Kibbles' Feat Compendium

by KibblesTasty

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Kibbles' Feat Compendium

Table of Contents

Active Martial Feats
  • Athlete
  • Body Guard
  • Breaker
  • Brute
  • Charger
  • Destroyer
  • Durable
  • Grappler
Weapon Expert Feats
  • Axe Expert
  • Bow Expert
  • Dagger Expert
  • Flail Expert
  • Harpoon Expert
  • Impact Expert
  • Lance Master
  • Morning Star Expert
  • Stringer
  • Swordmaster
  • Natural Weapon Master
  • Pike Master
  • Warhammer Expert
  • War Pick
  • Whip Expert
Style Feats
  • Versatile Weapon Master
  • Lightning Striker
General Martial Feats
  • Martial Expert
  • Relentless

Mystic Path Feats

  • One With Wind
  • Wind Affinity
  • Wind Slash
  • Fre Dancer
  • Ignition Art
  • Fire Affinity
  • Earth Caller
  • Earth Binder
  • Stone Affinity
  • Water Affinity
  • Illusion Art
  • Void Art
  • Vanishing Trick
Optional Features
  • Level 1 Feats
  • Cunning Martial Actions
  • Monk Charity
  • No Free Stats
  • Long Rest Only Variant
  • Variant Martial Progression

Active Martial Feats v1.2

The following are a collection of playtested martial feats that grant new active effects to a character. The purpose of these feats is to refurbish unused feats while giving martial characters more ways to engage with their enemies.

Any time an active martial feat requires a saving throw, the DC is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus.

Athlete

Prerequisite: 4th level and proficiency in Athletics

You can accomplish mythical feats of athletic prowess.

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Athletic Movement. Gain your choice of a climbing speed or swimming speed equal to your movement speed.
Athletic Feat

Active Ability (Special)

You can perform an outrageous athletic feat. You can do any of the following during your turn:

  • Jump a distance equal to your movement speed.
  • Lift twice your normal lifting capacity until the end of your turn.
  • Move at normal speed while carrying or dragging another creature until the end of your turn.
  • Make a free Strength or Dexterity saving throw or ability check against an ongoing effect or spell effecting you that would normally take an action or only occur at the end of your turn
  • Take the dash action as a bonus action.

Once you use this feature, you cannot use it again until you complete a short or long rest. You can use the feature again before completing a rest by taking a level of exhaustion.

Body Guard

Prerequisite: 4th level and fighting style that uses your reaction to defend an allied creature

Your reflexes and techniques safeguard your allies.

  • Increase Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Leaping Saves. You can move up to 5 feet before using your reaction to protect an ally with a Fighting Style. Alternatively, when you use a reaction on a Fighting Style to defend an allied creature while you are already adjacent to them, you can swap positions with that ally after the attack completes as long as your movement speed isn't zero. This movement does not provoke attacks of opportunity.
Heroic Intervention

Active Ability (Reaction)

As a reaction, when an allied creature within range of your movement speed would take damage, you can move to them and into their space. If the damage came from an attack, you become the target of the attack.

They move to an unoccupied space of their choice within 5 feet, or the closest unoccupied space if there are no unoccupied spaces within 5 feet (potentially moving them out of an area of effect, but moving yourself into it).

You and the target creature have resistance to all damage until the start of your next turn.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Breaker

Prerequisite: 4th level

You master the breaking of any creature within your grasp.

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Punishing Blows. You have advantage on attack rolls against a creature you are grappling.
Merciless Break

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with inflicting a debilitating injury on a creature you are grappling.

The creature takes 2d6 + your Strength modifier bludgeoning damage and suffers an injury for 1 minute. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus). While suffering from this injury, the creature subtracts d6 from attacks and ability checks, and must pass a DC 10 Constitution saving throw to successfully cast a spell.

The target creature makes a Constitution saving throw at the end of each of their turns, ending the effect of the injury on a success. A creature can spend their action treating their injury to automatically pass the saving throw.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Brute

Prerequisite: 4th level and proficiency in Intimidation

Your attacks leave your enemies devastated and cowering in fear.

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Brutal Effort. When you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Brutal Threat

Active Ability (Attack)

When you take the Attack action on your turn, in place of taking an attack, you can summon your killing intent to issue a dire threat to a creature that can see or hear you within 60 feet. The target must make a Wisdom saving throw.

On failure, they become frightened for 1 minute. If it fails by 5 or more, it becomes frozen in terror, suffering the paralyzed condition while it is frightened. A frightened creature can repeat its saving throw at the end of each of its turns, ending the effect on success (if it fails by less than 5 it can end the paralyze effect, but cannot become paralyzed after the initial save).

If you kill a target while it is frightened in this way, you can repeat this action as a reaction targeting another creature within 30 feet that can see or hear you bypassing the usual usage restriction of the feature.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Charger

Prerequisite: 4th level

You master the reckless rush of smashing into the enemy line.

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Heavy Momentum. After moving at least 20 feet in a direction, your next melee weapon attack deals an additional 1d8 damage.
Wild Charge

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with making a charge. You or a mount you are controlling can move up to 30 feet in a straight line, flinging your enemies out of your path.

This movement does not provoke attacks of opportunity. Large or smaller creatures in your path must make a Strength saving throw, or be knocked out of your way and prone. If a creature has no where they can move, they are knocked prone but not moved, and you pass over them. A creature takes 2d6 + your Strength modifier bludgeoning damage on a failed save. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus). Your charge ends early if a creature passes their save. Creatures with a CR equal to less than half of your character level automatically fail their save.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Destroyer

Prerequisite: 4th level

You bring ruin to the battlefield, cleaving through hordes.

