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# NEW FEATS # Basic Feats ### Magic Hobbyist Prerequisite: Magic Initiate Feat, level 3 or higher. You have practiced and improved your magical prowess, and now claim a greater mastery over the magical arts. You learn one cantrip, which must be from the same class as you chose for the Magic Initiate Feat. In addition, you learn one 2nd-level spell from that class's spell list, and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again in this way. Your spellcasting ability for these spells depends on the class you chose originally: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; of Intelligence for wizard. ### Magic Amature Prerequisite: Magic Hobbyist Feat, level 5 or higher You have practiced and improved your magical prowess, and now claim a greater mastery over the magical arts. You learn one cantrip, which must be from the same class as you chose for the Magic Initiate Feat. In addition, you learn one 3rd-level spell from that class's spell list, and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again in this way. Your spellcasting ability for these spells depends on the class you chose originally: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; of Intelligence for wizard. ### Magic Adept Prerequisite: Magic Amature Feat, level 7 or higher You have practiced and improved your magical prowess, and now claim a greater mastery over the magical arts. You learn one 1st-level, which must be from the same class as you chose for the Magic Initiate Feat. You can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again in this way. In addition, you learn one 4th-level spell from that class's spell list, and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again in this way. Your spellcasting ability for these spells depends on the class you chose originally: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; of Intelligence for wizard. \columnbreak ### Magic Practitioner Prerequisite: Magic Adept Feat, level 9 or higher You have practiced and improved your magical prowess, and now claim a greater mastery over the magical arts. You learn one 2nd-level, which must be from the same class as you chose for the Magic Initiate Feat. You can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again in this way. In addition, you learn one 5th-level spell from that class's spell list, and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again in this way. Your spellcasting ability for these spells depends on the class you chose originally: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; of Intelligence for wizard. ### Inspiring Words Prerequisite: Charisma 13 or Higher You know exactly what to say to inspire your allies when they most need it! * You gain two Bardic Insiration dice, which are d6s and do not change, unless you have Bardic Inspriation dice, in which case, you gain two more, which do change with your level in the Bard class. * You can expend one of these dice to inspire any creature other than yourself within 60 feet of yourself, which can hear you. Within the next 10 minutes, that creature can choose to roll the Bardic Inspiration die, and add the result to one ability check, saving throw, or attack roll. The creature can chose to use the die after rolling the d20, but before the DM declares the outcome of the roll. * You regain these Bardic Inspiration dice when you finish a long rest. ### Pull of Chaos You are attuned to the everchanging chaos of the world, and have learned to channel it when you need it the most. You have 3 Chaos Points. At any point, you can use one of these points to activate a Wild Magic Surge, and roll on the Wild Magic Table. If you wish, you can spend another point after the roll, to reroll. You cannot do so if you do not have any Chaos Points remaining, and cannot cancel the Wild Magic Surge once you have decided to start one. You regain 1 Chaos Points per long rest, not all 3. \pagebreakNum ### Tool Expert You are a master of your craft, so skilled that few can claim to meet your level. Your talents grant you the following benefits: * Increase one ability score of your choice by 1, to a maximum of 20. * You gain proficiency in one tool of your choice. * Chose one tool in which you are proficient, possibly including the one you gain for this feat. You gain expertise with the chosen tool, which means your proficiency bonus is doubled for any ability checks you make with it. The tool you chose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. ### Touched by the Light You have been exposed to divine power, which has left a mark upon your soul, granting you the following benefits: * Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. * You learn the Lesser Restoration spell and one 1st-level spell of your choice. The 1st-level spell must be from the evocation or abjuration schools of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. ### Athletic Movement You have practiced moving not only on the ground, but in the water and up sheer surfaces. You gain a climbing speed equal to speed -20 (minimum 5 feet), and a swimming speed equal to half your movement speed. If you already have a climbing speed or swimming speed, these speeds increase by 10 feet each. \columnbreak ### Aquatic Combatant You have trained to fight underwater. Your melee attack underwater are not at disadvantage, regardless of the type of weapon you are using. If you have a swim speed, all melee attack rolls are at an advantage underwater. You also gain advantage on saving throws to hold your breath, and can hold your breath twice as long as usual. You also gain proficiency with crossbows, nets, and tridents. ### Advanced Linguist Prerequisite: Linguist Feat You have studied even more languages and comunication methods, gaining the following benefits: * You