Lynxes Race & Feats Compendium

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Lynx's Races & Feats

Race Changes

All will be updated if/when official materials become available.

The following changes to vanilla 5e races are being implemented:

All races

Races do not provide stat bonuses or penalties. Instead choose one of the following stat methods:

  • Add +2 to one stat, +1 to a second stat
  • Add +1 to 3 different stats

Standard Humans can instead choose to add +1 to all six stats.

Lineages (VRGR)

All three lineages are allowed.

Centaur

  • Can be large-sized
  • Wemics: Can be cat-based. Reflavor hooves as claws with slashing. Equine build penalty still applies, it’s hard having so many limbs.

Dragonborn

  • Use Fizban’s and Wildemount

Faeries

  • Faeries can begin play as size: tiny.

Geppettin

  • Geppettin can begin play as size: tiny.

Hadozee

  • Any distance a Hadozee glides counts against their movement for the turn. If a Hadozee uses all of their movement but is still aloft, they may fall to the ground and use their reaction to take 0 damage or they can use ambient air currents to hover in place until their next activation, choosing to hover does not impact their action economy.

Human

  • Variant Humans are no longer a selectable race, just take Custom Lineage
  • Standard Humans can choose to add +1 to all six stats instead of the standard stat methods of other races.
  • In addition to the standard abilities of non-variant (aka Standard) Humans you may also choose one of the following traits:
    • Prodigy: You gain the Prodigy feat for free at first level.
    • Human Determination: If you are a non-variant human, you gain the Human Determination racial trait.
Human Determination

Race (Human), Trait

You are filled with determination. If you fail an attack roll, ability check, or saving throw, you can reroll one d20. You must keep the new result.

After you use Human Determination, you can't use it again until you complete a short or long rest.

Lizardfolk

  • Hungry Jaws: Replace your existing Hungry Jaws ability with the following trait.
HUNGRY JAWS

Race (Lizardfolk), Trait

As a bonus action, or as one attack during an Attack action, you can make a bite attack against an adjacent target. If the attack hits, it deals 1d6 + STR damage. If the target is a living, blooded creature, you also gain temporary hit points equal to the damage dealt. The damage increases to 2d6 + STR at 6th level, 3d6 + STR at 11th level, and 4d6 + STR at 16th level.

After you use Hungry Jaws, you can't use it again until you complete a short or long rest.

Yuan-ti Pureblood

  • Magic Resistance: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Poison Resistance: (Replaces Poison Immunity) You have advantage on saving throws against poison status, and you have resistance against poison damage.

Tiefling

  • Can be small-sized
  • Creature Type is also: Fiend
  • Magic Resistance. You have advantage on saving throws against spells.
  • Devil's Sight. You can see in dim light within 60 feet of you as if it were bright light and in darkness, both magical and nonmagical, as if it were dim light. You discern colours in that darkness only as shades of gray.
  • Infernal Legacy (Subrace replaces this). You know the thaumaturgy cantrip. Starting at 3rd level, you can cast the hellish rebuke spell with this trait. Starting at 5th level, you can also cast the darkness spell with this trait, without a material component. Once you cast hellish rebuke or darkness with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Canidae


Whether these humanoid canines came about as an offshoot of Gnolls, a arcane experiment from an era forgotten, or possibly a natural progression of those with lycanthropy who have children, no one has truly determined where Canidae originate as of yet.

What scholars and those who have encountered a Canidae know that they are a widely varied in preferences and attitudes, not to dissimilar to your average dog or wolf. However it seems they do share some similarities to regular dogs and wolves in the fact that they as a whole tend to prefer nature, mostly staying away from densely populated cities and staying in either small towns, close knit communities, or some of nomadic tribes that move with the seasons.

Similarly they are fiercely loyal to friends and family, you would do well not to cross a Canidae unlike a canine their bite can be much worse than their bark.

Physical Description

Canidae are a humanoid race with similarities to other canines; coming in many shapes, sizes, and being covered in fur of varying colours and densities allowing them to survive in a wide variety of biomes from the densest forests to the biting cold of the tundra.

Their birth names are most often temporary and something simple from nature like leaf, stone, or river, but as they come of age they are given a more fitting name by their parents; not all choose to change from their birth name but most do as it is more befitting of the personality they have grown into and embraced. Nearly all Canidae names are an emotion in the form of a verb that describes the kind of person they have become.

Canidae First Names: Passionate, Anxious, Calm, Joyous, Apprehensive, Distracted, Depressed, Fearful, Excited.

Pack Names: Swiftfoot, Hardfang, Brightclaw, Bristleback.

Canidae Traits

Canidae have a few of the same traits they all share.