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Cleaving Blows. When you reduce a creature to 0 hit points with an attack, you can apply any overflow damage (damage dealt by the attack over what was required to bring the target to zero) to another creature within 5 feet of the target, if the attack roll would also hit that target.
Whirlwind Slash

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with spinning your weapon in a massive arc with great force. All creatures of your choice within 5 feet of you must make a Dexterity saving throw. On failure, they take 2d6 + your Strength modifier damage, or half as much on a successful save. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus)

Once you use this feature, you cannot use it again until you complete a short or long rest.

Durable

Prerequisite: 4th level

You possess an implausible resilience and are capable of amazing feats of endurance. You gain the following the following benefits:

  • Increase your Strength or Constitution modifier by 1, to a maximum of 20.
  • Rapid Recovery. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Unyielding Endurance

Active Ability (Reaction)

As a reaction to taking damage, you can brace yourself to weather the blow and any additional blows. Until the start of your next turn, you can reduce all damage taken (including from the damage that triggered this reaction) by your Proficiency bonus and gain advantage on Strength and Constitution saving throws. Additionally for the duration, if an attack would reduce you to 0, you can make a Constitution saving throw with a DC to the amount of damage taken. On success, you are reduced to 1 instead. If you are not incapacitated at the start of your next turn after using this feature, you can expend a number of hit dice up to your Proficiency bonus, rolling them as normal.

Once you use this feature you cannot use it again until you complete a short or long rest.

Grappler

Prerequisite: 4th level

You master grappling and leverage to pin and fling your foes.

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Quick Grabs. When you take the Attack action on your turn, you can make one unarmed strike or attempt to grapple as a bonus action.
Martial Toss

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with attempting to hurl a creature your size or smaller. The target must make a Strength saving throw. An object or creature you are grappling automatically fails. If you successfully lift them, you can throw them 20 feet. The range is increased by 10 feet for each size smaller than you the target is.

The creature's movement ends early if it collides with another creature or obstacle. The thrown creature and anything it collides with takes 2d6 + your Strength modifier, and the thrown target falls prone. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus).

A creature can choose to fail their save against this ability. You can throw a willing creature more carefully, dealing no damage to them unless they collide with something during their flight.

Once you use this feature to successfully throw a creature or object, you cannot use it again until you complete a short or long rest.

Ruffian

Prerequisite: 4th level

You have turned kicking people that are down into an art form. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Painful Critical. When you score a critical hit with a melee weapon attack against a creature, it must make a Constitution saving throw or become stunned until the start of your next turn. This does not affect undead, constructs, or other creatures that can feel no pain.
Dirty Strike

Active Ability (Special)

When you make a melee weapon attack, you can follow up with a dirty trick (a knee to the gut, handful of sand to eyes, etc). The creature must make a Constitution saving throw. On failure, they become your choice of blinded or dazed (your choice) for 1 minute. A dazed creature moves at half speed, it can use either an action or a bonus action, but not both, and regardless of the creature's abilities, it can't make more than one attack during its turn.

The target can repeat its saving throw at the end of each of their turns. A creature can spend their action treating their condition to automatically pass the saving throw. Once you use this against a target once, they are ready for subsequent attempts and automatically pass saving throws against it.

Once you use this feature to successfully blind or daze a creature, you cannot use it again until you complete a short or long rest.

Striker

Prerequisite: 4th level

You move like the wind, striking faster than your foes can see.

  • Increase your Strength, Dexterity or Constitution modifier by 1, to a maximum of 20.
  • Battlefield Dancer. Each time you hit a creature, your movement speed increases by 5 feet until the end of your turn. If you attack and hit a creature with a melee weapon attack, you can pass through it space treating it as difficult terrain.
Slashing Dash

Active Ability (Attack)

When you take the attack action on your turn, you can replace one of your attacks with a rapid burst of movement, moving up to 30 feet along any surface in a straight line.

You can move on vertical or horizontal surfaces with this movement, can pass through creatures, and do not provoke attacks of opportunity, but cannot pass through objects or terrain. If you are carrying a weapon you are proficient with when you take this action, each time you pass through a creature, it must make a Dexterity saving throw. A creature takes 2d6 + your Strength or Dexterity modifier (your choice) damage of your weapon type on a failed save, or half as much on a successful save. . The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus).

Once you use this feature you cannot use it again until you complete a short or long rest.

Weapon Thrower

Prerequisite: 4th level

You excel at hurling objects, with a remarkably lack of concern for aerodynamics.

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Reckless Aerodynamics. All melee weapons gain the thrown 20/60 property for you.
Thunderbolt Throw

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with hurling a small or smaller object (including weapons for medium sized creatures) at a target. Make an attack treating the object as a simple melee weapon with the thrown 60/180 property unless it already has a longer thrown range. On hit, the creature takes 2d6 + your Strength modifier bludgeoning damage (replaced by the weapons damage type when throwing a weapon) and must make a Constitution saving throw or be knocked prone and stunned until the start of its next turn. If it fails the save by 5 or more, it also becomes stunned until the end of your next turn. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus).

Once you use this feature, you cannot use it again until you complete a short or long rest.

Weapon Feats

Axe Expert

You gain the following benefits:

  • Ability Score Bonus. Increase your Strength or Constitution ability score by 1, to a maximum of 20.
  • Axe Rush. While wielding a handaxe, battleaxe, or greataxe, you can use a bonus action to move up to 5 feet and add 1d6 to your next attack and damage roll with an axe.

