Expanded Racial Feats
the feats in this document are meant for the races/lineages outside of the Players Handbook. See page 165 of that book for the rules on feats.
Aasimar
Celestial Magic
Prerequisite: Aasimar
You learn how to tap into your celestial powers to cast magic. You learn one cantrip from the Cleric spell list. You also learn the spells prayer of healing and spiritual weapon, and you can cast both without spending spell slots. You regain the ability to do so when you finish a long rest, and you can cast the spells with any spell slots you have. Charisma is your spellcasting modifier for the spells you gain with this Feat.
Gift of the Protector
Prerequisite: Protector Aasimar
You learn how to channel your inner light to protect your allies. When a creature you can see within 30ft other than you is targeted by an attack, you can use your reaction to cover the creature with a blinding light, giving disadvantage to all attacks made against the creature untill the start of your next turn. The creature also gains temporary hitpoints equal to 1d6 + you charisma modifier (minimum of 1 temporary hitpoint). You can use this feature a nunber o times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Strength of the Scourge
Prerequisite: Scourge Aasimar
Your powerful divine energy makes you stronger, granting you the following benefits:
- You increase your Strength or Constitution scores by 1, to a maximum of 20.
- You become immune to radiant damage
- When a creature within 5ft of you hits you with an attack, you can use your reaction to deal radiant damage to the creature equal to 1d6 + your charisma modifier.
Strength of the Fallen
Prerequisite: Fallen Aasimar
You lean into your dark side, gaining the following benefits:
- You increase your Strength or Constitution scores by 1, to a maximum of 20.
- You become immune to necrotic damage
- When a creature within 5ft of you hits you with an attack, you can use your reaction to deal necrotic damage to the creature equal to 1d6 + your charisma modifier.
Firbolg
Wisdom of the Woods
Prerequisite: Firbolg
You lean further into your connection with nature, gaining additional abilities.
- You increase your Wisdom score by 1, to a maximum of 20.
- You can cast Speak with animals at will, without spending spell slots to do so.
- You also learn the spells Speak with Plants and Plant Growth, and you can cast both without spending spell slots. You regain the ability to do so when you finish a long rest, and you can cast the spells with any spell slots you have. Wisdom is your spellcasting modifier for the spells you gain with this Feat.
Strength of the Woods
Prerequisite: Firbolg
Your connection to nature strengthens your body, granting you the following benefits:
- You increase your Strength or Constitution scores by 1, to a maximum of 20.
- Whenever you finish a short or long rest, you gain a number of temporary hitpoints equal to your level.
- Whenever you have hitpoints restored by any means, you can restore an additional amount equal 1d6.
Goliath
Giant's Might
Prerequisite: Goliath
Your physical might increases, giving you the following benefits:
- You increase your Strength or Constitution scores by 1, to a maximum of 20.
- When you attack with a weapon that has the heavy property using strength, you can add your proficiency bonus to the damage roll.
Mountainous Resilience
Prerequisite: Goliath
Your unrivaled resilience grants you the following benefits:
- You gain proficiency in Strength or Constitution saving throws. If you are already proficiency in both, you can choose another Saving Throw proficiency to gain.
- When you are not wearing armor, Your AC becomes 10 + you dexterity modifier + your constitution modifier. You can still use a shield and receive this benefit.
Kenku
Expert Deceivier
Prerequisite: Kenku
Your deceptive skills reach new heights. You gain the following benefits:
- You increase your Dexterity or Charisma scores by 1, to a maximum of 20.
- You gain proficiency in forgery kits and disguise kits
- You gain proficiency in the Deception and Performance skills, if you didn't already have them, and your proficiency bonus is doubled in any check you make with those skills.
Expert Operative
Prerequisite: Kenku
Your master nimbleness grants you the following benefits:
- You increase your Dexterity or Charisma scores by 1, to a maximum of 20.
- You can use the Hide and Disengage actions as bonus actions instead.
Lizardfolk
Cold Blooded
Prerequisite: Lizardfolk
Your ability to remain calm and still aids you in the following benefits:
- You can use your bonus action to become motionless. If you do that, you are considered invisible to any creature relying on blindsight or tremor sense. If the area in which you became motionless is covered in dense foliage or similar, you can use the same bonus action to hide.
- You have advantage on saving throws against being frightened.
Reptilian Gifts
Prerequisite: Lizardfolk
You learn how best use your reptilian anatomy, gaining the following:
- You increase your Wisdom or Constitution scores by 1, to a maximum of 20.
- When you are hit with an melee attack, you can use your reaction to attempt deflecting it with your tail, raising your AC by 1d6, and potentially turning the hit into a miss.
Tabaxi
Curious Magic
Prerequisite: Tabaxi
You learned some useful arcane tricks during your wandering. You can cast identify and comprehend languages, but only as rituals. You also learn misty step and pass without a trace, and you can cast both without spending spell slots once. You regain the ability to do so when you finish a long rest, and you can cast the spells with any spell slots you have. Charisma is your spellcasting modifier for the spells you gain with this Feat.
Knowledgeable
Prerequisite: Tabaxi
You gathered knowledge from all parts, and gained the following benefits:
- You increase your Wisdom or Intelligence scores by 1, to a maximum of 20.
- You gain proficiency in 3 of the following skills: Arcana, Nature, Religion, History or Investigation. Additionally, choose one of those skills that you are proficient in. You now double your proficiency bonus in any ability check you make using this skill.
Triton
High Triton Magic
Prerequisite: Triton
You learn new forms of magic to aid you in your mission to protect the seas. You learn 3 1st level spells from the Paladin spell list, and you can cast each spell once. You regain the ability to do so when you finish a long rest, and you can cast the spells with any spell slots you have. Charisma is your spellcasting modifier for the spells you gain with this Feat.
Protector's Resolve
Prerequisite: Triton
Your will to protect the depths is unbeatable. You gain the following benefits.
- You increase your Strength or Constitution scores by 1, to a maximum of 20.
- When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, and gain a number of temporary hitpoints equal to your level. You can't use this feature again until you finish a long rest.