##### Feats and Abilities for Common Character Backgrounds
##### plus: Variant Races & Lineages
*image credit: OhHeyItsKaylaK on DeviantArt*
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## Bonus Feats and Abilities
These backgrounds are intended as options for characters in games where the DM allows similar feat-granting backgrounds from supplemental settings and material such as Strixhaven and the Book of Many Things. It is highly recommended that either all characters in a campaign gain the benefits of such backgrounds or else no characters do.
You may select a feat as a background feature only if you meet all prerequisites for that feat at first level.
### Expanded Acolyte
You have the features of the Acolyte background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Charitable Mission
You gain the Healer feat
### Expanded Charlatan
You have the features of the Charlatan background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Master of Deception
You gain the Actor feat
### Expanded City Watch
You have the features of the City Watch background from the *Sword Coast Adventurer's Guide*, you also receive the following additional feature:
#### Feature: Crowd Control
You gain proficiency with clubs and the Savage Attacker feat
### Expanded Cloistered Scholar
You have the features of the Cloistered Scholar background from the *Sword Coast Adventurer's Guide*, you also receive the following additional feature:
#### Feature: Scholarly Research
Gain one of the following:
* The Ritual Caster feat. Your spellcasting ability for the spells gained from this feat can be Intelligence, Wisdom, or Charisma.
* Choose any 4 spells from one class's spell list of level 5 or lower. Those spells are always class spells for you. Additionally, your Intelligence, Wisdom, or Charisma ability score increases by 1.
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### Expanded Criminal
You have the features of the Criminal background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Underworld Talents
You gain the Dungeon Delver feat
### Expanded Criminal (Spy)
You have the features of the Criminal (Spy) background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Hidden in the Shadows
You gain the Skulker feat
### Expanded Entertainer
You have the features of the Entertainer background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Legendary Instrument
Begin the game with an uncommon Instrument of the Bards. It can be attuned to you even if you are not a Bard. It cannot be used by anyone to cast spells of a level above half your character level (round up).
### Expanded Entertainer (Gladiator)
You have the features of the Entertainer (Gladiator) background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Bloody Show
Gain proficiency with nets and a martial weapon of your choice as well as the Great Weapon Master or Martial Adept feat
### Expanded Faction Agent
You have the features of the Faction Agent background from the *Sword Coast Adventurer's Guide*, you also receive the following additional feature:
#### Feature: Faction Property
Begin the game with an uncommon magic weapon or piece of armor.
### Expanded Far Traveler
You have the features of the Far Traveler background from the *Sword Coast Adventurer's Guide*, you also receive the following additional feature:
#### Feature: Sure of Foot
You gain the Mobile feat
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### Expanded Folk Hero
You have the features of the Folk Hero background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Paragon
Gain one of the following:
* The Inspiring Leader feat
* The Tavern Brawler and Grappler feats. You do not gain any increases to your ability scores from these feats.
### Expanded Guild Artisan
You have the features of the Guild Artisan background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Master Status
Gain the Skill Expert feat from *Tasha's Cauldron of Everything*
### Expanded Guild Artisan (Guild Merchant)
You have the features of the Guild Artisan (Guild Merchant) background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Inventory
Begin the game with four consumable common magic items or two consumable uncommon magic items of your choice.
### Expanded Hermit
You have the features of the Hermit background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Strange Inspiration
You gain the Eldritch Adept or Metamagic Adept feat from *Tasha's Cauldron of Everything*
### Expanded Inheritor
You have the features of the Inheritor background from the *Sword Coast Adventurer's Guide*, you also receive the following additional feature:
#### Feature: Family Heirloom
Begin the game with an uncommon magic ring, rod, or wondrous item. It cannot be used by anyone to cast spells of a level above half your character level (round up).
### Expanded Investigator
You have the features of the Investigator background from the *Sword Coast Adventurer's Guide*, you also receive the following additional feature:
#### Feature: Sleuth
You gain the Observant or Keen Mind feats. You may also choose to take both feats, but gain no increase to your ability scores from them if you do.