Bow Expert

Your relentless practice with a bow grants you the following benefits while using one:

  • Ranging Shots. When you miss a ranged weapon attack with a bow, your next ranged weapon attack roll with a bow has advantage.
  • Overwatch. As a bonus action, ready a shot. If a creature moves within 30 feet of you, you can use your reaction to make a ranged weapon attack against that creature with a -5 to the attack roll.

Dagger Expert

You are a well versed expert on daggers, able to use them fluidly in any situation.

  • Dagger Tricks. You can draw or stow any number of daggers during your turn. You have advantage on any check to conceal your daggers.
  • Improved Critical. Your attacks with daggers score a critical hit on a roll of 19 or 20.
  • Swift Stabbing. When you use two-weapon fighting using a dagger in both hands, you can take both attacks as part of the Attack action on your turn (without expending your bonus action). You can only make this attack once per turn.

Flail Expert

Your expertise with a flail gives you the following gain the following benefits:

  • Dangerous Swings. When you miss a weapon attack made with a flail, you can make a new attack roll against another creature you of your choice within the weapon's range. You cannot attack the same creature twice this way.
  • Wind Up. As a bonus action, you can whirl the flail building momentum. The next attack you make with it before the end of your turns an additional 1d8 damage on hit.

Harpoon Expert

You are resourceful and skilled when it comes the use of harpoons, gaining the following benefits:

  • Ability Score Increase. Increase your Strength or Constitution ability score by 1, to a maximum of 20.
  • Throwing Arm.. The normal range of your thrown weapons is doubled.
  • Harpoon. As an action, you can use 40 feet of rope to turn any javelin, spear, or trident into a harpoon. When you throw that harpoon at a target 40 feet or less from you, you can pull it back to your hand as a bonus action. If the attack hit the target, when you pull the harpoon back to you, you can force the target to make a Strength saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On failure, you drag the target up to 20 feet toward you.

Impact Expert [New]

You have mastered heavy blows with bludgeoning weapons. When you hit a creature with a maul or greatclub, you gain a charge of momentum until the end of your current turn. You can expend your momentum charges as a bonus action on one of the following abilities.

  • Knock Back (Requires 1 or more charges of momentum): You push the creature within reach of you 5 feet per charge of momentum directly away from you. The distance they are pushed decreases by 5 feet for every size larger than you they are (for example, if you are Medium pushing a Large creature, you need to push them 10 feet to move them 5 feet).
  • Take Down (Requires 2 charges of momentum): You force a creature within reach of you to make a Strength saving throw or be knocked prone.
  • Bonk! (Requires 1 or more charges of momentum): You expend the momentum slamming into a creature within 5 feet of you, dealing 1d4 bludgeoning damage per charge of momentum.

Lance Master

You use maximize the effectiveness of a lance, gaining the following benefits:

  • Impaled Movement. While you are mounted, if you strike a creature smaller than your mount with a lance, you can push that creature until the end of your turn, you make another attack, or you move in something other than a straight line.
  • Impaling Rush. When you hit an attack with a lance after traveling at least 10 feet, you can make an additional attack at another creature behind the target hit with disadvantage, as long as they are in reach of your weapon (you can move between attacks, but only in a straight line) with disadvantage. You can continue to repeat this until you miss, run out of movement, or run out of creatures in a line to hit.
  • Expert Handling. A lance no longer requires two-hands when you aren't mounted.

Morning Star Expert

You have mastered the use of a morning star, and are able to leverage greater effectiveness from it. You gain the following features:

  • Ability Score Increase. Increase your Strength or Constitution ability score by 1, to a maximum of 20.
  • Improved Critical. Your attacks with morning stars score a critical hit on a roll of 19 or 20.
  • Rend. Your critical strikes wound the target. The target loses 1d10 hit points at the end of each of their turns until the wound is healed. The target or any creature within 5 feet of it can make a DC 10 Wisdom (Medicine) check as an action to heal the wound.

Stinger

You specialize in the quiet and agonizing kill with subtle weapons. You gain the following benefits related to blowguns and darts:

  • Ability Score Bonus. Increase your Dexterity, Wisdom, or Constitution ability score by 1, to a maximum of 20.
  • Efficient Poisons. When you apply a poison blowgun needle or dart, you can apply it to twice as many pieces of ammunition.
  • Hidden Death. If you attack while hidden from a target with a blowgun or dart, you can make Dexterity (Stealth) ability check with a -5 for each time you've hit the target this turn against their passive Perception (no action required). On a success, you remain hidden from that target, though the target will know which general direction you are in.
Poison Availability

If you find yourself lacking good poisons to make use of this feat, I recommend the Poison Crafting rules of Kibbles' Compendium of Craft and Creation.

Swordmaster [Revised]

Your swordplay leverages every advantage to build momentum, allowing you to strike or defend in new ways. When wielding a sword, you gain a special Swordplay d6 die each time you successfully attack a creature with it. You can have a maximum number of Swordplay dice equal to your proficiency bonus. You lose all accumulated dice if you stop wielding a sword or end your turn without making an attack with a sword.

You can spend your Swordplay dice on the following abilities:

  • Sword Parry. As a reaction to being hit by a melee weapon attack, you can expend your Swordplay dice, rolling them and reducing the damage taken by the amount rolled. If the amount rolled exceeds the damage taken, the attacker takes damage equal to the difference.
  • Sword Finisher. As a bonus action when you hit a creature with a melee weapon attack, you can expend your Swordplay dice, rolling them and dealing additional damage equal to the roll.