Ability Score Increase: Your Strength increases by 1, your Constitution increases by 1. Canidae are a strong and hardy race.

Age: Canidae mature at the same rate as humans but live a few years shorter.

Size: Canidae come in a range of heights from just under 4 to almost 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Low-light Vision: For 120 ft around you, you can see in dim light as if it were bright light. You can't see in darkness.

Hunters Sense: Thanks to your sensitive nose, you have advantage on Wisdom (Perception), Wisdom (Survival) checks that involve smell.

Brave: You have advantage on saving throws against being frightened.

Languages: You can speak, read, and write Common and Canid.

The Canid Language consists of growls, barks, howls and whines, it's generally a very guttural language but their singing is particularly haunting yet beautiful.

Subraces:

Bajeni

Bajeni are wild and free spirited, often more feral than other Canidae. They are more nomadic and living in small groups moving around through the seasons. Most often found in grasslands or forests in warmer climates as they are well adapted to these biomes.

Bajeni Traits:

Ability Score Increase: Your Dexterity increases by 1, to a maximum of 20.

Fleet of Paw: Your base walking speed increases to 40 feet. Bajeni are fast and relentless in their pursuit of their freedom and goals.

Will of the Wild: You have advantage on saving throws against being poisoned, and disease, Additionally you can move across difficult terrain made of non magical plants and undergrowth without expending extra movement.

Bite: You have a fanged maw that you can use to make unarmed strikes, these unarmed strikes count as having the finesse property. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage.

Phora

Phora are strong and fast fighters excelling in combat and hunting, they are a force to be reckoned with in single combat and are effortlessly relentless in groups quickly overwhelming anything in their way.

Phora Traits:

Ability Score Increase: Your Strength increases by 1, to a maximum of 20.

Aggressive: As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Martial Training: You are proficient with two martial weapons of your choice and with light armour.

Armati

The Armati are well known for their thick dense fur and endless endurance, making them exceptional guards and sentries employed by many merchant caravans, as a city watch, or the occasional royal guard.

Armati Traits:

Ability Score Increase: Your Constitution increases by 1, to a maximum of 20.

Thick Coat: You have thick dense fur. When you aren't wearing armour, your AC is 12 + your Constitution modifier. A shield's benefits apply as normal while you use your natural armour.

Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Canidae Feats

The Canidae get progressively stronger as they become more attuned with their natural abilities, as such their feats come in progressive layers.

Greater Canidae

Prerequisites: 4th level, Canidae

Your innate abilities as a Canidae improve, you gain the following features based on your sub race:

Bajeni

You become better at using your natural weapons and traversing through the wilderness becomes second nature.

Ability Score Increase: Your Dexterity increases by 1, to a maximum of 20.

Strong Bite: Your bite damage die increases to 1d8.

Reflexes: When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

Phora

Your eyes adapt to allow you to hunt better in the dark and strike down your foes

Ability Score Increase: Your Strength increases by 1, to a maximum of 20.

Aggressive Strike: After you use your Aggressive Feature if you are within 5 ft of a creature you may use your reaction to make a melee attack against that creature, you may do this attack a number of times equal to proficiency bonus. When you finish a long rest, you regain all expended uses.

Focused Sight: When you finish a long rest you can choose to adjust your sight. You may have one of the following until you choose to change it again the same way Darkvision 60 ft or your natural Low-Light Vision 120ft.

Armati

Your coat allows you to traverse in the worst environments with little issue.

Ability Score Increase: Your Constitution increases by 1, to a maximum of 20.

Natural Adaptation: Your have become well adapted to your environment, choose one of the following:

  • Double Coat: You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

  • Curly Coat: You have resistance to fire damage. You also naturally acclimated to high temperatures and hot climates, even if you've never been to one. When the temperature is at or above 100 degrees Fahrenheit, you have advantage on Constitution saving throws to avoid exhaustion and ignore disadvantage on the saving throw for wearing medium armour, heavy armour, or heavy clothing in extreme heat (see Dungeons Masters Guide, chapter 5).

Canidae Superius

Prerequisites: Greater Canidae, Canidae

Your innate abilities as a Canidae improve, you gain the following features based on your sub race:

Bajeni

You have become exceptionally deadly when using your bite.

Ability Score Increase: Your Dexterity increases by 1, to a maximum of 20.

Savage Bite: Your bite damage die increases to 1d10, additionally if you hit a creature with a melee attack you may attempt to bite them as a bonus action. you may do this attack a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.

Phora

Working with your allies makes quick work of any enemy.

Ability Score Increase: Your Strength increases by 1, to a maximum of 20.

