lists. In addition, you learn two first level spells from the same lists. You can cast it at its lowest level; once cast, you cannot do so until you finish a long rest. Your spellcasting modifier for these spells is the same as the class you chose (Charisma for sorcerer; Intelligence for wizard)   When you cast a wizard or sorcerer spell, you deal extra damage with that spell equal to your proficiency bonus once per spell.
Lineage of Burden: (Prerequisite: Drow)
Lineage of Burden   The dark skin that hides you away from Durrella's gaze shows from your skin, but in some cases, people have been able to manifest it into more. You gain the following benefits:   Your Drow Magic trait expands; you know the Green-Flame Blade cantrip, except it is an inky blackness that deals cold damage instead of fire damage. At 7th level, you can cast Bestow Curse once per long rest each.   Once per turn when you deal damage with a melee spell attack, you can reduce target’s movement speed by 10 feet until the end of its next turn. This is considered a curse.   Once per round, whenever you would deal radiant damage with a spell, you can heal yourself a number of hit points equal to the lowest of your Wisdom modifier or Charisma modifier (Minimum 1).
 

Giant-Kin Feats:

Arcane Imbued: (Prerequisite: Firbolg)
Arcane Imbued   Your abilities with the arcane has been imbued into your very being. You gain the following benefits:   You can cast the Detect Magic spell at will.   You gain proficiency with the Arcana skill.   Whenever a creature affects you with a spell of 2nd level or lower, you are charged with a copy of that spell. Once within the next hour you can use your bonus action to cast that spell, using your Wisdom as the spellcasting ability modifier. This ability can be used once per long rest.
Living Monolith: (Prerequisite: Firbolg)
Living Monolith   You have learned to use your massive size to the benefit of your allies, and enhance your own size to further increase your abilities. You gain the following benefits:   You provide enough concealment so that allies within 5 feet your size or smaller can attempt to Hide from enemies.   At the start of your turn, you can magically increase your size to one larger than normal for a number of rounds equal to your Constitution modifier plus 1 (minimum of 2) as though under the effects of the Enlarge spell, but it does not require concentration. You gain resistance to slashing, piercing and bludgeoning damage while in this form. You regain the use of this ability after a long rest.
Fortress of Muscles: (Prerequisite: Goliath)
Fortress of Muscles   From your biceps to your calves, the tips of your toes to the tip of your skull, you are a powerhouse lined with muscles. You gain the following benefits:   You can headbutt enemies with your particularly thick skull. This is an unarmed strike attack that deals 1d6 + your Strength modifier.   After you use Stone's Endurance, on your next turn you can make an unarmed strike against an enemy as a bonus action.   As a reaction to being critically hit, you can use stone’s endurance without expending a use of stone's endurance.
 

Gnomish Feats:

The Dreamers of Dreams: (Prerequisite: Forest Gnome)
The Dreamers of Dreams   The dreams of your ancestors strengthen your bonds with nature. You gain the following benefits:   You can cast the Speak with Animals spell at will. You can also cast each of the following spells once with this ability: Animal Friendship, Beast Bond, and Beast Sense. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.   If you spend an entire short rest of uninterrupted napping, you can choose one ability from a class feature or feat that you have access to that is normally regained on a long rest, and you instead regain it after this short rest. You cannot regain spell slots in this way, and you regain the use of this ability after a long rest..
Master Engineer: (Prerequisite: Rock Gnome)
Master Engineer   Your ability to tinker has expanded beyond small contraptions, and enabled you to enhance tools and other items with your innate magical knowledge. Once per short or long rest you can select up to 2 non-magical items, and a splash weapon to augment. These items can be a weapon, armor, shield, splash weapon (Alchemist fire, Acid Vial, Oil (Flask), or Holy water) or tool kit. The following effects are gained until the next short or long rest and a single item cannot be affected more than once in this manner during this time.   Weapon – This weapon has +1 to hit and deals +1 damage.   Armor or Shield – This armor or shield provides +1 AC.   Splash – Make a ranged weapon attack against the target, treating the splash weapon as an improvised weapon. On a hit, the target suffers the normal effects of the splash weapon. Hit or miss, the splash weapon then explodes. The target and each creature within 15 feet of it must succeed on a Dexterity saving throw equal to 8 + your proficiency bonus + your intelligence modifier, or take an additional 2 damage die of the splash weapon (for oil, they take an additional 10 fire damage when ignited).   Tool – This tool set provides advantage to the check in which it is used.
Vuvella & Vira's Blessing: (Prerequisite: Svirfneblin)
Vuvella & Vira's Blessing   Your ties to Death and life to strengthen your power. You gain the following benefits:   You can cast the spell Cause Fear once with this ability. You regain the ability to cast this spell when you finish a long rest. When you reach 5th level you can also cast Fear. You regain the ability to cast this spell when you finish a long rest. Intelligence is your spellcasting ability for these spells.   You have advantage on Dexterity (Stealth) checks made to hide at night or in darkness.
Wanderers of Dreams: (Any Gnome)
Wanderers of Dreams   Your ability to control your dreams has expanded to allow a more lucid interaction with The Dream. You gain the following benefits:   Dream Rest: During a short rest, you can activate the ability, when you finish the short rest, choose a spell slot level of 5th level or below. You regain any spent uses of spell slots for that spell slot level. After using this ability, you gain 1 level of exhaustion.   You can use the connection you have with The Dream to communicate with unconscious creatures and anyone passing with The Dream. Once per long rest, you can use an action to communicate mentally with one unconscious creature within 30 feet of you for 1 minute. When you activate this ability, the creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + Intelligence modifier). On a failed save, you fall unconscious and appear as an incorporeal version of yourself within The Dream, with a incorporeal version of the creature your trying to communicate within talking distance. You understand one another, regardless of language.
 

Greenskin Feats:

Battle Reborn: (Prerequisite: Half-Orc or Orc)
Battle Reborn   Your adventures have taken you to the brink of death more times than your scars would admit, and your resilience when in danger has increased greatly. You gain the following benefits:   You have advantage on death saving throws.   While you are below half your hit point maximum (round up), you gain +1 to saving throws, attack rolls, and AC.   If your Relentless Endurance is activated or the unconscious condition is removed from you during a combat encounter, you gain +5 temporary hit points, and you have resistance to all damage until the start of your next turn.
Orcish Belief: (Prerequisite: Half-Orc or Orc)
Orcish Belief   Your spellcasting is channeled through your physical body as a belief in your own strength, inscriptions taken from your body rather than your mind. You gain the following benefits:   Chose a class. Your spell casting or pact magic ability modifier for that class becomes Strength. Any class feature coming from the same class that is based on the same ability modifier as the original spellcasting or pact magic also is now based on Strength. For every spell known or prepared you have, a scar must be made on your body, as that is where you draw your magic from.
Ke'ruc's Blessing: (Prerequisite: Any Greenskin)
Ke'ruc's Blessing   Your worship of the god of war brings a powerful, infernal blessing upon your prowess in combat. You gain the following benefits:   Before you make a melee weapon attack, you can choose to take a -2 penalty to the attack roll. If the attack hits, it deals an additional 1d8 fire damage.   When you deal fire damage in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You can do this a number of times equal to your constitution modifier (minimum of 1) per long rest.   Should your worship of this god cease, the penalty to hit is increased to -4.
Fierce Militiant: (Prerequisite: Hobgoblin)
Fierce Militiant   Your military power is fiercely empowered through your intellect and wisdom. You gain the following benefits:   Your Martial Training expands, and you gain proficiency with the Martial skill and with medium armor. If you are already proficient, you gain expertise in the skill.   When you succeed in a martial check against a creature you add your proficiency bonus to damage once against that creature when damage it with an attack or spell. You also add this damage by making a contested Wisdom (Martial) ability check against a creature that you can see as a bonus action.
Vow of Death: (Prerequisite: Hobgoblin)
Vow of Death   When you enter the battlefield and find a worthy foe, you feel it is your honor bound duty to strike them down in a single, powerful blow. You gain the following benefits:   You gain proficiency in the Intimidation skill.   Once per short rest, you can utter a vow on your honor to hunt a creature down as a free action. You gain advantage on your next attack roll, if that attack roll hits, it deals an additional 3d6 necrotic damage. If the creature does not fall to 0 hit points from this attack, you take 8d6 psychic damage that cannot be reduced in any way from the utter shame you have brought upon yourself. You regain the use of this ability if you reduce the creature to 0hp with this ability and the damage you deal and take is increased by 1d6 for the remainder of combat.
Little Devil: (Prerequisite: Goblin)
Little Devil   Your teeth are sharpened to a dagger's point, grinding deep into the flesh of your foes. You gain the following benefits:   You can bite enemies with your razor sharp teeth. This is an unarmed strike attack that deals piercing damage equal to 1d4 + your Strength modifier. On a critical hit with this bite attack, roll the bite damage dice four times instead of two.   You are considered proficient with improvised weapons. If the improvised weapon does not have the heavy property, it is considered to have Finesse (Excluding Alchemist Fire).   You can move through a hostile creature’s space if it is a size larger or smaller than you.
Manslayer: (Prerequisite: Bugbear)
Manslayer   Raiding towns and slaying the powerful has given you exceptional strength in killing humans, and others of their kind. You gain the following benefits:   You gain proficiency in the Perception and Survival skills.   When you reduce a hostile humanoid creature to 0 hp you can become invisible until the end of your next turn. This invisibility ends if you attack or cast a spell.
 