Natural Weapon Master

Prerequisite: Have one or more natural weapons

You master the use of your natural weapons, granting you the following benefits:

  • Ferocity. As a bonus action, you can make an additional weapon attack with your natural weapon.
  • Natural Perfection. Your natural weapon damage die becomes a d6 (if not already higher). At 6th level, the damage die becomes a d8 (if not already higher) and your natural weapons are considered magical for overcoming resistance to nonmagical damage. At 12th level the damage die becomes a d10 (if not already higher).

Pike Master

You master the effective use of a pike, making the most of its extreme range.

  • Extended Reach. Your reach with a pike increases by 5 feet on your turn.
  • Set for Charge. You can use your bonus action to set for charge, reducing your movement speed to 0 and gaining a second reaction that can only be used to make attacks of opportunity until the start of your next turn.
  • Zone Control. While wielding a pike, creatures provoke an attack of opportunity when they enter the reach of the pike.

Warhammer Expert

Your blows with a warhammer never fail to wear down the enemy. You gain the following benefit:

  • Ability Score Increase. Increase your Strength or Constitution ability score by 1, to a maximum of 20.
  • Battering Blows. When you miss a melee weapon attack with the warhammer, the target takes half the weapon damage the attack would have dealt. This damage does not trigger on hit effects or spells that hitting the attack may have triggered.

War Pick Expert

You have mastered the use of a war pick, and are able to tear down the most formidable foes.

  • Ability Score Increase. Increase your Strength or Constitution ability score by 1, to a maximum of 20.
  • Siege Pick. Attacks you make with the war pick against objects deal double damage.
  • Sunder. When you hit a target that is wearing armor or benefiting from natural armor, you can use your bonus action to sunder the target, temporarily leaving them vulnerable. The next attack roll against that creature has advantage.

Whip Expert

You master using a whip, gaining the following benefits:

  • Ability Score Bonus. Increase your Strength, Dexterity or Constitution ability score by 1, to a maximum of 20.
  • Precise Blows. When you wield a whip, increase the damage die size of whips by one size (for example, from a d4 to a d6).
Whip Tricks

When you make an attack with a whip and hit, you can replace the damage roll of the attack with one of the of the following effects:

  • Sudden Yank. You wrap the whip around a Medium or smaller target, and yank them 5 feet towards you.
  • Tangle Weapon. You tangle one weapon the target is wielding, giving them disadvantage on attacks with that weapon until the start of your next turn, or until they miss an attack. You cannot make attacks with the whip used to make the attack until they free the weapon.
  • Whip Trip. You tangle a Large or smaller creature's feet, causing them to fall prone.

Style Feats

Versatile Weapon Master

You are an expert on the fluid use of versatile weapons, changing stances to fit any situation. When you draw a versatile weapon you are proficient with, or start your turn while wielding one, you can enter a special stance as long as you aren't wielding other weapons or a shield.

This lasts until the start of your next turn, drop or sheath your weapon, or equip a shield. Each stance provides modifiers to your melee weapon attacks made with the versatile weapon while in that stance:

  • Neutral Stance: You add +1 to your attack rolls, damage rolls, and armor class.
  • Power Stance: You don't add your Proficiency bonus to attack rolls, but add twice your Proficiency bonus to your damage rolls.
  • Accuracy Stance: You add twice your Proficiency bonus to attack rolls, but don't add your Strength modifier to damage rolls.
  • Defensive Stance: You don't add your Proficiency bonus to attack rolls, but if you hit at least one attack against a hostile creature, you can add your proficiency bonus to your AC until the start of your next turn.

Lightning Striker

You have mastered wielding weapons with lightning speed, granting the following benefits:

  • Quick Draw. Whenever you make an attack, you can draw a light melee weapon as part of taking the attack.
  • Twin Strike. When you make an attack while wielding more than one light melee weapon and make an attack with one of them, you can subtract the damage dice of another light melee weapon you are carrying from the attack roll to add twice its damage dice to the damage roll of that attack on hit.

General Martial Feats

Martial Expert

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

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Combat Maneuvers. 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).
  • Superiority Dice. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is 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.

You can select this feat multiple times. Each time you do so, you must choose different maneuvers.

Relentless

Prerequisite: 1 or more active martial feats.

Your active martial feats that refresh on a short or long rest gain a chance to refresh every round. At the start of your turn while you don't have a remaining use of one or more of your active martial feats, roll a d6 for each. On a 5 or 6, you regain the use of that feat.

Notes

Improved Critical

If a player has multiple sources of improved critical effects that reduce the critical strike range, it's generally okay to allow them to stack, but it is up to the GM if they do, and they may decide they do not in the case of specific builds or when combined with other homebrew options.

Mystic Path Feats

You can choose your Mystic Path modifier when you have one or more Mystic Path feats. Your Mystic Path Modifier can be any ability score modifier besides Constitution. Your Mystic Path DC is calculated as 8 + your Mystic Path Modifier + your proficiency bonus.

One With Wind

Prerequisite: 4th level

You have mastered the supernatural ability striking like the wind, gaining the following benefits:

  • Ability Score Bonus. Increase your Strength, Dexterity, or Wisdom ability score by 1, to a maximum of 20.
  • Wind Walker. You are not affected by difficult terrain or additional movement costs when the difficult terrain or movement cost comes from strong winds (such as the gust of wind spell).
Wind Strike

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with a special attack that lets you vanish into the wind before striking a number of nearby creatures with a weapon you are carrying in a flurry of blows, before reform from the wind within 5 feet of one of the creatures attacked. You can attack a number of creatures in this way equal to your proficiency bonus, but can only strike each creature once, and can strike creatures within a range of 5 times your proficiency bonus.

