Pryxis's Feat Referendum

by Spartan127

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Pryxis's Feat Referendum

Pryxis's Feat Referendum

The following document presents a plethora of new and reworked feats that have been unearthed and researched by sages, scholars and anthropologists alike upon the world of Pryxis.

Due to the inherent technological practices and magical studies conducted on Pryxis, many new abilities have been found throughout the masses - both foreign and innate to the world.

General Feats

General feats function as abilities or focuses that arise from training and experience.

These feats can be taken by any character - provided they meet the necessary prerequisites for the feat itself.

Racial Feats

Racial feats are natural abilities that arise from the blood and genes of a particular race or people.

These feats can only be taken by those who are a member of the corresponding race, and represent a natural evolution or unlocking of genetic potential.

Prestige Feats

Prestige Feats are feats that represent specialized training, enhanced focuses, and niche abilities.

Creatures and Characters that undergo special training or circumstances may find themselves taking a prestige feat when they feel that a particular role within their character must be fulfilled.

Supernatural Gifts

Supernatural Gifts are otherworldly abilities akin to a combination of feat and epic boon.

Granted only under unorthodox or supernatural circumstances, these Supernatural Gifts represent a substantial change to a creature or character - as they become suffused with unnatural energies, blessings from deities, or supernatural and extraplanar creatures. Some characters may start with a Supernatural Gift (such as within the Mythic Odysseys of Theros campaign) or be bestowed one as a reward.

Supernatural Gifts also carry the ability to evolve over time - becoming Supernatural Evolutions: an advent of truly spectacular abilities as the supernatural gift blossoms into a new form.

Table of Contents

General Feats

  • Blood Frenzy
  • Bulwark
  • Combat Reflexes
  • Dragonforce
  • Flexile Mage
  • Focused Caster
  • Gifted
  • Grenadier
  • Guilebound
  • Master Crafter
  • Medic
  • Monkey Style
  • Runecarver
  • Silver Gourmet
  • Simplistic
  • Spell-Cutter
  • Swift Armsman
  • Tactician

Racial Feats

Aarakocra
  • Eagle Eye (+Owlin)
  • Wing Warrior
Aasimar
  • Celestial Fury
  • Outer Blood
Autognome
  • Enhanced Plating (+Warforged)
  • Healing Factory
  • Squat Nimbleness (+Any Small Race)
Bugbear
  • Brutish Force
  • Grappling Limbs (+Goliath)
  • Survival Instinct (+Goblin, Hobgoblin)
Centaur
  • Grand Galloper
  • Routing Charger
Changeling
  • Evasive Morphing
  • Lingering Memories
Dhampir
  • Deep Drinker
  • Vampiric Charm
Dragonborn
  • Dragon's Fear
  • Draconic Hide
Dwarf
  • Dwarven Fortitude
  • Unshaken Heart
Elf
  • Elven Accuracy (+Half-Elf)
  • Fey Teleportation
  • Methodical Trance
Fairy
  • Faerie Stealth
  • Fey Passage
Firbolg
  • Strength of the Woods
  • Wisdom of the Wilds
Genasi
  • Elemental Evolution
  • Primordial Constitution
Giff
  • Close Quarters Specialist
  • Sparksplitter
Gith
  • Psionic Honing
  • Gith Mnemonics
Gnome
  • Fade Away
  • Sartorial Adept
Goblin
  • Lockjaw
  • Trickster Spirit
Goliath
  • Imposing Honor
  • World's Strength
Grung
  • Grung Tied
  • Tongue Fighter
Hadozee
  • Foot Mastery
  • Otherworldly Glider
Half-Elf
  • All-Friend
  • Cautious Eye
  • Prodigy (+Half-Orc, Human)
Half-Orc
  • Budding Chieftain (+Orc)
  • Orcish Fury
  • Wildbound Heritage
Halfling (and Kender)
  • Bountiful Luck
  • Second Chances
Harengon
  • Trigger Hoppy
  • Escape Reflex
Hobgoblin
  • Centurion Training
  • Field Tactics
Human
  • Frontiersman
  • Human Determination
Kalashtar
  • Psychic Inquirer
  • Quori Focus
Kenku
  • Curse of the Old One
  • Eyes of the Scavenger
Kobold
  • Scaleborn
  • urd Wings
Leonin
  • Inspiring Roar
  • Pride of the Pack
Lizardfolk
  • Lurker
  • Reptilian Regeneration
Locathah
  • Hunter's Adaptation
  • Extrasensory Barbels
Loxodon
  • Herdy Resilience
  • Stampeder
Minotaur
  • Horned Tactics
  • Resident of the Labyrinth
Orc
  • Bodily Discipline
  • Chosen of Gruumsh
Owlin
  • Ancient Knowledge
  • Night Hunter
Plasmoid
  • Corrosive Touch
  • Osmotic Membrane
Satyr
  • Faunic Charm
  • Lighthearted
Shifter
  • Beastial Magics
  • Moonborn
Simic Hybrid
  • Hybridized Regeneration
  • Simic Mutation
Tabaxi
  • Feral Graces
  • Nine-Fold Lives
Thri-Kreen
  • Glassen Hardening
  • Lepidine Body
Tiefling
  • Flames of Styx
  • Infernal Constitution
Tortle
  • Deep Sea Adaptation
  • Rough Shell
Triton
  • Aquan Magic
  • Child of the Current
Vedalken
  • Ever-Expanding Mind
  • Fail Forwards
Verdan
  • Inquisitive Empathy
  • Warborn
Warforged
  • Arcane Construction
  • Improved Integration
Yuan-Ti
  • Hardened Scales
  • Viperous Rites

Prestige Feats

  • Archblade
  • Corrupt Acolyte
  • Divine Avatar
  • Grand Chorder
  • Great Lord
  • Lancer
  • Loremaster
  • Meta-Psion
  • Strange Traveler
  • Warshaper

Supernatural Gifts

  • Anvilwrought
  • Astralborn
  • Fate Touched
  • Heroic Destiny
  • Hexenblood
  • Hollowed
  • Iconoclast
  • Inscrutable
  • Lifelong Companion
  • Mighty
  • Oracle
  • Pious
  • Unscarred
Additional Feats

For more feats created by my fellow DM and I, please consult the Scribblings of the Magi for more feats to optimize and specialize your D&D characters!