Endless Assault: When you are within 5ft of an enemy that an ally hits with a melee attack as a reaction you may make a melee weapon attack, when you do spend a number of hit die up to your Constitution modifier. On hit you add the result to your weapon damage, on a miss add half the result to the next weapon attack you make that hits before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Armati

You challenge anyone who may harm your allies ensuring their safety.

Ability Score Increase: Your Constitution increases by 1, to a maximum of 20.

Anesthetic Slober During a short or long rest you can spend 10 minutes tending to a number of creature equal to your proficiency bonus, these creatures must stay within 5 feet of you for the duration. Each creature can gain temporary hit points equal to your level + your constitution modifier. If the creature is below 50% of their maximum hit points they can instead regain half that many hit points (rounded down).

A creature can't gain temporary hit points or regain hit points from this feature again until it has finished a long rest.

Feats

Feats are an exciting way to enhance your character, change your build, and enhance your gameplay experience. That said, not all feats have been created equally. We aim to bring feats back into balance.

Level 1 Feats

You can choose a feat as part of your background from a curated list.

Homebrew info

Valda’s Feats

For now, all Valda’s Feats are allowed with GM permission, treat as UA Playtest materials.

Valda’s Starter Feats

These feats can add some fun flavor and mechanics to your starting characters. GM approval only.

Banned Feats

Players may not take any of the following feats.

  • Elven Accuracy
  • Lucky

Nerfed feats

The following feats have been reduced in strength and/or level gated. This means you must have a total character level of 4 or higher to take these feats. You cannot swap out feats you took earlier and replace them with these feats (unless you are a level 12 fighter or ranger).

Great Weapon Master

Prerequisite: Level 4 or Higher You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty equal to your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack's damage.

Polearm Master

Prerequisite: Level 4 or Higher You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Sentinel

Prerequisite: Level 4 or Higher You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn provided they are no more than one size larger than you.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 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 make a melee weapon attack against the attacking creature.

Sharpshooter

Prerequisite: Level 4 or Higher You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.

Additionally, As a bonus action, you take a breath, lining up the perfect shot to grant yourself an increased critical hit range equal to half your proficiency bonus (rounded down, minimum of 1) on the next attack roll on the current turn. This cannot increase your crit range increased beyond 17-20 by any means.

  • You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 and you cannot benefit from the other parts of this feat until the end of the current turn.

Skulker

Prerequisite: Character level 4, Dexterity 13 or higher.

You are an expert at slinking through shadows. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain Blindsight out to a range of 10 feet.
  • you have Advantage on any Dexterity Check (Stealth) you make as part of the Hide Action during combat.
  • If you make an Attack Roll while Hidden and the roll misses, making the Attack Roll doesn’t end the Hidden Condition on you.

Spell Sniper

Prerequisite: Level 4 or Higher, The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
  • When casting a spell, you may apply one of the following benefits to the spell:
    • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
    • Your ranged attacked spell attacks ignore half cover and three-quarters cover.
    • Your spell attack scores a critical hit on a roll of 19 or 20.

Boosted Feats

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Deception or Performance skill.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Artificer Initiate

You’ve learned some of an artificer’s inventiveness:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
  • You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
  • You gain proficiency with one type of artisan’s tool of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn't cost you extra movement. This is not the same as a climb speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • You gain proficiency with the Athletics skill. If you already have proficiency, you instead gain expertise with athletics, which means your proficiency bonus is doubled for any ability check you make with it. A skill cannot benefit from expertise twice, such as from a different feat or class feature.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You can add your proficiency bonus to your initiative rolls.
  • You can't be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Charger

Prerequisite: Proficiency with a Martial Weapon You have trained to charge headlong into battle, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Improved Dash. When you take the Dash Action, your Speed increases by 10 feet for that action.

Charge Attack.

  • If you move at least 10 feet in a straight line immediately before hitting with a melee attack as part of the Attack Action on your turn, choose one of the following effects:
    • You gain a +1d8 bonus to the attack’s damage roll, or push the target up to 10 feet, provided the target you want to push is no more than one Size larger than you. You can use this benefit only once on each of your turns.

Chef

Time spent mastering the culinary arts has paid off, granting you the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it. If you already have proficiency with cook’s utensils you instead gain expertise with that tool, which means your proficiency bonus is doubled for any ability check you make with it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus + its Constitution modifier.

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading property of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Defensive Duelist

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • When you are wielding a melee weapon with which you are proficient and another creature hits you with a weapon attack, you can use your reaction to add your proficiency bonus to your AC until the start of your next turn, including against the triggering attack for that attack, potentially causing the attack to miss you.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, treat any roll lower than your Constitution modifier equal to your Constitution modifier (minimum of 1).
  • You gain an additional number of hit die equal to your proficiency bonus, these hit die act as any size of hit die you may have.