increase your Intelligence by 1, up to a maximum of 20. * You learn three new languages of your choice. * You can piece togather the meanings behind more archaic forms of communication, such as : Thieves Cant, Drudic, ideograms, or Kenku Mimicry. When you come across writing or speech of this sort, make a DC 15 Intelligence check. On a success, you understand the general meaning behind them. ### Magical Overcharge Prerequisite: The ability to cast at least one spell that requires an attack roll. You have learned to channel incredible amounts of magical energy into your spells, even though they become hard to control. Before you cast a spell that requires you to make an attack roll, you can choose to take a - 5 penalty to the attack roll. If you do so and the attack hits, you gain + 10 the the damage roll. \pagebreakNum ### Friend of Beasts You have lived around beasts for much of your life, and know how to work with them effectively. You gain the following benefits: * You gain proficiency in the Animal Handling skill. If you already have proficiency in this skill, you double you proficiency bonus for this skill. This only applies if the skill is not already be benefiting from a feature, such as Expertise, that doubles your proficiency bonus. * You have advantage on Wisdom (Medicine) checks to heal beasts or neutralize toxins or diseases caused by beasts. * You can communicate basic concepts such as "go over there, stay here, leave us alone," or "make a ruckus" to beasts, although you gain no special control over them with this benefit. ### Chemist Your practice with obscure chemicals and compounds grants you the following benefits: * You gain proficiency with Alchemist's supplies, if you don't already have it. * Alchemist's Fire you make burns hotter, and is harder to put out. Creatures and objects hit by Alchemist's Fire you made take 2d4 damage, and need a DC 15 Dexterity check to extinguish it. * You can use an action to apply Alchemist's Fire or Acid to a weapon, or up to 5 pieces of ammunition. This weapon or ammunition applies the effects of the liquid to any creature or object it hits. ### Brewer You know how to handle alcohol, and have become resistant to its effects over time. You gain the following benefits: * You increase your Constitution or Wisdom score by 1, up to a maximum of 20. * You gain proficiency in Brewer's Supplies if you don't have it already. * You have advantage on saving throws against poison caused by alcohol. * You can use your Brewer's Supplies to create or modify an alcoholic beverage, making it especially intoxicating, but without an overly alcoholic taste. Creatures that drink this beverage have disadvantage on saves against becoming drunk from alcohol for the next 8 hours. It takes 10 minutes to modify a drink, and 1 hour to make a drink from scratch. \columnbreak ### Arcane Artist You are adept at painting, and have learned how work some minor arcane arts into your work. You gain the following benefits: * You gain proficiency with Painter's Supplies, if you don't already have it. * As part of a long rest, you can spend 100 gp to make an artwork infused with a spell. The spell can be either Illusory Script, Magic Mouth, or Unseen Servant. You must decide the words spoken or written by the spell, or up to three commands given to the Unseen Servant, before the artwork is finished. You determine the trigger for the spell when you finish the artwork. Once the trigger activates, and the spell ends, all magic in the painting disappears, and the painting becomes nonmagical. ### Tinkerer You have tested and toyed with mechanical art for some time now, and know how to build a device in any situation. You gain the following benefits: * You gain proficiency in Tinker's Tools, if you don't already have it. * You can create a Tiny wind-up toy, for 25 gp of materials and one object as part of a long rest. It has a speed of 10 feet, or a speed of 5 feet and a climbing speed of 5 feet. The toy can come loaded with one object. As an action, you can wind this toy up, and let it go. It will move in a direction you choose each turn for 1 - 5 turns (your choice). At the end of those turns, it will take the Use an Object action once, using the object given to it during the creation process, unless it was given no object, in which case it will use an object within 5 feet of it. It can also fire either a loaded blowgun or hand crossbow at a creature in front of it, if either of these are the object given to it during the creation process. After it winds down, the object is broken until you repair it using your Tinker's Tools and 5gp of materials during a long rest. ### Herbalist You have practiced extracting beneficial components from magical herbs and plants, gaining the following benefits: * You gain proficiency in the Herbalism Kit, if you don't have it already. * You can make a Potion of Healing as part of a long rest, using 25gp of materials. * You can make a Potion of Greater Healing in one day with 100gp worth of materials. \pagebreakNum ### Steadfast Driver You control vehicles like they are a part of your own body. You gain the following benefits: * You gain proficiency in a type of vehicle of your choice; either ground or water vehicles. Alternatively, if your setting allows it, you can gain proficiency in air vehicles. * You have advantage on checks to control vehicles you are proficient with in difficult circumstances. * You can double the speed of a vehicle during combat, but not outside of combat, as this puts too much strain on the vehicle for long term use. * You can jury rig a vehicle you are proficient with as part of a long rest from nearby materials. This vehicle can withstand 1 day of travel before it degrades beyond repair. If you are proficient in Carpenter's Tools, Mason's Tool, or Smith's Tools, and use materials