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General Feats

The following feats represent more specialized forms of combat or utility - granting particular focus into specific fields of actions, skills or abilities.

Blood Frenzy

Prerequisite: Constitution of 13 or higher

You're never phased by a near death experience. Coming close to death almost stimulates you, provoking untapped power within you.

  • Increase your Constitution, Dexterity or Strength score by 1, up to a maximum of 20
  • While at half your hitpoint maximum (or below), you gain an additional weapon attack on each of your turns.
  • While at half your hitpoint maximum (or below), you deal an additional amount of weapon damage per strike equal to your Constitution modifier.

Bulwark

No matter what, you will hold your ground. You gain the following benefits:

  • At the start of your next turn, you can reduce your speed to 0. If you do so, you can use your reaction to impose disadvantage on the next melee attack against you, before the start of your next turn.
  • When an effect causes you to move without expending your movement, you can choose to move half the distance instead, unless that effect also knocks you prone or into the air.

Combat Reflexes

Prerequisite: Dexterity of 13 or higher

Your exceptional agility and battle experience have honed your reflexes.

  • Your Dexterity score increases by 1, to a maximum of 20.
  • Your walking speed increases by 5 feet.
  • You gain one additional reaction each turn.

Dragonforce

Prerequisite: Requires one of the following feats: "Gift of the Chromatic Dragon", "Gift of the Gem Dragon", or "Gift of the Metallic Dragon"

Your exposure to the influence of dragons has reached its peak: metamorphosing your body and allowing you to mantle a draconic form for a limited time.

  • You gain a +1 bonus to AC - reflected in your skin sprouting fine patches of scales according to your dragon type.
  • You learn the draconic transformation spell.
    • You can cast this spell without expending a spell slot or material components. When you cast it using this ability, you do not need to maintain concentration on the spell. Once you cast it in this way, you can’t cast that spell in this way again until you finish a long rest.
    • The spellcasting ability for this spell is the ability score increased by your previous Gift of the Dragon feat, or your own spellcasting ability (if you have one). If you do not have a spellcasting ability - utilize charisma instead.

Flexile Mage

Prerequisite: The ability to cast at least one spell

Your time spent studying and practicing the inner workings of magic while leaving yourself vulnerable to threats has yielded bolstering benefits.

  • Increase your Dexterity score by 1, to a maximum of 20.
  • So long as you are not wearing armor or wielding a shield, you gain the following benefits:
    • You gain a +1 Bonus to AC
    • Whenever you cast a spell that increases Armor Class (such as mage armor, shield, shield of faith, barkskin, haste or other spells that increase Armor Class in some way) you may increase the AC bonus granted by that spell by 2 - requiring no action. Once you utilize this ability, you cannot do so again until you finish a long rest.

Focused Caster

Prerequisite: The ability to cast at least one spell, spellcasting ability score of 15 or higher

You have mastered your ability to concentrate even under duress. You gain the following benefits:

  • You can cast up to two spells per turn - so long as one spell is an action, and the other spell is a bonus action.
  • When you cast a spell that requires concentration, you may double its duration.
  • When you fail a concentration check, that spell lasts for 1d2 extra rounds. You may use this feature only once per long rest.

Gifted

You have a preternatural talent that manifests as you hone your skills through your experiences. You gain the following benefit:

  • You add a +1 bonus to your Proficiency Bonus. You can only benefit from this feat once.

Grenadier

Prerequisite: Proficiency in Glassblower's Tools or Tinker's Tools

You've discovered how to weave arcane magic into mundane objects, turning them into lethal utility.

  • Using Glassblower's or Tinker's Tools, you can now use 50 gp of materials and 4 hours downtime to create 1 magically infused hand grenade.
  • You may have up to your proficiency modifier in crafted grenades.
  • These grenades have a range of 30/90. The damage type is determined upon crafting (acid, cold, fire, lightning, poison, thunder or slashing), and the damage is equal to 1d8 + your Intelligence modifier. The damage increases by 1d8 per extra 50 gp of materials you use per grenade (up to a maximum equal to your proficiency bonus per grenade).
  • As an action, you may hurl the grenade and each creature within 5 feet of an exploding grenade must make a Dexterity saving throw (Save DC = 8 + your Intelligence modifier + your proficiency bonus), taking the grenade's damage, or half as much on a success.

Guilebound

Prerequisite: Dexterity 13 or higher

You have learned the intricacies of shadow and stealth.

  • You gain proficiency in stealth. If you already have proficiency in stealth, you add double your proficiency bonus when you make Stealth checks. If you already had double proficiency in Stealth, you gain advantage.
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible - as long as you benefit from light obscurity such as dark shadows.
  • While hidden you add +2 to attack and damage rolls.

Master Crafter

Prerequisite: Proficiency in a tool, and Intelligence of 15

Through years of hard work and dedication, you are now recognized as a master within your field.