Eldritch Adept

Prerequisite: Spellcasting or Pact Magic feature

  • You gain proficiency in either Arcana or Religion.
  • Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.

Whenever you gain a level, you can replace the invocation you chose with another one from the warlock class.

Elemental Adept

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain resistance to the damage of the chosen type.
  • Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
  • You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Fighting Initiate

Prerequisite: Proficiency with a martial weapon

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.

Grappler

Prerequisite: Strength or Dexterity 13 or higher.

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • You have advantage on attack rolls against a creature you are grappling.
  • Treat yourself as one size larger for grappling purposes.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • You gain proficiency with the Medicine skill. If you already have it, you instead gain expertise, which means your proficiency bonus is doubled for any ability check you make with it.
  • When you use a healer's kit to stabilize a dying creature, that creature also regains hit points equal to your proficiency bonus.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + hit points equal to twice your proficiency bonus, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Heavily Armored

Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

Increase your Strength or Constitution score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by an amount equal to your proficiency bonus.

Inspiring Leader

Prerequisite: no longer has a prerequisite

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can spend at least 1 minute inspiring your companions and underlings, shoring up their resolve to fight. When you do so, choose a number of creatures up to twice your proficiency bonus within 30 feet of you who can see or hear and understand you. Each creature can gain temporary hit points equal to your level + the modifier of the stat you chose when you selected this feat. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
  • You have advantage on saving throws and skill checks against illusion spells.
  • You gain skill proficiency in one of the following skills: Arcana, History, Medicine, Nature, or Religion.
  • If you choose a skill you already have proficiency in, you instead gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn six languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence or Charisma score + your proficiency bonus), or they use magic to decipher it.
  • You halve the amount of time & cost needed to learn a new language.

Lucky

You were born under a lucky star, or perhaps another entity is changing fate on your behalf…

  • Choose a number from 2 to 19, this becomes your lucky number. Whenever you roll that number on an ability check, attack roll, or saving throw, that d20 roll becomes a 20.

Mage Slayer

You have trained your mind and practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • You gain Magic Resistance.
  • When a creature within melee reach of you begins casting a spell, you can use your reaction to make a melee weapon attack against that creature. If this attack hits, the target must make a concentration check. If they fail, the spell is not cast successfully, though the action and resources used to cast the spell are still spent.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Magic Initiate

You have learned the basics of a particular magical tradition. Choose a Class: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. You gain the following benefits related to that choice:

Class Adaptation. If you have a feature that offers you a way to cast spells the following spells are added to your class's spell list. Use your spellcasting ability for these spells.

Two Cantrips. You learn two cantrips of your choice from the Spell list.

1st-Level Spell. Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Slots you have.

Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.

Magic Adept

Prerequisite: Magic Initiate feature, and a spellcasting modifier of +3 or higher.

After experimenting with magic, you shift your focus to higher levels of spells. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn one spell. This spell must be from the same spell list as your Magic Initiate spells and of a level for which you have spell slots. Whenever you gain a level, you can replace this spell with another one from the same list.
  • You gain additional spell slots, each are dependent on your level. You regain these spell slots normally if spent after finishing a long rest.
Character Level Slot level
6th or Lower 1st
12th or Lower 2nd
18th or Lower 3rd

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You learn two maneuvers 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 to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain a number of superiority dice equal to half your proficiency bonus (rounded down), to a minimum of 1. These are d6s (these dice are added to any superiority dice you have from other sources). These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Medium Armor Master

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Increase your Dexterity or Constitution by 1, to a maximum of 20.
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor you gain a +1 bonus to AC.
  • While you are wearing medium armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by half your proficiency bonus (rounded down), to a minimum of 1.

Metamagic Adept

Prerequisites: The ability to cast at least one spell

You've learned how to exert your will on your spells to alter how they function:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You gain a number of sorcery points equal to your proficiency bonus to spend on Metamagic (these points are added to any sorcery points you have from another source but can be only used on spells if you have the Sorcery feature). You regain all spent sorcery points when you finish a long rest.

Metamagic Master

Prerequisite: The ability to use at least one Metamagic option, and a spellcasting modifier of +3 or higher.