associated with these tools during construction, this vehicle can last up to a week. ### Lockpicker You know your way around a lock, and can pick them almost as quickly as if you had the key. You gain the following benefits: * You increase your Dexterity or Intelligence score by 1, up to a maximum of 20. * You can use a bonus action, rather than a full action to pick lock. Locks that take longer than an action to finish picking take you half the time. * You can tell if a lock is affected by some magical property, such as a spell or enchantment, but you don't know what that property is, unless it is the Arcane Lock spell. ### Arcane Jeweler You have combined your skills with gems and jewelry with a few arcane tricks you've picked up. You gain the following benefits: * You gain proficiency with Jeweler's Tools, if you don't already have it. * You can cut a jewel in such a way that you increase its arcane conductivity. During a long rest, you can modify a gem, increasing its effective value as a material component for spells by half (rounded up). You can modify a gem valued up to 200gp in a single long rest, with gems worth more requiring multiple long rests to finish modifying, in 200gp increments. * You place one cantrip into a piece of jewelry you make: either Guidance, Light, or Spare the Dying. The wearer can use an action to cause the spell to activate, targeting the wearer (for Guidance or Spare the Dying), or the jewelry (for Light). If you chose Spare the Dying, it activates automatically when the wearer hits 0 hit points. This cantrip can be used a number of times equal to your Proficiency Bonus, after which the magic disappears, and the jewelry becomes nonmagical. \columnbreak ### Gamemaster You know the rules of the games you play, both spoken and unspoken. Some people can master games, you're part of the rare group that perfect them. You gain the following benefits: * You gain proficiency in one gaming set of your choice. * You gain expertise with a gaming set of your choice, which means your proficiency bonus is doubled for any ability checks you make with it. The gaming set you chose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. * You have advantage on any check related to playing a game which you are proficient in. This includes cheating, if you are so inclined. ### Calligraphy Master You know the subtle mastery needed in order to use ink and quill, and have learned to make your own inks. You gain the following benefits: * Your Dexterity or Wisdom score increases by 1, up to a maximum of 20. * You gain proficiency in Calligrapher's Supplies, if you don't already have it. * You can create your own ink as part of a short rest, creating one vial of ink using 5 gp of materials. This ink can be any color you choose, and can even be invisible ink. Invisible ink requires a DC 15 Wisdom (Perception) or Intelligence (Investigation) check to detect, and cannot be read until the ink has been sufficiently heated. ### Soul of Order You are attuned to the natural order of the cosmos, and can tap into it to hinder or aid others. You have 3 Order Points. You can spend an Order Point when a creature you can see makes an attack roll, ability check, or saving throw. You cause the roll to become the average roll: 10 for a straight roll, 5 for disadvantage, and 15 for advantage. Any applicable bonuses are added after that. You must declare the use of this ability before the roll. You regain 1 Order Point at the end of a long rest. ### Blind Sense You have honed your senses to the point where you instinctively know the location of things near you. You gain a blindsight of 5 feet. If you already have a feature that lets you detect nearby creatures without sight, like blindsight, that feature's increases by 5 feet. If you later gain a feature that gives you blindsight, add that feature's range to the blindsight granted by this feat. \pagebreakNum ### Sucker Punch You're patient in a brawl, and know how to exploit opening in an opponent's attacks. When are attacked, and you have at least one unarmed hand, you can use your reaction to add your Strength or Dexterity Modifier (your choice) to your AC against the triggering attack. If the attack misses you, you can immediately make an unarmed strike with a - 5 penalty to the attack roll. If you hit, you gain a + 10 bonus to the damage roll. ### Kickboxing When you take the Dash action, you can use a bonus action to kick at a creature within 5 feet of you. Make an unarmed strike against the target. You can make this attack even if you do not have an empty hand. If you hit, you either gain a +5 to the damage roll, or the creature has disadvantage on attack rolls against you until the end of its next turn. Regardless of if you hit or miss, that creature cannot make opportunity attacks against you until the start of its next turn, and your speed increases by 10 feet for the rest of the your move. ### Nerve Strike You know how to strike a creature, causing either excruciating pain or immobility. When you have a creature grappled, and are not wielding a shield or another object in your other hand, you can use your action to make an unarmed strike against the creature. If you hit, the creature is either stunned or you gain a + 10 to your damage roll. If you choose to stun the creature, it is stunned until it makes a DC 13 Constitution save at the start of its turn, or the grapple ends. ### Light Armor Master Prerequisite: Proficiency with Light Armor You are comfortable with light armor, and wear it like a second skin. You gain the following benefits: * You can doff light armor in 1 action, and don it in 2 rounds. * When you wear light armor, you can hide that you're wearing it. You must put on a cloak or other clothes over the armor to do this. Other creatures must use their action to make a DC 20 Wisdom (Perception) check to notice that you are wearing this armor. * When you are wearing light armor or no armor, your movement speed increases by 5 feet. \columnbreak ### Skill Floor You have practiced with a specific skill, not focusing on improving your mastery, but on making it more consistent. Choose one skill with which you have proficiency. Whenever you make an ability check with this skill, you can treat a d20 roll of 4 or less as a 5. ### Touched by Nature You have been touched by the powers of nature, and have begun to manifest its power. You gain the following benefits: * Increse your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. * You learn the Beast Sense spell, and one 1st-level spell from the Druid spell list. You can cast both of these spells once without using a spell slot. You must complete a long rest before you can use these spells in the same way. Your spellcasting ability for these spells is the one increased by this feat. ### Inspired by Magic You have developed an understanding for how magic and music are interconnected. You gain the following benefits: * Increse your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. * You learn the Enthrall spell and one 1st-level spell from the Bard spell list. You can cast both of these spells once without using a spell slot. You must complete a long rest before you can use either of these spells in the same way. Your spellcasting ability for these spells is the one increased by this feat. ### Greater Resistance Prerequisite: A permanent resistance to one damage type, not from a magical item. You have become even more resistant to damage from certain sources. Chose one damage type which you are resistant to. This resistance must be permanent, and cannot be from a magical item. When you take damage of this type, reduce the damage taken by 5. Once per short rest, you can use your reaction to brace yourself from damage of this type, gaining immunity to that damage type until the start of your next turn. \pagebreakNum ### Acrobat Prerequisite: Dexterity 13 or higher You have practiced falling and tumbling for much or your life, and have no fear while in the air. You gain the following benefits: * You gain proficiency in the Acrobatics skill. * You take no fall damage if you fall of 20 feet or less and you land on your feet, as long as you are not incapacitated. * When you take fall damage, you can use your reaction, as long as you are not incapacitated, and roll 2d6. Subtract that amount from the fall damage taken. ### Cramped Movement You have learned to keep your footing, even when you find yourself in a tight spot. You gain the following benefits: * Increase your Dexterity score by 1, up to a maximum of 20. * Crawling no longer costs you additional movement. * Squeezing no longer costs you extra movement, and your attacks are no longer at disadvantage while squeezing. You do still have disadvantage on Dexterity saves, and attack rolls against you still have advantage, however. * When you are prone, standing up uses only 10 feet of movement. ### Unique Study You have started to study certain arts which seem strange and alien to you. It will take some time, even now, but you are on the brink of mastering this archaic studies. Increase one ability score of your choice by 1, up to a maximum of 20. Next time you gain a feat, you can pick any feat, even if you do not meet the prerequisite. This can be a way to gain a racial feat you do not qualify for, as your studies teach you different ways to accomplish the same results. This will not suddenly allow you to meet the prerequisite; if you chose Medium Armor Master, you gain the feat and the benefits of the feat, but do not gain medium armor proficiency. Once you have picked a feat with a prerequisite you do not meet, you lose all other benefits of this feat, aside from the ability score increase. This feat is a trade off, you lose half of an Ability Score Increase in return for a powerful feat, which you could not have gotten otherwise, later. \columnbreak ### Ki Reservoir Your practices in martial techniques have given you access to a small amount of Ki, which you can use to fuel various ki features. If you have Ki points, you gain 2 more. Otherwise you have 2 Ki points. You can spend 1 Ki point as a bonus action to take the Dodge, Disengage, or Dash action. If you take the Dash or Disengage bonus action, you jump distance is doubled for the turn. You can also spend 2 Ki points to make two unarmed strikes as a bonus action, unless you are a Monk, in which case it only costs you 1 Ki point. ### Ranger Circle of the Land Prerequisite: At least 4 levels in Ranger, and you cannot have the Ranger Circle of the Moon Feat Your power is drawn from the nature, like those of a druid. You have studied Druidic circles, and have learned to harness some of the powers from the Circle of the Land. You gain the following benefits: * During a short rest, you choose expended spell slots to recover. The spell slots can have a level that is equal to or less than half your Ranger level (rounded up), and none of the slots can be 4th-level or higher. You can't use this feature again until you finish a long rest. You gain two spells associated with one type of land: * Hold Person and Spike Growth for Arctic * Mirror Image and Misty Step for Coast * Blur and Silence for Desert * Barkskin and Spider Climb for Forest * Invisibility and Pass Without Trace for Grassland * Spider Climb and Spike Growth for Mountain * Darkness and Melf's Acid Arrow for Swamp * Spider Climb and Web for Underdark The spells granted to you through this feat count as Ranger spells for you. You always have these spells prepared, and they don't count against your total spells known. \pagebreakNum ### Ranger Circle of the Moon Prerequisite: At least 4 levels in Ranger, and you cannot have