  • Choose a set of artisian tools you are proficient with, you gain the following benenfits:
    • Any check you make with these tools is made with advantage.
    • You craft objects and items using these tools in half the time.
    • When crafting weapons, shields or armor, make a DC 20 check with your tools. If you succeed this check, they gain the effects of having a +1 bonus to Armor Class (for armor or shields) or a +1 bonus to attack and damage rolls (for weapons), but still do not count as magical for the purposes of resistances unless the item you are creating is also a magic item - in which it gains a +1 magical bonus regardless of its original mechanics (which can stack with previous bonuses).

Medic

You master the physician’s arts, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • Allies within 50 feet of you must fail an additional death saving throw to die.
  • You can use your bonus action to move half your speed towards an unstable creature. This movement does not provoke attacks of opportunity.
  • You automatically succeed on the Wisdom check to stabilize a dying creature, even if you do not have a healer’s kit. If you have a healer's kit while stabilizing a creature, they instead gain 1 hitpoint.

Monkey Style

Prerequisite: Strength or Dexterity of 13

Through either honed dexterity or pure strength, you are unusually adept at wielding large weapons.

  • Increase your Strength or Dexterity by 1, to a maximum of 20
  • You ignore the Heavy trait on weapons if you are small.
  • You may wield a 2 handed melee weapon in a single hand. Your other hand can wield a light weapon or shield.

Runecarver

Prerequisite: Intelligence, Wisdom or Charisma of 13 or higher

You’ve delved into the art of runecraft. - the practice of written Onomancy; the magic of speech, words, and language:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the comprehend languages spell. You can cast this spell without expending a spell slot or material components, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.
  • You gain access to the following ability:
    • Runic Inscription. Whenever you finish a long rest, you can touch a number of objects equal to half your proficiency bonus (rounded up) and inscribe a separate mystical rune upon each object. These objects can include weapons, shields, armor, pieces of clothing, jewelry, or other objects. You instill the innate primal magic of Onomancy into the runes - temporarily granting access to one 1st-level spell based on the rune you inscribed, as specified in the Rune Spells table, and the spell remains available until you finish a long rest, when the rune magically fades.

      While a creature is wearing or carrying the rune-marked object, they can cast the spell associated with the chosen rune once without using a spell slot or material components.

The Rune Spells utilize your spellcasting ability - and the spellcasting ability for this spell is based on the ability score increased when you take this feat. If a spell requires concentration, the creature who utilizes the rune maintains concentration using your spellcasting ability.

Each time you gain a level, you can replace one of the runes you know with a different one from the Rune Spells table.

Rune Spells
Rune Spell
Ancients Absorb Elements
Beast Animal Friendship
Beggar Disguise Self
Blood False Life
Breath Tasha's Hideous Laughter
Cloud Fog Cloud
Death Ray of Sickness
Dragon Chromatic Orb
Enemy Bane
Fey Faerie Fire
Fire Burning Hands
Friend Bless
Frost Armor of Agathys
Giant Enlarge/Reduce
Gods Protection from Evil and Good
Hell Hellish Rebuke
Heart Charm Person
Heaven Sanctuary
Hill Goodberry
Journey Longstrider
King Command
Light Guiding Bolt
Life Cure Wounds
Madness Dissonant Whispers
Mind Unseen Servant
Mountain Jump
Shield Shield
Stone Catapult
Storm Thunderwave
Undead Hex
War Heroism
Water Create or Destroy Water
Weapon Zephyr Strike
Wild Entangle
Wind Feather Fall

Silver Gourmet

Prerequisite: Chef feat

You have honed your culinary arts into their purest form. You gain the following benefits:

  • You add double your proficiency when you make any check involving your Cook's Utensils.
  • You can now prepare special food for a number of people up to 6 + double your proficiency bonus, and the number of extra hit points regained while spending Hit Dice increases to 2d8.
  • You can now prepare a number of treats equal to double your proficiency bonus, and the number of temporary hit points gained is equal to your character level.

Simplistic

Prerequisite: Proficiency with simple weapons

Your experience using simple melee weapons gains you the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • While using a simple melee weapon, the damage die is increased to the next highest damage die (For example, a spear would deal 1d8 piercing damage and 1d10 if wielded with two hands).

Spell-Cutter

You have mastered the means to turn aside a spell with just the weapon you wield.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are targeted by a beam, projectile or projectile-like spell (such as fireball), you can use your reaction to attempt to strike the spell and disrupt it. Make an attack roll with a silvered or magic weapon contested by the caster's Spell Save DC. On a success, the spell fails. On a failure, the spell's damage affects only you and you take the full damage of the spell. You have advantage on attacks rolls to disrupt cantrips. You can successfully counter a spell this way twice, you regain all expended uses of it when you finish a long rest.

Swift Armsman

You have learned to utilize swift strikes into an unrelenting assault. You gain the following benefits:

  • You gain a +1 to your attack rolls with non-heavy melee weapon attacks and unarmed strikes.
  • Once on each of your turns, when you hit with two or more melee weapon attacks with non-heavy weapons or unarmed strikes, you gain an additional action until the end of your turn. That action can only be used to take the Attack (one weapon attack only), Dash, or Disengage action.

Tactician

As a seasoned warrior in combat, you gain the following benefits:

  • When an enemy creature within 5 ft of you is reduced to 0 hit points or is forcibly moved more than 5 ft away from you, you can use your reaction to move up to half your movement speed.
  • You can use your bonus action to swap spaces with a willing creature within 5 ft of you. This movement does not provoke an attack of opportunity.
  • If a creature falls prone, becomes grappled or restrained within 5 ft of you, you can use your reaction to make an attack of opportunity against that creature.

Racial Feats

The following feats are normally restricted to the races that are presented alongside them. If your DM permits it, some of these feats may be gained by other races if circumstances allow it.

Some feats that may be available to multiple races will be listed under the first race that qualifies for such a feat (alphabetically).