Each time you strike a creature, make a melee weapon attack, dealing 1d6 + your Mystic Path modifier damage on a hit. The damage increases by 1d6 each time your proficiency bonus increases.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Wind Affinity

You are touched by the winds, either from a blessing of a powerful entity or through focused mastery and study of their essence, allowing you to borrow and harness their power.

You learn the manipulate windK cantrip and the become windK spell. You can cast it innately and without expending a spell slot a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

Manipulate Wind

transmutation cantrip


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You gust wind within range causing it surge and swirl to your command, selecting one of the following effects:

  • The next ranged weapon attack against a creature of your choice within range has disadvantage.
  • One creature of your choice within range must succeed a Strength saving throw or being pushed 5 feet or knocked prone (your choice).
  • You can increase the next jump made by a creature of your choice within range by 5 feet.
  • You manipulate the wind in a minor way such as pushing a light object up to 10 feet, rustling plants, slam doors, or similar effects. These aren't powerful enough to move creatures or deal damage.

Become Wind

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally; you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft.

Wind Slash

The wind conveys the will of your attacks, granting you the following benefits:

  • Ability Score Bonus. Increase your Strength, Dexterity or Wisdom ability score by 1, to a maximum of 20.
  • Cloudbreaker. You can cut dust, fog, or clouds. As an attack as part of the attack action, you can clear a 30 foot cone of dust, fog, or cloud. Depending on the source of the obscuring effect, the area may become obscured again after 1d4 rounds.
  • Wind Slash. You gain the ability to cast crescent wind slashK. You can cast this spell once without expending a spell slot, casting it at a level equal to your proficiency bonus. After using the free use, you can cast it again by expending a spell slot as normal. If you have Ki Points or Psi Points, you can expend 2 or more those to cast this spell, casting the spell at a level equal to the number of points spent. You regain the free use of this spell when you complete a long rest.

Fire Dancer

Prerequisite: 4th level

You've danced among the flames so long and with such skill that now the flames dance along with you. You gain the following benefits:

  • Ability Score Bonus. Increase your Strength, Dexterity, or Charisma ability score by 1, to a maximum of 20.
  • Through The Flames. You have advantage on Dexterity saving throws where failing them would result in taking fire damage.
Cinder Sweep

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with moving up to 5 feet without provoking attacks of opportunity and then cause an explosion of fire around you. All creatures within 10 feet of you must make a Dexterity saving throw. On failure, a creature takes 2d6 fire damage and becomes ignited. Creatures that are ignited take 1d6 fire damage at the end of each of their turns until a creature within 5 feet of the ignited target spends their action to douse the flames. On success, creatures take half as much damage and are not ignited. The initial fire damage increases by 1d6 when your proficiency bonus increases.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Ignition Art

Prerequisite: 4th level

You gain mastery over a mystic art of fire, giving you the following benefits:

  • Ignite. As an action, you can create small sparks of flame, lightning flammable objects such as kindling or lighting a torch.
Flametongue Touch

Active Ability (Bonus Action, Supernatural)

As a bonus action, you can cause a weapon you are holding to ignite into flames for 1 minute. While ignited, the weapon sheds 15 feet of a bright light, and an additional 15 feet of dim light, and deals an additional 1d6 fire damage on hit. The damage increases every other time your proficiency bonus does, remaining equal to half your proficiency bonus (rounded down), and the bright and dim light radius increase by 5 feet when the damage increases.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Fire Affinity

You are granted a special affinity with fire, allowing you to borrow and harness its power.

You learn the manipulate fireK cantrip, and learn the become fireK spell. You can cast it innately without and without expending a spell a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

Manipulate Fire

transmutation cantrip


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Varies

You control fire you can see within range causing it to bend to your command, selecting one of the following effects:

  • You can grant a creature of your choice within range resistance to fire damage until the start of your next turn.
  • You can spark, douse, or spread fire in a 5 foot-cube, so long as there is fuel that can be ignited within the area.
  • You can control the brightness (halving or doubling it), color (turning the flames to any color of your choice), or shape of fire (forming simple shapes or forms) within a 5-foot cube for 10 minutes.

Become Fire

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:

  • You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature on a turn, it takes 1d6 fire damage.
  • Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage.

Earth Caller

You have mastered a special connection to the earth and can call upon the stones buried in to heed your calls.

  • Ability Score Bonus. Increase your Strength, Constitution, or Wisdom modifier by one.
  • Stone Forming. You learn the stone formingK cantrip.
Stone Shape

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with causing the ground beneath a target creature within 30 feet to surge and warp. The target must make a Dexterity saving throw against your Mystic Path DC. On failure, you can cause one of the following effects of your choice:

  • The target takes 2d6 + your Mystic Path modifier piercing damage.
  • The target is grasped by the earth and their movement speed becomes 0 until the start of your next turn.
  • The target takes 1d6 + your Mystic Path modifier bludgeoning damage and is knocked 5 feet in a direction of your choice.

On success, they take no damage and suffer no additional effects. The damage the target takes is increased by 1d6 when your proficiency bonus increases (including effects that normally do no damage). You can choose to deal no damage with the ability.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Earth Binder

Prerequisite: Earth Caller.