Reptilian Feats:

Blood Frenzy: (Prerequisite: Lizardfolk)
Blood Frenzy   Your thirst for blood can not be sated just once, you must feed more, you hunger for the taste of iron in your mouth.   You can now use your Hungry Jaws ability once per turn.   Whenever you critically hit with your Hungry Jaws ability, you gain temporary hit points equal to 2d8 + your Constitution modifier instead of the normal amount. This only occurs while in the form of a Lizardfolk.
Primal Body: (Prerequisite: Kobold)
Primal Body   You are unlike the other weak, cowardly types of your race. You are strong. Powerful. Unfettered by they who would tower over you. You gain the following benefits:   You gain the dragonborn breath weapon, and can now gain dragonborn specific race feats.
Serpent Exemplar: (Prerequisite: Yuan-Ti Pureblood)
Serpent Exemplar   Unlike others of your kind, you have adopted the more serpentine part of your heritage. You gain the following benefits:   As an action you can transform yourself into a more serpent-like form; your legs meld together into that of a snake’s tail, though your upper half remains humanoid and does not change size. While in this form, your movement speed is reduced by 10 feet, but you gain a climb speed and a swim speed equal to your movement speed. You can remain in this form indefinitely, but you can only transform into serpent form or back to your normal form once per short or long rest. Any clothing, armor, or other equipment worn around your legs magically merge into the serpent form. This transformation does not function, nor can it be activated while under the effect of another polymorph ability.   While in this form you can attempt to restrain one creature you have grappled with your tail. When you take the attack action you can make a special melee attack, a constrict on this grappled creature. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. Provided your tail is free, you can make an opposed grapple check against the creature with it. If you succeed, the target is grappled and restrained. The condition ends when the grapple ends.   While in this form your fangs are a natural weapon, which you can use to make an unarmed strike. If you hit with it, you deal piercing or poison damage equal to 1d8 + your Strength modifier.
 

Skinwalker Feats:

Aerial Acuity: (Prerequisite: Aarakocra)
Aerial Acuity   You are unmatched in the air, and those beneath you shall be blinded by the radiance behind your wings. You gain the following benefits:   You gain a +1 bonus on attack rolls and contested ability checks if you are at a higher elevation than the opponent.   When flying outside and the sun is out, you can use the Hide action even without cover if you are at least 60 feet above those you are hiding from by taking advantage of the sun’s position in the sky, and you gain advantage on Dexterity (Stealth) ability checks as a part of this kind of hiding. This has no effect on creatures that do not rely on sight to perceive you.
Wings of the Wind: (Prerequisite: Aarakocra)
Wings of the Wind   You have become an expert in flight, and mastered maneuverability in the skies. You gain the following benefits:   Increase your movement speed by 10 feet.   Whenever you take the Dodge action while flying you gain temporary +1 AC. This lasts until the start of your next turn.   As a bonus action, you can descend up to 500 feet without taking fall damage. If you take the attack action immediately after using this ability and descending by at least 40 feet, your next attack does an additional 2d6 damage. You can add this damage once per short or long rest, or whenever you would roll initiative. You cannot use this ability while grappling a creature or carrying a heavy load.
Agility of the Clawed: (Prerequisite: Tabaxi)
Agility of the Clawed   Your agility is refined to a point that even others of your kind have difficulty matching your movements. You gain the following benefits:   You gain proficiency with the Acrobatics, or Sleight of Hand skill.   Whenever you would be knocked prone, you can instead use your reaction to not be knocked prone. You can use your claws as a finesse weapon which you are proficient in. You can make a melee attack with your claws as a bonus action.
Felicity: (Prerequisite: Tabaxi)
Felicity   Your feline reflexes allow you to escape from tricky situations with greater ease. You gain the following benefits:   You can use your reaction to force an opponent that has hit you with a melee attack to reroll the attack and take the result of the reroll. You regain the use of this ability after a short or long rest, or when you roll initiative at the start of combat.   Whenever you use your reaction, you can also use your Feline Agility trait to move up to half your speed as part of the reaction.   You do not take damage from the first 60 feet of a fall, and you do not fall prone as a result of taking fall damage, as you always land on your feet.
Stolen Incantation: (Prerequisite: Kenku)
Stolen Incantation   Your mimicry teaches you not only how to mimic the words of others, but their incantations and spellcasting too. You gain the following benefit:   Once per long rest, if you see a spell cast within 60 feet of you, you can cast that spell at the same level without expending a spell slot. The ability modifier for this type of spell casting is based on the creature you saw cast it. This ability cannot be used on spells higher than half you level. You can only use this trait if you have seen the spell cast within the past hour. Spells cast this way still require a verbal component, and you must still provide a material component that is expensive or is consumed upon use.
 

Aasimar/Tiefling Feats:

Arbiter: (Prerequisite: Aasimar)
Arbiter   You are an arbiter of neutrality, and dispense such power in battle. You gain the following benefits:   Once per turn, when you deal bludgeoning and/or slashing damage, you can add an additional 1d4 force damage to the damage total.   When you would make an attack roll at disadvantage, you can use your reaction to negate the disadvantage. If you are a Balance Domain Cleric, you can instead use your reaction to add a 1d4 bonus to the attack roll. This ability has a number of uses equal to your Charisma modifier (minimum 1) per long rest.   You have advantage on Charisma (Deception, Intimidation, Persuasion) and Wisdom (Insight) ability checks while you are actively trying to settle disputes between other parties, and only if they are not hostile towards you.
Radiant Shift: (Prerequisite: Aasimar)
Radiant Shift   The celestial energy you harness from your blood has become amplified. You gain the following benefits:   Illuminate Shift. When you use the Radiant Soul, Radiant Consumption, or Necrotic Shroud ability, you can choose to do one of the following abilities on each of your turns for the duration:  
  • You can increase your weapon’s reach by 5 feet until the end of your turn as celestial energy streams out from it.

  • If you are wielding a melee weapon, it gains the Cleaving property.

  • If your melee weapon already has the Cleaving property, you can deal the weapon’s base damage dice to a third creature that is within 5 feet of the previous target.