Aarakocra

Eagle Eye

Prerequisite: Aarakocra or Owlin

Your eyesight is as keen as your distant, avian kin. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in Wisdom (perception) checks. If you already have proficiency in Wisdom (perception) checks, then you gain expertise in them.
  • You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 10 feet away from you.

Wing Warrior

Prerequisite: Aarakocra

Long hours spent exercising and flapping your massive wings have paid off with superior flight. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • Your fly speed increases by 10 feet.
  • You can now flap your massive wings with extreme force, making a special attack. When you do so, each creature within 10 ft of you must succeed on a Dexterity saving throw (Save DC 8 + your proficiency bonus + your Strength or Dexterity modifier). A creature takes 2d6 + your Strength or Dexterity modifier (whichever you chose for the Save) in bludgeoning damage on a failed save and is knocked prone, or half as much damage and not knocked prone on a successful one.

Aasimar

Celestial Fury

Prerequisite: Aasimar

Your divine power now courses thought your veins on an almost constant basis, increasing your store of energy and ability to harness your power.

  • Increase your Charisma score by 1, to a maximum of 20.
  • You can now use your healing hands racial trait a number of times equal to half your proficiency bonus. (rounded up)
  • You can now activate your Celestial Transformation a number of times per long rest equal to 1 + your Charisma Modifier (minimum of once) .

Divine Blood

Prerequisite: Aasimar

Your divine ancestry has gifted you with more spells typical to those strong of faith. You gain the following benefits:

  • Choose a cantrip from the cleric spell list. You learn the chosen cantrip.
  • Choose a first level spell and a second level spell from the cleric or paladin spell lists. You learn the chosen spells and can cast them once at their lowest level without expending a spell slot. You regain the ability to cast the spell in this way when you finish a short or long rest.
  • Intelligence, Wisdom, or Charisma is your spellcasting ability for all these spells.
Autognome

Enhanced Plating

Prerequisite: Autognome or Warforged

You have been outfitted with additional natural armor or protective magic that has enhanced your ability to resist damage. Choose one of the following options:

  • Adamantine Plating: Your body has been reinforced with Adamantine, granting you greater resistance to attacks. Your armor class increases by 1 and you become immune to critical hits. If a hit was to be a critical one, it instead becomes a normal one. If a critical hit is landed on you with an adamantine weapon, it cancels this immunity for the attack.
  • Ironwood Body: Your body is constructed from a light, organic wood that is as hard as steel that allows you to be more nimble without giving up protection. Your movement speed increases by 10 feet. When you make a dexterity saving throw to avoid damage, you may reduce the damage you do take by half.
  • Elemental Warding: Your body is enchanted with magic that helps ward against the elements. When you finish a long rest, you may choose a damage type: acid, cold, fire, lightning, or thunder. You gain resistance to the chosen damage type until you next finish a long rest. Additionally, when you take damage of one of those damage types, you may use your reaction and expend a hit dice to cast absorb elements.

Healing Factory

Prerequisite: Autognome

Your creator designed you to benefit more from several spells and effects that preserve life; You gain the following benefits.

  • You learn the mending cantrip. You can cast it using your bonus action once, after witch you must finish a short rest before you can do so again. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell.
  • When you use your 'Healing Machine' racial trait to expend your hit dice to heal when the mending cantrip is cast on you, you can expend a number of hit dice equal to your proficiency bonus, rather than just one.
  • When you receive healing, you can increase that healing by an amount equal to your proficiency bonus.

Squat Nimbleness

Prerequisite: Any Small Race

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice).
  • You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled.
Bugbear

Brutish Force

Prerequisite: Bugbear

Your animal-like strength on the battlefield is unmatched in its primal ferocity. You gain the following benefits:

  • Your Critical Hit range increases by 1.
  • When you make a melee weapon attack against a creature, you may choose to do so with advantage. If the attack hits, you roll one of the weapon's damage dice an additional time and add it as extra damage. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you land a critical hit, you regain one use of this feature.

Grappling Limbs

Prerequisite: Bugbear or Goliath

You have harnessed your innately massive limbs when it comes to grappling, you gain the following benefits:

  • You have advantage when rolling to grapple a creature, and creatures have disadvantage when rolling to escape your grapples.
  • You can have up to two creatures grappled at a time. If you attempt to grapple a third, the other two are set free.
  • You can add your proficiency bonus to the damage roll of any creature that you are grappling.

Survival Instinct

Prerequisite: Bugbear, goblin, or hobgoblin

You know how to get yourself out of danger and put your friends into it - in a good way. You gain the following benefits:

  • You gain proficiency in your choice of Dexterity or Constitution saving throws.
  • As a reaction to being targeted by an attack, you can choose a willing non-hostile creature within 5 feet of you. You and that creature change places and the chosen creature becomes the target of the attack.
  • You benefit from cover from allied creatures up to one size smaller than you. When an allied creature provides cover for you they provide three quarters cover instead of half cover.

Centaur

Grand Galloper

Prerequisite: Centaur

Your legs grow even stronger from hard training or extended use, and you feel even faster than before. You gain the following benefits:

  • You can take the dash action as a bonus action on each of your turns.
  • Opportunity attacks made against you are done so with disadvantage.
  • When you take the dash action, you may make one attack with your hooves.
  • Your hooves damage increases to 1d8 + your strength modifier. Additionally your hooves now count as magical for the purposes of overcoming resistance.