the Ranger Circle of the Land Feat Your power is drawn from nature, like those of a druid. You have studied Druidic circles, and have learned to harness some of the powers from the Circle of the Moon. You gain the following benefits: * You learn the Alter Self spell. It counts as a Ranger spell for you. You always have this spell prepared and it does not count against your total spells known. * You can cast the Alter Self spell twice without expending a spell slot. When you cast this spell in this way, you can cast it as a bonus action, requiring no components. It also requires no concentration. In return, you can only gain the Aquatic Adaptation, or the Natural Weapons benefit from the spell. ### Paragon of Faith Prerequisite: At least 4 levels in Paladin Your faith is unshakable, and you have gained some more divine skills as a result. In some ways, your powers have started to become more similar to that of a Cleric. You gain the following benefits: * You gain one more use of your Channel Divinity * You learn 2 1st-level Cleric Spells of your choice. These spells count as Paladin spells for you, you always have these spells prepared, and they do not count against your total number of spells prepared. ### Magical Secret Prerequisites: Spellcasting ability or Pact Magic Feature You have a certain spell which you have always wanted to cast. You have practiced and studied and experimented, and you have finally mastered it! Increase one of your Ability Scores by 1, up to a maximum of 20. This ability is the same as the one used by your Spellcasting or Pact Magic feature. You learn one spell of your choice, of a level you can cast. This spell can be from the spell list of any class. It counts as part of your spell list for you, you always have it prepared, and does not count against your spells known or prepared. \columnbreak ### Arcane Adjustments Prerequisite: At least 4 levels in Artificer Your arcane studies have taught you how to better incorporate the weave of magic into your artifice. You have also gained an interest with a certain school of magic. You gain the following benefit based on your magical school of interest: * Abjuration, Whenever you cast an Abjuration spell, you gain temporary hit points equal to twice the spell level. * Conjuration, As a bonus action, you can spend a spell slot and teleport a number of feet equal to 10 times the slot level. * Divination, You can use an action to enter a precognitive trance. For 1 minute, you gain advantage on all saving throws. You cannot enter this trance again, until you finish a long rest. * Enchantment, You learn a new infusion, which creates a trinket filled with enchantment energy. You have advantage on all Charisma checks against a creature holding the trinket. This invocation does not count against your total number of invocations known. * Evocation, Your evocation spells and cantrips deal extra damage equal to your Intelligence modifier. * Illusion, You learn the Minor Illusion cantrip, and can create both a sound and an image with a single casting. If you already know this cantrip, you gain a new Artificer cantrip of your choice. * Necromancy, Once per turn, when you kill one or more creatures with a spell of 1st-level or higher, you regain hit points equal to twice the spell's level. You do not gain this benefit for killing undead or constructs. * Transmutation, when you cast a transmutation spell, you gain either a +1 to your AC, or a +1 to attack rolls and damage rolls of weapon attacks. This benefit lasts until the start of your next turn. \pagebreakNum # NEW RACIAL FEATS # From Volo's Guide to Everything ### Aasimar Light Prerequisite: Protector Aasimar You are the light against the darkness, protector of the weak, foe to the evil. Invoking the divine power within you, you gain the following benefits: * Your Wisdom or Charisma score increases by 1, up to a maximum of 20. * Your Healing Hands now recharges on a short rest. If your subrace changes for some reason, replace this feat with the appropriate Aasimar Racial Feat, as well as adjusting your ability scores accordingly. ### Aasimar Soul Prerequisite: Scourge Aasimar Your soul burns with purpose, ready to withstand any punishment, and ready to smite any evil. Your passion and strength of will grants you the following benefits: * Your Constitution or Charisma score increases by 1, up to a maximum of 20. * You no longer take damage from your Radiant Consumption If your subrace changes for some reason, replace this feat with the appropriate Aasimar Racial Feat, as well as adjusting your ability scores accordingly. ### Aasimar Strength Prerequisite: Fallen Aasimar You do not fear the darkness within you, for you have the strength to weather it. Your acceptance of this darkness within you grants you the following benefits: * Your Strength or Charisma score increases by 1, up to a maximum of 20. * You can see normally in darkness, both magical and nonmagical, up to a distance of 120 feet. If your subrace changes for some reason, replace this feat with the appropriate Aasimar Racial Feat, as well as adjusting your ability scores accordingly. ### Firbolg Druidic Magic Prerequisite: Firbolg You are well versed in the magics of the natural world, and have learned to call these primal forces forth. You can cast the Druidcraft cantrip at will. You can also cast Animal Friendship and Pass without Trace once per long rest without using a spell slot, and without requiring \columnbreak material components. Wisdom is your spellcasting ability for these spells. ### Goliath Build Prerequisite: Goliath You have honed your body, making the most of every muscle, and breaking every barrier set before you. You gain the following benefits: * You can now wield heavy or two handed melee weapons in one hand, leaving one hand free. This does not allow you