  • You can choose an ally within 30 feet of you that you can see and grant a 1d4 bonus to their next attack roll, dealing an additional 1d4 radiant damage on a hit, or 1d4 necrotic damage if you use Necrotic Shroud.
Scion of Virtue: (Prerequisite: Aasimar)
Scion of Virtue   Virtuous power flows through your veins, causing an aura of slight holiness to flow from your form. You gain the following benefits:   You know the location of any fiend or undead within 30 feet of you that is not behind total cover. You know the type (fiend or undead) of any being whose presence you sense, but not its identity.   You can magically manifest or conceal a halo of pure light above your head as an action or bonus action. While it is visible, you gain access to the following abilities:  
  • You have advantage on Charisma (Intimidation) and Wisdom (Insight) ability checks against evil creatures.
  • You shed bright light 10 feet around you, and another 10ft of dim light past this. This light is sunlight. This light can only be dispelled by darkness magic of a spell level that is greater than your Charisma modifier.
  • You can cast Lesser Restoration a number of times equal to your Charisma modifier (minimum 1) per long rest. The range of lesser restoration cast this way is increased to 10ft.
Bad Blood: (Prerequisite: Tiefling)
Bad Blood   The blood of dark powers flows through your veins, and a faint aura of ebbing darkness is visible around you. You gain the following benefits:   You can see normally in darkness, both magical and nonmagical, to a distance of 30 feet. If you already have this ability from a different source, you gain an additional 30 feet.   You can magically manifest or conceal a halo of fiery darkness above your head as an action or bonus action. While it is visible, you gain access to the following abilities:  
  • You shed an aura of shadows 10 feet around you, hostile creatures have disadvantage on Wisdom (Perception) checks to perceive creatures inside the aura. This effect can only be dispelled by light magic of a spell level that is greater than your Charisma modifier.
  • You can cast Darkness a number of times equal to your half your Charisma modifier (rounded down, minimum 1) per long rest.
  As an action, all creatures within 15 feet of you take 1d6 fire damage and 1d6 necrotic damage as you unleash an unavoidable torrent of blazing darkness. All damage dice for this ability increase by 1 for every five character levels. You can use this ability once and it refreshes on a short or long rest.
 

Genasi Feats:

Aspect of the Air: (Prerequisite: Air Genasi)
Aspect of the Air   Your heritage from the elemental plane of air manifests to a greater extent, turning you into an aspect of the wind. You gain the following benefits:   Your fly speed increases by 15 feet.   You can move through enemy spaces as if they were allied spaces, regardless of size.   When you choose this feat, you gain resistance to either lightning damage, thunder damage, or cold damage.
Blessed by Wind: (Prerequisite: Air Genasi)
Blessed by Wind   You are quick and light on your feet, a resemblance to your parentage. You gain the following benefits:   Increase your movement speed by 10 feet.   You can take the Dash action as a bonus action on your turn.   When you make a Dash action, you can choose to give allies within 15 feet of you the option to move their full speed as their reaction. You can use this ability a number of times equal to your Constitution modifier (minimum 1) and it refreshes on a long rest.
Child of Stone: (Prerequisite: Earth Genasi)
Child of Stone   Your heritage allows you to easily maneuver through rock, stone, and other obstacles that block your path. You gain the following benefits:   You ignore difficult terrain. If you already have this ability from a different source, you instead gain advantage on saves against effects that would physically reduce your movement or knock you prone.   Your burrow speed is increased by 10 feet.   You gain tremor-sense out to a range of 15 feet. If you already have Tremor-sense from a different source, it is increased by 15 feet.
Earthen Rift: (Prerequisite: Earth Genasi)
Earthen Rift   You were born of an elemental rift and have learned to tap into power you did not know you had. You gain the following benefits:   Once per short rest, as a bonus action, when you are standing on stone or dirt, you can teleport up to 60 feet to a space you can see that is also in stone or dirt. You can also shove a creature as part of the teleport if they would be within 5 feet of where you appear. If you do so, you have advantage on the check.   As an action, you can cause a number of pillars equal to your constitution modifier (minimum of 1) made of dirt or stone to burst from the ground within 120 feet of you that is also made of stone or dirt. The pillar has a diameter of 5 feet and a height of up to 30 feet and obtains its maximum obtainable size in the space available. If this ability is used under on a creature, they can choose to either stay on the pillar, or be pushed adjacent to the pillar. This pillar has 5 AC and 15 hit points. When reduced to 0 Hit points, the pillar crumbles into rubble, creating difficult terrain where it once stood. This terrain lasts until it is cleared by hand for 1 minute. You can only create up to 3 + your proficiency bonus in pillars per long rest.   You also gain the ability to cast the spell Mold Earth as a cantrip.
Fury of the Flame: (Prerequisite: Fire Genasi)
Fury of the Flame   The fire rages within you, empowering your manipulation of the flame to become more powerful than it was before. You gain the following benefits:   Your speed increases by 10 feet.   Fire damage you deal ignores resistance to fire damage.   You learn one cantrip of your choice that deals fire damage. In addition, choose one 1st-level spell that deals fire damage. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Constitution is your spell casting ability for these spells.
Ember Blood: (Prerequisite: Fire Genasi)
Ember Blood   The fire in your blood has manifested into the following physical benefits:   You can see through smoke, ash, and other related natural or magical effects that obscure vision that results from fire.   You can choose to emit bright light originating from yourself in a 30 feet radius, shedding dim light for an additional 30 feet.   Once per short rest whenever you are attacked by an enemy, you can as a reaction emit a cloud of embers and ash around you, causing that enemy and all future attacks against you to have disadvantage until the start of your next turn.
Ward of Waves: (Prerequisite: Water Genasi)
Ward of Waves   The primordial magic in your blood allows you greater control over water. You gain the following benefits:   You can use echolocation underwater, giving you blindsight out to a range of 30 feet while under water. This cannot be used while deafened.   As a reaction to an attack you can conjure the moisture around you into a ward of magical water. Until the start of your next turn attacks against you have disadvantage. At the start of your next turn you can use your action to release the watery ward in a direction you choose in a 5 feet by 20 feet line. Each creature affected must make a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be pushed 10 feet directly away from you. A Medium or smaller creature who fails this save is also knocked prone. If you choose not to release the water it falls harmlessly to the floor. You regain the ability to use this trait after a short or long rest.
Will of the Water: (Prerequisite: Water Genasi)
Will of the Water   The water guides you, and supports you unlike others. You gain the following benefits:   Your swim speed increases by 10 feet and you can walk on water as if it were ground.   While walking on water your speed is increased by 10 feet.   Once per short or long rest when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.
 