Routing Charger

Prerequisite: Centaur

You are a dangerous foe to face for an unmounted opponent, and your intimidating presence can cause enemies to break ranks and flee. You remain relentless in your pursuit of a fleeing foe. You gain the following benefits:

  • When you critically hit or reduce a creature to 0 hit points, you can attempt to frighten nearby foes who are your size or smaller:
    • Creatures of your choice that can see or hear you that are within 20 feet must make a Wisdom saving throw (Save DC 8 + your proficiency bonus + your Strength or Charisma modifier). On a failure, they are frightened of you for 1 minute. At end of its turn, a frightened creature may repeat the saving throw, ending the effect on a success.
  • When a hostile creature provokes an attack of opportunity from you, or uses the dash, or disengage action within your melee attack range, you can move up to half your speed after the attack, or movement of the other creature. This movement doesn't provoke attacks of opportunity.
  • You have advantage on attack rolls against creatures that are smaller than you if they are frightened of you.
Changeling

Evasive Morphing

Prerequisite: Changeling

You have learned to use your physical ability to be able to move out of the way of certain attacks. You gain the following benefits:

  • When determining your armor class, you can use your Charisma modifier, rather than your Dexterity modifier.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to reduce that damage by an amount equal to your Charisma modifier multiplied by your Proficiency bonus (minimum of 1). Using this ability reveals your shapeshifting nature to any creature that can see you.
  • When a creature within 30 feet you can see makes an attack roll against you, you can use your reaction to shift your form to impose disadvantage on the roll. Using this ability reveals your shapeshifting nature to any creature that can see you.

Lingering Memories

Prerequisite: Changeling

Your ability to adopt another creature’s appearance is more pronounced with access to that creature’s body. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • If you touch an incapacitated or dead Medium or Small sized humanoid for 1 minute and then use your Shapechanger feature to copy their appearance, you learn about their personality and all information they would freely share with a casual acquaintance. This information allows you to pass yourself off as the creature to most observers. When you target a Small creature in this way you can change your size to match the target creature. If you do so, you revert back to Medium size when you use your Shapechanger feature again. Once you have adopted a creature’s appearance in this way, you can’t do so again until you complete a long rest.

Dhampir

Deep Drinker

Prerequisite: Dhampir

You have improved your ability to drink the blood and life from others. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Your 'Vampiric Bite' counts as magical for the purposes of overcoming resistances and immunities, and now deals piercing damage equal to 1d8 + your Constitution modifier, and the target's hit point maximum is reduced by an amount equal to the damage taken. The reduction lasts until the target finishes a long rest.

Vampiric Charm

Prerequisite: Dhampir

Your unnatural demeanor and otherworldly visage allow you to compel a creature into doing your bidding.

  • Increase your Charisma score by 1, to a maximum of 20.
  • You learn the friends cantrip.
  • As an action, you can target one humanoid you can see within 30 feet. If the target can see you, it must succeed a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be charmed for one minute. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favorable way possible, and it is a willing target for your Vampiric Bite attack.

Dragonborn

Dragon's Fear

Prerequisite: Dragonborn

When angered, you can radiate menace. You gain the following benefits:

  • You gain proficiency in Charisma (Intimidation) checks. If you already have proficiency in Charisma (Intimidation, then you gain expertise in them.
  • Whenever you can expend a use of your Breath Weapon trait, you can also let out a roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. At the end of each of the frightened targets turns, it can repeat the saving throw, ending the effect on itself on a success. If you wish, you can forgo using your breath weapon and just roar. When you do any creature that makes the save, does so with disadvantage.

Draconic Hide

Prerequisite: Dragonborn

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • Your scales harden. While you aren’t wearing armour, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the normal bludgeoning damage for an unarmed strike.
Dwarf

Dwarven Fortitude

Prerequisite: Dwarf

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • You gain advantage on death saving throws.
  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
  • Whenever you take the Dodge action in combat, you can spend one or more Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Unshaken Heart

Prerequisite: Dwarf

Your dwarven spirit is rarely broken, let alone shaken. You gain the following benefits:

  • Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You have advantage on saving throws against being frightened.
  • When fighting a creature that is larger than you, if you fail a saving throw you can instead chose to succeed. Once you use this ability, you must finish a long rest before you can do so again.

Elf

Elven Accuracy

Prerequisite: Elf, or Half-Elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you hit with an attack that isn't a critical hit, your critical hit range increases by 1. This benefits stacks until you land a critical hit, miss an attack, or enter or exit combat, after which it resets to your default.
  • Whenever you roll damage with an attack using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one die if the result was 1 or 2, but you must keep the new roll.

Fey Teleportation

Prerequisite: Elf

Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You learn to speak, read, and write in Sylvan and Druidic.
  • As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Methodical Trance

Prerequisite: Elf

You have mastered the ability to remain even more aware during your trance states, and may even perform certain tasks while resting. You gain the following benefits:

  • Increase your Wisdom or Dexterity score by 1, to a maximum of 20.
  • While in your 'Trance' you now have full consciousness of your surroundings, and you gain advantage on Wisdom (perception) checks made while doing so.
  • While trancing, you may perform simple tasks that do not require heavy concentration or stressful actions. Such tasks could include reading a tome, holding a conversation, utilizing artisan's tools that you are proficient in, or performing a skill check you have proficiency in. Your DM may designate other simple tasks as well.

Fairy

Faerie Stealth

Prerequisite: Fairy

Your ability to remain out of sight and out of mind have evolved to supernatural tendencies. You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Dexterity (stealth) skill.
  • You learn the invisibility spell, and may cast it (targeting only yourself) a number of times equal to your proficiency bonus per long rest.

Fey Passage

Prerequisite: Fairy

Your innate spritely nature has manifested from beyond the veil. You gain the following benefits:

  • Your speed increases by 10 feet.
  • You can squeeze through a space as narrow as 1 inch wide.
  • You have advantage on any ability check or saving throw you make to end the grappled or restrained condition.
Firbolg

Strength of the Woods

Prerequisite: Firbolg

Your connection to nature strengthens your body, granting you the following benefits:

  • You increase your Strength or Constitution scores by 1, to a maximum of 20.
  • Whenever you finish a short or long rest, you gain a number of temporary hitpoints equal to your level - which last until you finish a short or long rest.
  • Whenever you have hitpoints restored by any means, you can restore an additional amount equal to 1d8.