You have mastered the use of metamagics and their effects on your spells:

  • The number of metamagics you learn from Metamagic Adept increases to four.
  • The number of sorcery points you gain from Metamagic Adept is equal to double your proficiency bonus instead.
  • When you cast spells that require a material component, you ignore that component unless it has a value, such as the diamond dust worth 100 gp for the greater restoration spell, in which case the components are required.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn and attacks of opportunity are made at disadvantage against you.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • Mounting or Dismounting only costs you 5 feet of your movement. Additionally, you have advantage on saving throws made to prevent you from being dismounted against your will.
  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • When you make a melee weapon attack against a creature, you and your mount don’t provoke opportunity attacks from that creature for the rest of the turn.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Poisoner

You can prepare and deliver deadly poisons, granting you the following benefits:

  • You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending (25 x your proficiency bonus) gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC (12 + your proficiency bonus) Constitution saving throw or take (d8s x your proficiency bonus) poison damage and become poisoned until the end of your next turn.

(Note - There are a lot of dials we can tweak here, another variant could be to increase the cost of making the poison to (50gp x PB) and change the poison damage to save for half instead of none.)

Prodigy

Prerequisite: no longer has a prerequisite

You have a knack for learning new things. You gain the following benefits:

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill or tool in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
  • The cost and time to learn new tool proficiencies is reduced by 50%

Ritual Caster

Prerequisite: Intelligence or Wisdom of 13 or higher

Increase your Intelligence or Wisdom score by 1, to a maximum of 20. You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Savage Attacker

  • Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either result.
  • Additionally, your melee weapon damage dice explode (when you roll the maximum on a die for damage, you can then roll that die again and the new die roll result is added to the total) up to a number of times equal to your proficiency bonus.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to either attempt to shove a creature within 5 feet of you with your shield or to attack with your shield as an improvised weapon. You are considered proficient with the shield and use your Strength modifier to calculate your to hit and damage rolls.

Additionally, provided you moved at least 10 feet in a straight line before making the shove attempt or attacking them with your shield, you can use this bonus action before making your attacks for this action.

  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against effects that target you.
  • While wielding a shield, you may expend your reaction following a successful Dexterity saving throw to take no damage from a spell or effect.

Skilled

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in any combination of three skills or tools of your choice.
  • Additionally, you may add a special 1d4 bonus to any check made with the skills or tools you chose when you selected this feat.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons, their damage die increases to 1d6, and your fists are considered improvised weapons.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
  • You can make an attack with an improvised weapon as a bonus action against a creature you are grappling.

I Didn’t Hear No Bell: The first time you are reduced to 0 hit points (while inebriated) but not killed outright, you can choose to drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.)

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Additionally your hit die size increases by one step as show in the hit die scale table, this hit die change does not affect the hit point you gain upon reaching new levels.

Hit Die Scale

1d4→1d6→1d8→1d10→1d12→2d6+1

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20
  • You gain proficiency with all weapons, including exotic weapons & improvised weapons.
  • You gain the reaction:
    Sign of Mastery.

Reaction when you would miss on a weapon attack roll. Roll again using the new results. This ability cannot be used again until you complete a short rest.

Essence Touched

From deep in your lineage something has been awoken from your exposure to various planes you have traveled or from interacting with powerful creatures, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn a 2nd-level spell in the 2nd Level Spell column and one 1st-level spell of your choice, The 1st-level spell must be of a school of magic from the Spell School Choice column in the table below.
  • 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.
  • You can select this feat multiple times. Each time you do so, you must choose a different essence.
Essence Touched Feats
Essence 2nd Level Spell Spell School Choice
Air Gust of Wind Abjuration or Transmutation
Earth Maximilian’s Earthen Grasp (XGE) Conjuration or Transmutation
Fire Scorching Ray Conjuration or Evocation
Water Alter Self Abjuration or Illusion
Frost Rime's Binding Ice (FTD) Abjuration or Conjuration
Fey Misty Step Divination or Enchantment
Shadow Invisibility Illusion or Necromancy
Psychic Mind Spike (XGE) Enchantment or Illusion
Void Air Bubble (AAG) Necromancy or Illusion
Order Wither and Bloom (SCC) Abjuration or Divination
Chaos Nathair's Mischief (FTD) Evocation or Transmutation
Abberation Tasha's Mind Whip (TCE) Enchantment or Illusion
Beast Summon Beast (TCE) Conjuration or Transmutation
Celestial Lesser Restoration Abjuration or Evocation
Construct Borrowed Knowledge (SCC) Abjuration or Enchantment
Dragon Dragon's Breath Evocation or Illusion
Fiend Darkness Enchantment or Evocation
Giant Enlarge/Reduce Enchantment or Transmutation
Monstrosity Crown of Madness Conjuration or Transmutation
Ooze Melf's Acid Arrow Transmutation or Necromancy
Plant Spike Growth Abjuration or Conjuration
Undead Ray of Enfeeblement Conjuration or Necromancy