Your mastery of the earthly powers allows you to call upon its power to entrap foes. You gain the following the benefits:

  • Ability Score Bonus. Increase your Strength, Constitution, or Wisdom modifier by one.
  • Grasping Earth. Once per turn, when you hit a Large or smaller flying creature with a melee weapon attack, it must make a strength saving or fall prone.
Stone Cage

Active Ability (Action, Supernatural)

As an action, you cause a 15 foot high, 1 foot thick dome of stone pillars to erupt from the ground around you, enclosing you and the target within range within a ring of stone that lasts a number of turns equal to your proficiency bonus. Creatures can see through the cage of stone pillars, but creatures have three quarters cover against creatures on the other side. The range of the ability is 10 feet, and increases by 5 feet each time your proficiency bonus increases. The ring is always formed into the smallest circle that encompasses both you and the target, with a minimum radius of 10 feet, centered on the point closest to the center between you and the target. Other creatures can be caught inside the ring if they fall inside its radius.

The ring can be destroyed, and has an AC of 16 and a number of hit points equal to 5 x your character level (the entire ring sharing the same hit points, crumbling to dust when reduced to zero). The cage immediately crumbles if you fall unconscious.

Once you use this ability, you cannot use it again until you complete a long rest.

Stone Affinity

You are granted a special affinity with stone, allowing you to borrow and harness its power.

You learn the manipulate earthK cantrip, and learn the become stoneK spell. You can cast it innately without and without expending a spell a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

Manipulate Earth

transmutation cantrip


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Varies

You mold earth you can see within range causing it to twist and buckle to your command, selecting one of the following effects:

  • You can move a 5-foot cube of loose dirt or soil, excavate and move it along the ground to another unoccupied space within 5 feet.
  • You can carve small simple shapes into dirt or stone, change its color, or similar minor effects.
  • You can turn a 5-foot square of earth or stone into difficult terrain for 1 hour. You can have up to three patches of difficult terrain this way; if you create additional patches the first created patch returns to normal terrain.

Become Stone

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends.

Water Affinity

You are granted a special affinity with water, allowing you to borrow and harness its power.

You learn the manipulate waterK cantrip, and learn the become waterK spell. You can cast it innately without and without expending a spell a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

Manipulate Water

transmutation cantrip


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Varies

You shape water you can see within range causing it to move and shape at to your command, selecting one of the following effects:

  • You can move or direct the flow of a 5-foot cube of water in direction, but the water will collapse back to following the flow of gravity at the start of your next turn unless you concentrate on keeping it in place.
  • You can form the water in shapes or cause it to animate. This changes last for 1 minute.
  • You can change the color or opacity of water in a 5-foot cube. This change lasts for 1 hour.
  • You can freeze up to a 5-foot cube of water or thaw up to a 5-foot cube of ice. The water unfreezes or refreezes naturally based on the environmental conditions (usually taking an hour or more to complete melt or freeze unless in extreme conditions).

Become Water

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:

  • You are resistant to bludgeoning, piercing, and slashing damage from non magical attacks.
  • You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked prone.

Esoteric Arts

Illusion Art

Prerequisite: 4th level

You master the arts of illusion, mastering a special art to create them through a unique method. You gain the following benefits:

  • Mind Tricks. You learn the minor illusion cantrip and cast it without a material component, using a spellcasting ability modifier of your choice. When you form a weapon with minor illusion, you can use it as if it were a real weapon for the duration. On hit, it does psychic damage instead of its normal damage type.
Illusion Steps

Active Ability (Bonus Action, Supernatural)

You create a number of identical illusionary copies of you equal to half your proficiency bonus (rounded down). You can keep them in your space, or move them independently. You can move them up 30 feet in any direction on your turn (no action required), but if they move in a way you cannot, their illusory nature is revealed to anyone that sees it.

If they are in different spaces, an enemy can attack them like a creature. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.

While they are in your space, if a creature attacks you, roll d20 to determine which creature is attacked. If you have three or more duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, rolling an 11 or higher targets a duplicate. These duplicates stack with any other illusory duplicates might have (such as from mirror image), but are always consumed first when a duplicate would be hit.

At the start of your next turn, you can take the place of any illusory duplicate that remains and is not sharing your space, but when you do so that illusion vanishes as if hit. Creatures that do not rely on sight or can see through illusions are unaffected and do not target illusory duplicates.

Once you use this feature, you cannot use it again until you complete a long rest.

Void Art

Prerequisite: 4th level

After intense study and sudden enlightenment you've mastered the true essence of cutting through space itself. You gain the following benefits:

  • Part Magic. When you succeed a Dexterity saving throw against a spell or similar magical effect and you would take half damage, you can use your reaction to cut the effect from existence around you, taking no damage instead.
Void Strike

Active Ability (Action, Supernatural)

As an action, you special attack that strikes the dimensional boundaries around a creature, disrupting them and potentially briefly pulling the creature into the ethereal plane. The target makes a Charisma saving throw. On failure, they take 2d6 + your Mystic Path modifier and are banished to the ethereal plane until the start of your next turn. On success, they take half as much and are not banished to the ethereal plane. The creature cannot move while on the ethereal plane, but can otherwise take any action they can normally take, they just cannot interact with things on the material plane unless they normally could. You can choose to do no damage with this ability, and the target can choose to fail their save.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Vanishing Trick

Prerequisite: 8th level

You master an esoteric art of vanishing and leaving something (or someone) behind in your space, swapping positions with them. You gain the following abilities:

  • Decoy Death. If you would be reduced to 0 hit points as a result of taking damage, you can use Nether Swap as a reaction. When you do so, you instead fall to 1 hit point, with any additional damage beyond what would reduce to 1 hit point being taken by the object you swap places with. You can do this even if you have no use remaining, but once you use it this way you cannot use it this way again until you complete a long rest. You can only target objects when using it this way.
Nether Swap

Active Ability (Bonus Action, Supernatural)

As a bonus action, you change places with a Small to Large creature or object that is not being worn or carried you can see within 15 feet of you. If the target is an unwilling creature, it makes a Charisma saving throw against your Mystic Path DC. On a successful save, the ability fails and neither creature is teleported. The maximum distance increases by 5 feet when your proficiency bonus increases (always equaling 5 times your proficiency bonus).