Triton Feats:

Expert of the Sea
Expert of the Sea You have become an expert of living with the sea, in both its magical elements, and environmental determinants. You gain the following benefits:   You know the Shape Water cantrip, and can cast Create or Destroy Water and Water Breathing once per long rest. Constitution is your spellcasting ability modifier for these spells.   You have become an expert at moving through water. Your movement speed cannot be reduced from any water based effects. While moving within watery areas, (swimming, walking through water, ect.) you can use a bonus action to double your movement speed until the beginning of your next turn. You can use this ability a number of times equal to half your character level (rounded up with a minimum of 1). You regain any uses of this ability when you take a long rest.
Spear of the Ocean
Spear of the Ocean   Your prowess with the Trident is unmatched, the true weapon of the sea at home in your hands. You gain the following benefits:   When you take the Attack action and attack with a trident, you can use a bonus action to make another melee attack with that weapon.   You have advantage on attack rolls when you and the target you are attacking are completely submerged in water.
 

Miscellaneous Prerequisite Feats:

Surface Dweller: (Prerequisite: Sunlight Sensitivity)
Surface Dweller   You have spent enough time in the sun that you have grown accustomed to it. You gain the following benefits:   You lose the Sunlight Sensitivity trait.   You gain proficiency with the Perception skill.   Once you take this feat, you learn the light cantrip if you do not already know it. Once you reach 5th level, you can also cast the daylight spell once per long rest. Wisdom is your spell casting ability modifier for these spells.
Improbable Strength: (Prerequisite: Small Sized Race)
Improbable Strength   You're unnaturally strong for your size. You gain the following benefits:   You gain advantage on ability checks to escape from a grapple or the restrained condition.   You are considered one size larger for the purposes of grappling, shoving, carry weight, and wielding weapons.
  • If you already have this benefit from a different source or if you are under the "enlarge" effect of the enlarge/reduce spell, you deal an extra 1d4 damage once per turn when you hit with a heavy and/or two-handed weapon.

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