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### Expanded Mercenary Veteran
You have the features of the Mercenary Veteran background from the *Sword Coast Adventurer's Guide*, you also receive the following additional feature:
#### Feature: Battle Scars
* You gain the Tough feat
### Expanded Noble
You have the features of the Noble background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Undeserving
* You gain the Lucky feat
### Expanded Noble (Knight)
You have the features of the Noble (Knight) background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Heavy Cavalry
Gain proficiency with lances and one of the following
* Mounted Combatant feat or the Charge feat
* The Medium Armor Master, Heavy Armor Master, or Shield Master feat
### Expanded Outlander
You have the features of the Outlander background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Nomad Archery
The Sharpshooter feat
### Expanded Sage
You have the features of the Sage background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Magical Scholarship
Gain one of the following:
* The Magic Initiate feat. Your spellcasting ability for the spells gained with this feat can be Intelligence, Wisdom, or Charisma. You may cast the 1st level spell gained from Magic Initiate with your own spell slots, if you have any.
* Begin the game with an uncommon wand or staff. It cannot be used by anyone to cast spells of a level above half your character level (round up).
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### Expanded Sage / Soldier (War Mage)
You have the features of the Sage or of the Soldier background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Battlefield Magic
You gain one of the following:
* The Spell Sniper feat. You may pick Intelligence, Wisdom, or Charisma as your spellcasting ability for spells gained with this feat.
* The Combat Caster feat
### Expanded Sailor
You have the features of the Sailor background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Sea Legs
* You gain swimming and climbing speeds equal to your walking speed.
### Expanded Sailor (Pirate)
You have the features of the Sailor (Pirate) background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Swashbuckling
You gain the Defensive Duelist or Dual Wielder feat.
### Expanded Soldier
You have the features of the Soldier background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Drill
You gain one of the following:
* Proficiency with light armor, shields, and two weapons of your choice (possibly including firearms if they are allowed in your campaign)
* The Fighting Initiate, Sentinel, or Polearm Master feat
### Expanded Urban Bounty Hunter
You have the features of the Urban Bounty Hunter background from the *Sword Coast Adventurer's Guide*, you also receive the following additional feature:
#### Feature: Quarry
Gain the Mage Slayer feat
### Expanded Urchin
You have the features of the Urchin background from the *Player's Handbook*, you also receive the following additional feature:
#### Feature: Hard Knock Life
Gain the Resilient feat. You may apply the +1 ability score increase from this feat to any ability score.
> ##### On Feats & Starting Ability Scores
> It is the opinion of the author that character creation options should not add a +3 or greater increase to base ability scores. Such a boon (for instance, taking the Custom Lineage race along with a +1 ability score increase feat) can overwhelm other available choices and make character creation one dimensional for players who desire to play powerful characters.
>
> The author suggests the following house rule: *If a combination of options chosen at character creation would increase an ability score more than 2 above its base value, instead apply the further increase to a different score, which must also not increase more than 2 above its starting value.*
>
> If the DM desires for starting scores of 18 to be available in their game, the author suggests that a base score of 16 be available for a point buy outlay of 12 points. This combined with a +2 cap on ability score increases allows a large variety of characters to have an optimal primary ability score.
## Bonus: Variant Lineages
You may make the following changes to your racial abilities, either as an unusual member of your kind or as a new race built off the mechanics of an existing one. New races can additionally change size, appearance, and humanoid subtype
##### Unusual Talents
When selecting a race / lineage that would not otherwise receive a racial feat, you may replace all of the ability score increases from that race and any subraces with a single +1 to one ability score and take a feat of your choice.
##### Variant Innate Magic
You may replace a race feature that grants the ability to cast one or more spells of first level or higher without using a spell slot, including other parts of the feature such as cantrips with a similar feature of a different race or sub-race that allows such casting. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells and you may use your spell slots (if any) to cast them.
##### Variant Flight
You may replace (*or the DM may insist you replace*) a racial flight speed with the following: *Whenever you fall, if you are not incapacitated or restrained, you may travel 2 feet horizontally for every 1 foot fallen, and you take damage as if you had fallen only 1/4 the distance. Upon reaching level 6, you gain the flight speed from your race.
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##### Variant Racial Abilities
In addition to the substitutions allowed by *Tasha's Cauldron of Everything*, darkvision or any feature that grants damage resistance, advantage on a save, condition immunity, proficiency with armor, a movement speed other than walking, or a cantrip can be exchanged for one of the following:
* A cantrip of your choice, Intelligence, Wisdom, or Charisma is your spellcasting bonus for this cantrip.
* Damage resistance to a form of damage that is not piercing, slashing, or bludgeoning
* Immunity to one of charmed, sleep, poisoned, or fear. Additionally you gain advantage on saving throws to resist spells or other effects that would impose the condition.
* Proficiency with light armor
* A climbing or swimming speed equal to your walking speed.
* Darkvision or double the range of existing darkvision.