Wisdom of the Wilds

Prerequisite: Firbolg

You lean further into your connection with nature, gaining additional abilities.

  • You increase your Wisdom score by 1, to a maximum of 20.
  • You can cast Speak with animals at will, without expending a spell slot.
  • You also learn the spells Speak with Plants and Plant Growth, and you can cast both once without spending spell slots. You regain the ability to do so when you finish a long rest, and you can cast the spells with any spell slots you have. Wisdom is your spellcasting modifier for the spells you gain with this Feat.

Genasi

Elemental Evolution

Prerequisite: Genasi

Rarely, as a genasi matures, latent elemental bloodlines manifest in them, blending with their already potent natural abilities. You gain the following benefits:

  • Your Strength, Dexterity, Intelligence or Wisdom score increases by 1, up to a maximum of 20.
  • Choose a genasi subrace other than one you already possess. You gain all of the subrace features, excluding statistical increases, that subrace provides. Your appearance may change as a result of this development. You are still obviously a genasi.

Primordial Constitution

Prerequisite: Genasi

As a plane touched humanoid, your body is hardier than many others. You gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
  • You gain resistance to poison damage and you gain advantage on saving throws against being poisoned.
  • You become immune to critical hits. If a hit was to be a critical one, it instead becomes a normal hit, unless it is dealt with an adamantine weapon.
Giff

Close Quarters Specialist

Prerequisite: Giff

You have partaken in special training, honing your sills in close quarters combat. You gain the following benefits:

  • If you are within 5 feet of an enemy, your attacks with firearms do not suffer disadvantage.
  • When you make a melee weapon attack with a weapon you are wielding in one hand, you can fire a loaded firearm that is in your other hand at the same target. You can only do this once per turn.
  • When you are within melee range of a target and you miss with an attack, you gain a communitive +1 bonus to your attack rolls. This bonus stacks until you hit, or enter or exit combat.

Sparksplitter

Prerequisite: Giff

Your natural proficiency and experience in battle has granted you greater prowess that few other in your race achieve. You gain the following benefits:

  • Your critical hit range for attacks increases by 1.
  • If you land a critical hit, you regain 1 use of your 'astral spark' trait.
  • When you make an attack and use your 'astral spark' trait, you can cause a second creature that is within a number of feet equal to your proficiency bonus multiplied by five to take force damage equal to half the damage that the attack dealt.

Gith

Psionic Honing

Prerequisite: Gith

You have cultivated your mind's durability and have learned how to channel your psionic power into your strikes. You gain the following benefits:

  • Increase your Strength, Dexterity or Wisdom score by 1, to a maximum of 20
  • Your thoughts cannot be read by telepathy or other means unless you allow it. You always know when you are targeted by a divination spell.
  • You may project your psionic energy into your attacks. For 1 minute, when you hit with a melee weapon attack or an unarmed strike, you deal extra psychic damage equal to 2d6 + your proficiency modifier. Once you use this ability, you cannot do so again until you finish a long rest.

Gith Mnemonics

Prerequisite: Gith

You have expanded your mind's eye, and thus have expanded your psychic capabilities. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain telepathy out to 60 feet.
  • You learn the cantrips encode thoughts and mind sliver.
  • You can cast each of your racial psionics spells an additional time per long rest. Additionally, you learn the nondetection spell (If you are Githyanki), the haste spell (If you are Githzerai), or the clairvoyance spell (If you are Githvyrik) and can cast it once per long rest - targeting only yourself without expending a spell slot.
Gnome

Fade Away

Prerequisite: Gnome

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by l, to a maximum of 20.
  • You gain proficiency in Dexterity (stealth) checks. If you already have proficiency in Dexterity (stealth) checks then you gain expertise in them.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses whenever you finish a short or long rest.

Sartorial Adept

Prerequisite: Gnome

You have learned the finer details of apparel craft and their maintenance. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency with weaver's tools or jeweler's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • You learn the prestidigiation cantrip. Additionally, you learn the enthrall spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell, which can only be cast if the clothes or jewelry you are wearing are clean and dry.

Goblin

Lockjaw

Prerequisite: Goblin

You know the one great truth about being a goblin: once you bite, you don’t let go. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your teeth become natural weapons. They deal 1d6 piercing damage on a hit and have the finesse property, and you can grapple using your jaws. While grappling in this way, you cannot speak or cast spells with verbal components, and you cannot use your jaws to attack any creature except the one you are grappling.
  • You have advantage on melee weapon attacks against grappled creatures and creatures that are grappling you.

Trickster Spirit

Prerequisite: Goblin

At one point you were possessed by the spirit of a Nilbog, and though it has since passed on to another host, it has left its mark on you. You gain the following benefits:

  • You gain proficiency in Charisma (persuasion) and Charisma (deception) checks.
  • When you take damage, you may use your reaction to expend one of your hit dice and reduce the damage taken by the amount rolled + your Constitution modifier.
  • You learn the mirror image spell and you can cast it once per short rest without expending a spell slot. Your spellcasting ability modifier for this spell is Intelligence, Wisdom, or Charisma.
Goliath

Imposing Honor

Prerequisite: Goliath

You've learned to use your powerful form to your charismatic advantage. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain advantage on Charisma (intimidation) checks.
  • Using a bonus action, you may make a Charisma (intimidation) check to call out a creature who can understand and hear you. That creature must then make a Wisdom (insight) check against the result. On a failed check, the creature gains disadvantage on attack rolls against creatures other than you until the start of your next turn.