Once you use this feature, you cannot use it again until you complete a short or long rest.

Transformation Arts

Titanic Form

Prerequisite: 4th level

You awaken or learn a mystical ability drawing on the ancient power of the titans. You gain the following benefits:

  • Ability Score Bonus. Increase your Strength, Constitution, or Wisdom ability score by 1, to a maximum of 20.
  • Mystic Language. You learn giant. If you already know giant, you learn one additional language of your choice.
Titanic Aspect

Active Ability (Action, Supernatural)

As an action, you come under the Enlarge effect of the enlarge/reduce spell, which doubles your size in all dimensions, and multiplies your weight by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the effect ends, you also have advantage on Strength checks and Strength saving throws. Your weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

In addition to the normal effect, your flesh takes on rough stone-like appearance, causing your unarmed strikes to deal an additional 1d4 damage and reducing all damage from bludgeoning, piercing, and slashing damage by your proficiency bonus if you don't already have a damage reduction. If you already have a source of damage reduction, only the highest source is used, and is increased by 1 during this effect.

The effect lasts 10 minutes. You can end this effect early as an action, returning to normal size. It ends early if you fall unconscious. Once you use this feature, you cannot use it again until you complete a short or long rest.

Thunderer

Prerequisite: 4th level

  • Ability Score Bonus. Increase your Strength or Constitution ability score by 1, to a maximum of 20.
Quaking Smash

Active Ability (Attack, Supernatural)

As an attack as part of the attack action, you slam the ground causing an eruption of thunder to erupt outward in a 15 foot cone. Creatures in the area must make a Constitution save. On failure they take 2d6 thunder damage and are knocked prone. On success, they take half as much damage and aren't knocked prone. The number of d6 damage dealt increase when your proficiency bonus increases. If you are Large or Larger when you take this action, the size of the cone doubles and the d6s become d8s.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Dragon Form

Prerequisite: 4th level

You have learned to invoke the powers of a dragon. You gain the following features:

  • Ability Score Bonus. Increase your Strength, Constitution, or Charisma ability score by 1, to a maximum of 20.
  • Mystic Language. You learn draconic. If you already know draconic, you learn one additional language of your choice.
Dragon Aspect

Active Ability (Bonus Action, Supernatural)

As a bonus action, you can physical transform your body, choose number up to your Proficiency bonus of the following draconic features:

  • Fangs. Gain dragon-like fangs, gaining a natural weapon that deals 1d8 piercing damage.
  • Claws. Transform one or both hands into dragon-like claws, gaining natural weapons that deal 1d6 slashing damage and have the Light property.
  • Scales. Gain dragon-like scales. When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. You gain resistance to acid, cold, fire, lightning or poison damage. (selected when you take the feat).
  • Wings (Requires 5th level). If you are not wearing armor, dragon-like wings sprout from your back. Until the transformation ends, you have a 30 foot flying speed.
  • Eyes. You gain a darkvision of 60 feet. If you already have a darkvision, you gain a blindsight of 15 feet.
  • Empower. A weapon you are holding or natural weapon of your choice is wreathed in elemental power. Its damage is increased by 1d6 acid, cold, fire, lighting, or poison damage (selected when you take the feat).

The transformation lasts 1 minute or until you end it early as a bonus action. If they don't otherwise have a bonus to attack and damage rolls, natural weapons granted by this transformation gain a bonus to attack and damage rolls equal to half your proficiency bonus (rounded down). Once you use this feature, you cannot use it again until you complete a short or long rest.

Dragon Breath Art

Prerequisite: 4th level

You master the art of gathering elemental power within yourself to unleash in blasts akin to a dragon's breath. You gain the following benefits:

  • Ability Score Bonus. Increase your Constitution, or Charisma ability score by 1, to a maximum of 20.
Dragon Breath

Active Ability (Attack, Supernatural)

As an attack as part of the attack action, you can unleash a cone of elemental devastation. Creatures in a 15 foot cone or 5 by 30 foot line (your choice) must make a Dexterity (for acid, fire or lightning) or Constitution (for cold or poison) saving throw. On failure, they take 3d6 acid, cold, fire, lightning, or poison damage (select when you take this feat), or half as much on a successful one. The number of d6 increases when your proficiency bonus increases (to 4d6 at 5th level, 5d6 at 9th level, 6d6 at 13th level, and 7d6 at 17th level).

If you are transformed by the Dragon Morph of the Dragon Form Art feat, the area of effect is doubled (to a 30 foot cone or 60 foot line).

Once you use this feature, you cannot use it again until you complete a short or long rest.

Optional Features

The following are optional and variant rules that will allow you to use these feats in additional ways based on your use case.

Level 1 Feats

Allowing these feats at level 1 is not a significant problem in the long run, but they will be somewhat overtuned at level 1, being more akin to the power of a 2nd level spell.

You can make these feats more appropriate for level 1 by reducing their damage to 1d6 + modifier until level 4.

Cunning Martial Actions

Martial feats are primarily intended for Martial characters, but many of them may fit Rogues. If you would like to make them a better fit for Rogues, you can allow Rogues to an Active Ability (Attack) of an Active Martial Feat with the bonus action granted by their Cunning Action.

The goal of variant martial progression is to give non-spellcasting characters more choices and development.

