Class-Lite Feats
Note: At the DM's discretion, these feats can allow your character to count as the respective class for the sake of attunement restrictions of magic items. This can also extend to use of spell scrolls.
These feats are not intended for level 1 characters, such as Human Variant player characters or anyone else starting with a feat at level 1. It is also not advised for the DM to allow player characters to take more than one of these feats.
Primal
Prerequisites: Strength 13 or higher
You have harnessed your ferocity, gaining the following benefits:
- On your turn, you can enter a rage as a bonus action as defined in the barbarian's Rage class feature. The rage damage bonus for this rage is +2. Once you have raged in this way, you must finish a long rest before you can use this feature again.
- Alternatively, if you already have rage from another source, you can choose to forgo this extra rage after a long rest. If you do so, you can add +1 to your rage damage until the end of your next long rest.
Inspirational
Prerequisites: Charisma 13 or higher
Your words carry true power. You gain the following benefits:
- You learn two cantrips of your choice from the bard’s spell list. Charisma is your spellcasting ability for these spells.
- You gain 2 uses of Bardic Inspiration as defined in the bard class. The Bardic Inspiration die is a d6. You regain these uses when you finish a long rest.
- Choose one skill in which you are already proficient. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
- You gain proficiency in one musical instrument of your choice.
Pious
Prerequisites: Wisdom 13 or higher
Your piety has been rewarded. You gain the following benefits:
- You learn two cantrips of your choice from the cleric’s spell list. Wisdom is your spellcasting ability for these spells.
- You gain one use of Channel Divinity, which is regained when you finish a short or long rest. You gain access to any domain's 2nd level Channel Divinity option or Turn Undead.
One with Nature
Prerequisites: Wisdom 13 or higher
Nature bends to your will as you are its protector. You gain the following benefits:
- You learn two cantrips of your choice from the druid’s spell list. Wisdom is your spellcasting ability for these spells.
- Once per day, you can use your action to magically assume the shape of a beast that you have seen before. The transformation lasts for 1 hour or until its HP is dropped to 0. The beast must be of CR 1/4 or lower and cannot have a swim speed or fly speed. You regain use of this ability once you finish a long rest. See the Wild Shape feature in the druid class for further explanation.
- You know Druidic, the secret language of druids.
Trained Specialist
Prerequisites: Strength or Dexterity 13 or higher
You master your martial prowess, gaining the following benefits:
- You gain proficiency with shields or one weapon.
- You can choose one option from the fighter's Fighting Style class feature. You can't take a Fighting Style option more than once.
- On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a long rest before you can use it again.
Tranquil
Prerequisites: Dexterity 13 or higher
You have found an inner peace. You gain the following benefits:
- You gain 2 ki points which can be used to fuel ki features. You regain these points when you finish a short or long rest.
- You gain access to Flurry of Blows, Patient Defense, and Step of the Wind, as defined in the monk's Ki feature.
- You can roll a d4 in place of the normal damage of your unarmed strikes and can use Dexterity instead of Strength for the attack and damage rolls of unarmed strikes.
Devoted
Prerequisites: Charisma 13 or higher
You pledge an oath to stand firm against your foes, gaining the following benefits:
- When you hit a creature with a melee weapon attack, you can deal 2d8 radiant damage to the target, in addition to the weapon's damage. You can use this feature twice. When you finish a long rest, you regain all expended uses.
- Your blessed touch can heal wounds. As an action, you can touch a creature and heal them by 5 hit points. Alternatively, you can cure the target of one disease or neutralize one poison affecting it. Regardless of which options you use, you can use this feature twice. When you finish a long rest, you regain all expended uses.
Warden
Prerequisites: Wisdom 13 or higher
You are an expert in navigation and tracking. You gain the following benefits:
- You gain one favored enemy as defined in the ranger's Favored Enemy class feature.
- You gain one favored terrain as defined in the ranger's Natural Explorer class feature.
- You can cast Hunter's Mark without expending a spell slot, using Wisdom as your spellcasting ability. Once you cast it in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot as if you have it known or prepared.
Shady
Prerequisites: Dexterity 13 or higher
You sneak by your foes to strike with deadly force. You gain the following benefits:
- You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if it meets the criteria described by the rogue's Sneak Attack class feature. At 5th level, this damage increases to 2d6. This feature can stack with the rogue's Sneak Attack feature.
- Choose one skill in which you are already proficient. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. If you are proficient in thieves' tools, you can choose that instead of a skill.
- You have learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
Magic Manipulator
Prerequisites: Charisma 13 or higher
Magic alters your very being, enabling your control over it. You gain the following benefits:
- You learn two cantrips of your choice from the sorcerer’s spell list. Charisma is your spellcasting ability for these spells.
- You gain one metamagic option from the sorcerer's Metamagic class feature, excluding Heightened Spell. You can use this metamagic twice. When you finish a long rest, you regain all expended uses. If you already have sorcery points, you can use the points as normal to fuel this metamagic in addition to the two uses.
- If Quickened Spell or Seeking Spell is chosen, it can only be used once per long rest. If Twinned Spell is chosen, it can be used as normal but only on cantrips or 1st level spells, unless you are using sorcery points.
Pact Bound
Prerequisites: Charisma 13 or higher
A contract has been sealed with an otherworldly being. You gain the following benefits:
- You learn two cantrips of your choice from the warlock’s spell list. Charisma is your spellcasting ability for these spells.
- In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. You gain one eldritch invocation of your choice. Invocations that require a level are only available based on your warlock level.
Studious
Prerequisites: Intelligence 13 or higher
Through intense study, you have gained access to magics not previously available to you. You gain the following benefits:
- You have a cantrip book for recording different cantrips. As long as you have the book, you can prepare up to three cantrips from the book daily. The book starts with two wizard cantrips of your choice already recorded. Intelligence is your spellcasting ability for cantrips prepared in the book.
- You can record new cantrips from any class using the rules from the wizard's Your Spellbook section. To record a cantrip from the wizard list, the process takes 1 hour and costs 25 gp. If the cantrip is not on the wizard list, the process takes 2 hours and costs 50 gp.