World's Strength

Prerequisite: Goliath

Legends speak of goliaths able to move mountains, you are one of their descendants. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • As an action on your turn, you roll 2d4 and add the result as an extra bonus to your Strength score for 1 minute, or until you lose consciousness. With this bonus your total Strength score can exceed 20 but not 30. Additionally, for the duration of this ability, you have advantage on any ability check you make that uses Strength. Once you use this ability, you can’t do so again until you finish a short or long rest.

Grung

Grung Tied

Prerequisite: Grung

Through a combination of herbal tonics and ritual magic your grung physiology evolves, and you are considered one caste level higher amongst other grungs. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You ignore the effects of your 'Water Dependency' trait. Instead, you count as one size larger when determining how much water you must consume in a day.
  • As an action, you can make a chirring noise to which other grungs are immune. Each creature within 10 feet of you that can hear you must succeed on a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature is stunned until the end of your next turn. You may utilize this ability a number of times equal to your proficiency bonus per long rest.

Tongue Fighter

Prerequisite: Grung

You have searched deep within yourself and unleashed your ancient amphibious power. You gain the following benefits:

  • Your tongue becomes a natural weapon. This weapon utilizes your strength modifier and deals 1d4 bludgeoning damage.
  • When you grapple a creature you can instead wrap your tongue around it, freeing your hands to perform other tasks.
  • As an action, you can launch your tongue out at a creature within 15 feet. The creature must make a Dexterity (acrobatics) check contested by your Strength (athletics) check or be grappled and pulled 10 feet towards you. You can use this action a number of times equal to your proficiency bonus per long rest.

Hadozee

Foot Mastery

Prerequisite: Hadozee

You have become so proficient and practiced with using your feet that you can use them as well as your hands. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your feet becomes capable of fine motion. You can use your 'Dexterous Feet' feature as a standard free object interaction - per DM's discretion.
  • So long as you remain standing on one foot, you may wield a light weapon in your other foot as if you would wield it in your hand. You may make an attack with this weapon as a bonus action once per turn.

Otherworldly Glider

Prerequisite: Hadozee

You have spent your time mastering gliding and how to maximize your ability to do so. By magically manipulating air currents, you have gained aerial maneuverability unmatched by many of your race. You gain the following benefits:

  • While gliding you can keep yourself aloft temporarily. While you are gliding, you can choose to only fall a maximum of 5 feet.
  • While using your gliding, your movement doesn't provoke attacks of opportunity unless the attacker would have advantage.
  • You learn the dust devil spell and you can cast it once per short rest without expending a spell slot. When you cast it, it is centered on you and moves with you as you move. It cannot be moved from your position. Your spellcasting ability modifier for this spell is Intelligence, Wisdom, or Charisma.
Half-Elf

All-Friend

Prerequisite: Half-Elf

Your mixed elven human descent makes you well liked among most peoples and cultures. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You learn the friends cantrip.
  • You can cast the suggestion spell, requiring no spell slot or components, and you can cast it a number of times equal to half your proficiency bonus per long rest. Your spellcasting ability for these spells is Charisma.

Cautious Eye

Prerequisite: Half-Elf

Your anonymity and living between cultures has helped you be wary against threats. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in Wisdom (perception) checks or Intelligence (investigation) checks.
  • You can add your Wisdom modifier (minimum 1) to your initiative.

Prodigy

Prerequisite: Half-Elf, Half-Orc, Human

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 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.
  • You learn one of the following cantrips: control flames, druidcraft, gust, light, mage hand, minor illusion, mold earth, prestidigitation, shape water, or thaumaturgy.

Half-Orc

Budding Chieftain

Prerequisite: Half-Orc, Orc

You have the makings of a great warrior and even greater chief. You gain the following benefits:

  • Increase your Strength or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with one of the following skills of your choice: Deception, Intimidation, or Persuasion.
  • Whenever you roll initiative at the start of combat, you may choose to scream a resounding war cry (no action required). Hostile creatures within 30 feet of you that can hear you must succeed on a Charisma saving throw (Save DC 8 + your proficiency bonus + your Strength modifier) or become frightened of you until the end of your next turn.

Orcish Fury

Prerequisite: Half-Orc

Your inner fury burns tirelessly. You gain the following benefits:

  • Increase your Strength or Constitution score by l, to a maximum of 20.
  • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Immediately after you use your 'Relentless Endurance' trait, you can use your reaction to make two weapon attacks.

Wildbound Heritage

Prerequisite: Half-Orc

Your mixed ancestry has often led you to the brink of civilization - and thus, you have learnt the ways of surviving the wilds. You gain the following benefits:

  • Your walking speed increases by 5 feet.
  • You learn the hunter's mark spell and can cast it a number of times equal to your proficiency bonus per long rest.
  • Whenever you reduce a creature to 0 hitpoints with a weapon attack, you can use your reaction to move up to half your speed and make another weapon attack.
Halfling (and Kender)

Bountiful Luck

Prerequisite: Halfling, Kender

Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You gain the following benefits:

  • When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your 'Lucky' racial trait before the end of your next turn.

Second Chances

Prerequisite: Halfling, Kender

Fortune favors you when someone tries to strike you. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. You can utilize this ability a number of times equal to your proficiency bonus per short or long rest.

Harengon

Trigger Hoppy

Prerequisite: Harengon

Being hyper aware of your surroundings has lent you sharpened reactions in combat. You gain the following benefits:

  • Increase your Dexterity score by 1, up to a maximum of 20.
  • When you roll for initiative, you may use your reaction to make an attack with a weapon you are holding. The target of the attack must be a creature with initiative lower than yours. If this attack hits, you deal an additional weapon die of damage.
  • You now roll a d6 for your 'Lucky Footwork' rather than a d4.