to wield 2 heavy or two handed weapons, as their size makes them too unwieldy for you to effectively use two at the same time. You can, however, use a shield, or wield a one handed weapon in your other hand. * Versatile weapons now do their increased damage, even if held in one hand. * Attacking at long range with a thrown weapon now longer imposes disadvantage on the attack rolls, if you use strength to make the attack. ### Kenku Fast Learning Prerequisite: Kenku Your curse stripped you of your wings and creativity, but you still have your ability to mimic. This makes you a fast learner, and you've picked up the following tricks: * You learn a 2 1st-level spells from any combination of the wizard, sorcerer, or warlock spell list. This spell must have the ritual tag. You can cast this spell using this feat only as a ritual. * You gain proficiency in one skill or tool of your choice. * You learn one language of your choice or gain proficiency with two weapons of your choice. ### Lizardfolk Savagery Prerequisite: Lizardfolk What other's call savage, you call survival. You are perfectly willing to call upon those primal instincts within you to overcome the hardships that you face. You gain the following benefits: * Your Strength increases by 1, up to a maximum of 20. * Your bite attack now deals 1d10 + your Strength modifier on a hit. * When you use your Hungry Jaws trait, the temporary hit points you gain increase by half the attack's damage. \pagebreakNum ### Lizardfolk Acceptance Prerequisite: Lizardfolk You have begun to understand how it is that the soft skinned races have survived so long. While you will never fully understand them, you can at least accept that their ways have some value. As you begin to learn from them, your thinking becomes more flexible, and you gain the following benefits: * Your Wisdom score increases by 1, up to a maximum of 20. * You gain Proficiency in either Wisdom or Intelligence savings throws. If you are already proficient in both, you gain proficiency in Charisma saves instead. * You gain one skill of your choice that is not included in the Hunter's Lore trait. ### Tabaxi Agility Prerequisite: Tabaxi You embody the speed and agility of a cat. Your footing is fast and firm, granting you the following benefits: * Your speed increases by 5 feet. * You have advantage on acrobatics checks to maintain your balance. * Your jump distance increases by your proficiency bonus. ### Tabaxi Finesse Prerequisite: Tabaxi You've always been good with your hands, they move as quickly as your feet, and do much more than them. Your feline finesse grants you the following benefits: * Increase your Dexterity score by 1, up to a maximum of 20. * Your Cat's Claws now count as finesse weapons. * You gain expertise with one skill which uses Dexterity, which means your proficiency bonus is doubled for any ability checks you make with it. The skill you chose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. If you have no skill that can still benefit from this benefit, you gain proficiency with a tool you are not proficient with. ### Triton Honor Prerequisite: Triton You are a part of the proud Triton race, and stand firm against any adversity. You gain the following benefits: * Your Strength, Constitution, or Charisma score increases by 1, up to a maximum of 20. * You advantage on saves against being frightened. * As an action, you can increase your resolve, and gain temporary hit points equal to your level. You must finish a long rest before you can use this benefit again. \columnbreak ### Triton Vanguard Prerequisite: Triton It is your duty to protect others, and you have honed your skills to fullfill this duty to the best of your abilities. You gain the following benefits: * You can cast Armor of Agathys at 2nd-level, targeting another creature within 30 feet, rather than yourself, without using a spell slot. You must complete a long rest before you can use this spell again in this way. * You grant creatures of your choice, within 10 feet of you, three-quarters cover, rather than half cover, when you are directly between the attacker and the target. ### Bugbear Assassin Prerequisite: Bugbear You combine your strength and stealth to defeat your foes. Through practice and underhanded tactics, you are a force to be reckoned with. You gain the following benefits: * Your reach with melee opportunity attacks increases by 5 feet. * If you are hidden, you can make a grapple attack instead of an opportunity attack. This grapple does not benefit from an extended reach. * If you successfully grapple a creature who is surprised, or who you have successfully hidden from, the creature is unable to speak until the grapple ends. ### Goblin Fighting Prerequisite: Goblin You don't fight fair. Fair is for those who can afford to lose, you just do whatever you need to. By practicing dirty fighting tactics, you gain the following benefits: * When a creature grants advantage, and you hit them with a melee attack, you can make another melee attack as a bonus action, dealing an extra 1d6 damage on a hit. * You can throw or spill the contents of a bag or bottle as a bonus action, rather than a full action. * You are proficient with improvised weapons. \pagebreakNum ### Hobgoblin Generalist Prerequisite: Hobgoblin, no other Hobgoblin Racial Feat You have trained yourself with a combination of martial and magical skills. Your training has given you the following benefits: * You learn one cantrip and one 1st-level spell from the wizard spell list, and can cast this spell once without using a spell slot. You must complete a long rest before you can cast this spell in this way again. Intelligence is your spellcasting ability for these spells. * You learn one maneuver of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw, the saving throw's DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). * If you already have superiority dice, you gain one more. Otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers, and is expended when you use it. You regain all expended superiority die when you finish a long rest. ### Hobgoblin Martial Specialist Prerequisite: Hobgoblin, no other Hobgoblin Racial Feat You have trained yourself with a specialization in martial skills. Your training has given you the following benefits: * You learn one maneuver of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw, the saving throw's DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). * If you already have superiority dice, you gain one more. Otherwise, you have one superiority die, which is a d8. This die is used to fuel your maneuvers, and is expended when you use it. You regain all expended superiority die when you finish a short or long rest. * You learn one fighting style from the fighter class. This cannot be a fighting style which you already know. ### Hobgoblin Magic Specialist Prerequisite: Hobgoblin, no other Hobgoblin Racial Feat You have trained yourself with a specialization in magical skills. Your training has given you the following benefits: * You learn one cantrip, a 1st-level spell, and a 2nd-level from the wizard spell list, and can cast these spells once without using a spell slot. You must complete a long rest before you can cast these spell in this way again. Intelligence is your spellcasting ability for these spells. * You can perform the somatic components of spells even when you have a weapon or a shield in one or both hands. * Your ranged spell attacks ignore half cover. \columnbreak ### Kobold Dragonshield Prerequisite: Kobold You are a champion of the Kobold race, and braver than most to boot! Your training and lineage grant you the following benefits: * You are proficient with shields. * You gain resistance to one damage type of your choice from the following choices: acid, cold, fire, lightning, or poison. * If you end your turn frightened, you can end the effect as a free action. You cannot end another frightened condition using this feat until you finish a long rest. ### Kobold Inventor Prerequisite: Kobold You are clever and inventive, even for a Kobold. You can create traps from nearby materials. Making a trap takes 10 minutes, and can trap an area up with a diameter up to 15 feet across. The traps have the same DC to avoid, detect, and disarm; 10 + your proficiency bonus + your Intelligence or Dexterity modifier (your choice). They come in one of two forms: * Dexterity save traps do 2d12 bludgeoning or piercing damage (your choice) on a failed save, or half on a successful save. * Constitution save traps either poison the target for one hour, or blind them (save ends) for up to one minute. You can also decide to rig the trap to make a loud noise that can be heard up to 100 feet away, and will wake sleeping creatures. ### Orcish Frenzy Prerequisite: Orc When you are close to death, you fight even harder. When an attack would reduce you to 0 hit points, you can spend a number of hit dice up to you constitution modifier. Roll the dice, and subtract the damage taken. Any remaining damage affects your actual hit point total. Any remaining healing gets added to your hit point total. Immediately after this, if you are still conscious, you can use your Aggressive trait, and make one melee attack as a reaction. You must finish a long rest before you can use this benefit again. \pagebreakNum ### Yuan-Ti Malison Prerequisite: Yuan-Ti Pureblood Your blood is closely related to Malisons, whether by blood, ritual, or experiment, and you have unlocked some Malison traits. You gain the following benefits: * You can use you action to transform into a Medium snake, or back to your true form. Your statistics remain the same in snake form, any equipment you are wearing or carrying isn't transformed, and you do not revert if you die. The transformation lasts up to 1 hour, and you cannot transform back into snake form until you finish a long rest. * You gain a bite attack which counts as an unarmed strike which you are proficient in, and which uses your Strength modifier. This bite deals 1 + your Strength modifier piercing damage, and the target has to make a DC 13 constitution save, or take an additional 2d6 poison damage. ### Tiefling Legacy Prerequisite: Tiefling You gain access to a 3rd-level spell based on your Tiefling subrace. You can cast this spell using this feat once per long rest. Charisma is your spellcasting ability for this spell. The spells available are: * Fireball for Asmodeus * Bestow Curse for Baalzebul * Nondetection for Dispater (This spell does not require material components when cast in this way.) * Hypnotic Pattern for Fierna * Gaseous Form for Glasya * Sleet Storm for Levistus * Glyph of Warding for Mommon (Material cost is reduced to incense and powdered diamond worth 50 gp, which the spell consumes.) * Heat Metal (as a 3rd-level spell) for Mephistopheles * Blinding Smite for Zariel ### Eladrin Step Prerequisite: Eladrin You increase your connection to your Fey roots, improving your ability to step in and out of this plane. You gain the following benefits: * Increase your Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20 * You can read, write, and speak Sylvan * You can use your reaction when you are hit by an attack, or caught in an area of effect, to activate your Fey Step. You can use this reaction even if you have already used your Fey Step, and using this reaction doesn't expend your use of the Fey Step feature. Once you have used this feat in this way, you cannot do so again until you finish a short or long rest. \columnbreak ### Sea Elf Conditioning Prerequisite: Sea Elf You are accustomed to life underwater, and have become more resilient to the perils of the