You can read the rul

Monk Charity

If you want to be nice to your Monk players, you can include allowing Breaker and Grappler to grant a Dexterity bonus and deal damage using your Dexterity bonus for Monks (with the assumption that they use some form of elegant martial arts to accomplish feats normally accomplished with brute strength).

No Free Stats

If you find these too powerful, they have the world's easiest nerf built in: just make them full feats and remove the attribute point they grant. This may make sense in games that grant free feats, allow rolled stats, ban existing top tier feats, or otherwise think I've given leave to my sanity making these as strong as they are.

Long Rest Only Variant

While I strongly encourage the use of Short Rests in games, and advocate for them being 10 minutes (max 2 per long rest), if you absolutely must play your game without taking any short rests, I'm obligated to recommend that you can simply make these feats Proficiency Bonus per Long Rest uses per day.

It won't be necessarily balanced, but that's probably a good thing, because Martial Classes need all the help they can get in a game without short rests.

Variant Martial Progression

These variant rules serve as something of the mirror image of the spellcasting multiclassing rules with one important distinction: they work even if you don't multiclass, but the only count non-caster class levels, counting half-casters as equal to half their class level, and one third casters as two thirds their class level.

For example, if you had 3 levels of Barbarian and 2 levels of Fighter, you'd have 5 levels in martial progression. If you had 3 levels of Barbarian and 2 levels of Ranger, you'd have 4 levels of martial progress. Due to the 1/3 casters getting their subclass at 3rd level, you cannot lose martial progression by selecting them. For example, if you had 3 levels of Barbarian and 2 levels of Fighter, and selected a 1/3 caster subclass for Fighter at 3rd level, you'd still have 5 levels of martial progress, you just wouldn't gain a new one (due to 1/3 casters for inverted 2/3 progression in this system).

Martial Progresion TAble
Martial Levels Features
1
2
3
4
5 Bonus Skill
6
7 Bonus Skill (2)
8
9 Bonus Feat (1)
10 Extra Attunement Slot (4)
11 Bonus Skill (3)
12
13 Bonus Feat (2)
14 Bonus Attunement Slot (5)
15 Bonus Saving Throw
16 Bonus Expertise (1)
17 Bonus Feat (3)
18 Bonus Attunement Slot (6)
19 Bonus Expertise (2)
20 Bonus Feat (4)

Bonus Skill

Select a skill or tool and gain proficiency with that skill or tool.

Bonus Feat

A character that does not need to master spells can acquire more feats. You can select a feat. A GM may restrict the sources or types of feats available.

Additional Feat Sources

Simply giving martials more feats provides quite a lot of additional customization and strength, but may not solve other issues if you're looking for my dynamic options. Consider Active Martial Feats for a set of boosted more active feats to select. Additionally, if you prefer your martial characters to ascend to demi-god status, considering allowing Mythic Feats for their 17th and 20th level feats.

Bonus Attunement Slot

You can attune to an additional attunement item at a time. Due to having less competing magical forces within you, can attune to more magical items, giving more magical options and general potency to non-spellcasting characters.

Bonus Expertise

A further extension of your Bonus Skills, you gain expertise in one skill you are proficient with, meaning your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency, allowing you fully master certain skills.

Progression

Here is a quick reference for class level progression:

Class Progression Table
Classes Martial Progression
Barbarian, Fighter, Monk, Rogue, WarlordK 1
Eldritch Knight, Arcane Trickster, WardenK
InventorK, Paladin, Ranger, SpellbladeK ½
Bard, Cleric, Druid, OccultistK, PsionK, Sorcerer, Warlock, Wizard 0
  • Inventor can serve as a stand-in for any non-OGL legal half caster that makes magical items. Classes marked with K are created by KibblesTasty.

Multiclassing

Multiclassing Extra Attack

If you have the Extra Attack feature from multiple classes, you gain an additional Fighting Style from the Fighter list of Fighting Styles for each additional time you gain the feature.

Do you Need this?

Do your players refuse to play martial characters? No? You probably don't need this. Yes? Give it a shot. There is a ton of tools for running the game, and this just another one.

Change Log

1.2

  • Yeeter named something more boring.
  • Brute feat changed to better fit with other feats (and probably buffed).
  • Feat passive abilities given a new ability name to help clarify talking about them or referencing them during gameplay.
  • Ruffian feat added (replacing the previous dirty fighting) with more streamlined mechanics.
  • Unyielding Endurance made into a reaction.
  • Martial Toss can now be used on willing creatures without dealing damage.
  • You no longer need to hit your attack to trigger Dirty Strike for Ruffian, just make it. It does need to be a melee weapon attack now though (which still includes unarmed strikes, just not spells).

1.3

  • Revised Swordmaster
  • Added Impact Expert
  • Added One With Wind
  • Added Wind Affinity
  • Added Wind Slash
  • Added Fire Dancer
  • Added Ignition Art
  • Added Fire Affinity
  • Added Earth Caller
  • Added Earth Binder
  • Added Stone Affinity
  • Added Water Affinity
  • Added Illusion Art
  • Added Void Art
  • Added Vanishing Trick

License

SRD Content

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at:

https://dnd.wizards.com/resources/systems-reference-document.

The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at:

https://creativecommons.org/licenses/by/4.0/legalcode

Kibbles Content

Copyright 2022 KibblesTasty Homebrew LLC. You can use content created by KibblesTasty Homebrew LLC following the permissions listed on:

https://www.kthomebrew.com/permissions

Art Credits

All art is copyright KibblesTasty.

  • Heroic Intervention by Alifka Hammam
  • Wild Charge by Reggy Azmat