deep than the typical Sea Elf. You gain the following benefits: * Your Strength or Constitution score increases by 1, up to a maximum of 20. * You have resistance to cold damage. * Your swimming speed increases by 5 feet. ### Shadar-Kai Shadowy Fusion Prerequisite: Shadar-Kai You have learned to use the powers from your shadowy nature, and can temporarily fuse with your own shadow. As an action, you can cast the invisibility spell, targeting yourself, and requiring no material components. When you cast Invisibility in this way, your shadow remains, you are deafened, make no sound as you move, and your vision is lightly obscured, as you can only see a shadowy version of the world. After you cast this spell in this way, you must complete a short or long rest before you can do so again. ### Duergar Mind Master Prerequisite: Duergar You have honed your psionic abilities, and have learned a few new tricks. When you use your Duergar Magic feature to cast Enlarge/Reduce on yourself, you can now reduce your size, as well as enlarge it. While reduced in this way, you gain a +5 bonus to all Dexterity (Stealth) checks, and a +2 bonus to your AC. You can also cast the Crown of Madness spell, and can cast it once without using a spell slot, but cannot be in direct sunlight. Once you have cast this spell in this way, you must complete a long rest before you do so again. Intelligence is your spellcasting modifier for these spells. ### Githyanki Battle Psionics Prerequisite: Githyanki You have honed your psionics to work in tandem with your martial skills, making you a terror on the battlefield. You learn the Wrathful Smite spell and the Spiritual Weapon spell. You can cast both of these spells once without using a spell slot, or components. Intelligence is your spellcasting modifier for these spells. Once you cast either of these spells, you cannot cast it again in this way until you have completed a long rest. \pagebreakNum ### Githzerai Focus Prerequisite: Githzerai Your mind bends before your will. Amidst the swirling storm of pure thought, you brig peace to it, and direct the storm to go where and how you please. You have gained the following psionic abilities: You learn the Unseen Servant and Levitate spells. You can cast both of these spells once without using a spell slot, or components. You must complete a long rest before you can cast them again in this way. Wisdom is your spellcasting modifier for these spells. ### Kalashtar Link Prerequisite: Kalashtar You have strengthened you telepathic prowess, and can now bestow some of your capabilities on those who link with you. You gain the following benefits: * When you link with another creature, you can choose to share your Dual Mind and Mental Discipline traits with the creature. This effect lasts until the link is broken, and you must finish a long rest before you can do this again. * You can connect to beasts, even if they do not have a language. If you do so, and the beast has an Intelligence below 8, it gains an Intelligence of 8 for the duration of the link, and learns one language of your choice that you know. While linked to a beast in this way, you are stunned, due to the sheer amount of focus required for this. ### Kalashtar Duality Prerequisite: Kalashtar Your mind becomes more accustomed to its dual nature, allowing you to mentally multitask. You gain the following benefits: * Increase your Wisdom or Intelligence score by 1, up to a maximum of 20. * If you fail at a Wisdom save, you can roll a d6 and add the result to your roll. If you succeed as a result of this feature, you cannot use this feature again until you finish a long rest. * You can now use your Mind Link to connect to two creatures simultaneously. \columnbreak ### Shifter Tricks Prerequisite: Shifter You have learned to harness your bestial form to a greater extent. You gain the following benefits: You increase an ability score by 1, up to a maximum of 20. This ability score must be one of the two increased by your subrace. * If You are a Beasthide Shifter, the temporary hit points you gain when you shift equals twice your level + your Constitution modifier (minimum of 1). * If you are a Longtooth Shifter, the damage dealt by your fangs increases to 2d6 + your Strength modifier. * If you are a Swiftstride Shifter, you gain a climbing speed equal to your walking speed -10 while shifted. * If you are a Wildhunt Shifter, your shift lasts 10 minutes, rather than 1 minute. ### Warforged Modifications Prerequisite: Warforged You have learned to make minor modifications to your body. As part of a long rest, you can make one of the following modifications to your body: * You gain a swimming speed or climbing speed equal to your current walking speed - 10, but you gain a new walking speed of 15. * You increase an ability score of your choice by 1, up to a maximum of 20, but you also lower another ability score of your choice by 1. * You gain a darkvision of 60 feet, but gain the Sunlight Sensitivity Trait, which means you have disadvantage on attack rolls and Wisdom (Perception) checks when you or your target are in direct sunlight. * You increase your speed by 10 feet, but your AC is decreased by 1. * You increase your AC by 1, but lower your speed by 10. * You count as one size larger when determining your carrying capacity and the weight you can push, pull, or lift, but whenever you make a melee weapon attack, subtract 1d4 from the damage dealt. * You recover twice as much health from spent Hit Dice, but your maximum Hit Points is reduced by your level + your Constitution modifier. * You do not need to remain immobile during your Sentry's Rest, but you half the amount of health regained from spent Hit Dice. You can have only one of these modifications active at a time, and cannot revert a modification until you finish a new long rest.