Escape Reflex

Prerequisite: Harengon

Remaining ever light on your feet even while under duress has allowed you to avoid danger easily. You gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You can attempt to hide when you have no cover as long as you have not moved during the round. If you succeed in hiding this way, if you move you automatically lose the hidden status. The DC to perceive you when hidden this way is always 10.
  • When a creature moves within 5ft of you, you may use your reaction and expend one use of your 'Rabbit Hop' feature to jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0.
Hobgoblin

Centurion Training

Prerequisite: Hobgoblin

You have received the leadership training that other members of your race covet. You are always prepared, able to respond quickly and lead confidently. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You may add half your proficiency bonus to your initiative rolls (rounded down).
  • You gain proficiency with medium armor and shields.
  • When you use your 'Saving Face' trait, you do not expend a use of it unless your roll succeeds.

Field Tactics

Prerequisite: Hobgoblin

You embody a truly commanding presence on the battlefield. You gain the following benefits:

  • You can use your bonus action to choose one or more creatures that can see and hear you. When you do, those creatures can use their reaction to move up to their movement speed. You can move a total number of creatures in this way up to your proficiency bonus. You regain all expended uses when you complete a long rest.
  • When you witness an ally miss an attack roll or fail a saving throw, you can use your reaction to grant that creature a bonus to the roll equal to the number of its allies that can see it, up to a maximum of +5, potentially changing the outcome of the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. You can do this a number of times equal to your proficiency bonus, regaining all expended uses after finishing a long rest.

Human

Frontiersman

Prerequisite: Human

Many humans have an inborn call to adventure that leads them towards expansion, exploration, and You gain the following benefits:

  • You gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, or Survival
  • Whenever you make a Wisdom (survival) check to track beasts, monstrosities or plants, you have advantage on the roll.
  • Through sounds and gestures, you can communicate simple ideas and basic concepts with Small or smaller beasts and monstrosities (and sentient plants, per DM's discretion).

Human Determination

Prerequisite: Human

You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When you roll a 1 when rolling hit die to restore hit points, you can reroll the die and must use the new roll, even if the new roll is a 1.
  • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You may utilize this ability a number of times equal to half your proficiency bonus (rounded down) per long rest.
Kalashtar

Psychic Inquirer

Prerequisite: Kalashtar

You have honed your mental connection to other creatures to greater acuity. You gain the following benefits:

  • Increase your Intelligence score by 1, up to a maximum of 20.
  • Your ability to give another creature telepathy is extended to 4 hours.
  • The effective range of your 'Mind Link' is doubled.
  • If any creature that you have ever communicated with using your 'Mind Link' ability comes within your range of that ability, you are aware of their proximity.

Quori Focus

Prerequisite: Kalashtar

You have cultivated an unusually strong link with your Quori spirit. You gain the following benefits:

  • Increase your Wisdom score by 1, up to a maximum of 20.
  • You learn the alarm spell and can cast it a number of times equal to your proficiency bonus per long rest.
  • Your Quori spirit can maintain concentration for you on spells even when you are unconscious. You are still affected by attacks on your unconscious body, requiring you to make a Wisdom saving throw in order for your Quori spirit to maintain concentration on your behalf.

Kenku

Curse of the Old One

Prerequisite: Kenku

You have learned to draw power from the Old One that has cursed your people. You gain the following benefits:

  • You learn the comprehend languages spell and can cast it at will. You also learn Shadow Blade and Hunger of Hadar, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
  • Additionally, using the magic of the Old One, you gain a limited ability to tap into creatures' minds. After concentrating on a creature (like on a spell) for 1 minute, the target must make a Wisdom save (Save DC 8 + your proficiency bonus + your Charisma modifier), on a failed save you steal their voice and you can use it to talk normally, without needing to hear them talk, on a success, you won't gain anything and they will know their minds have been taped into. You can have a number of voices stored in your mind equal to your proficiency bonus.

Eyes of the Scavenger

Prerequisite: Kenku

You embody the most ravenous aspects of a kenku’s avian nature. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in your choice of disguise kits, forgery kits, poisoner’s kits, or thieves' tools.
  • You can cast the identify spell without material components as an action. You can cast this spell a number of times equal to your proficiency bonus per long rest. Wisdom is your spellcasting ability for this spell.
Kobold

Scaleborn

Prerequisite: Kobold

Whether as a blessing granted to you at birth or some dormant part of your heritage, you have the magic of dragon’s blood within you. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You learn two cantrips from the Sorcerer spell list. Charisma is your spellcasting ability for these spells.
  • Choose one damage type: acid, cold, fire, lightning, or poison. You gain resistance to the chosen damage type.

Urd Wings

Prerequisite: Kobold

Your faint draconic ancestry has evolved to manifest in the presence of makeshift wings. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You grow a pair of leathery, almost dragon-like wings, which grant you a flying speed equal to your walking speed. Your armor must accommodate these wings, and cloth will be ripped if not properly made to account for their growth. You cannot benefit from this speed if you are wearing medium or heavy armor.

Leonin

Inspiring Roar

Prerequisite: Leonin

You have sharpened your powerful leonine roar into an even more terrifying projection. You gain the following benefits:

  • Increase your Strength or Charisma score by 1, to a maximum of 20.
  • The range of your 'Daunting Roar' feature is doubled.
  • When a creature fails their saving throw against your 'Daunting Roar' feature with a total lower than your Constitution modifier, they're stunned instead of frightened.
  • As a bonus action, you can expend a use of your 'Daunting Roar' feature to grant creatures of your choice within 10 feet of you temporary hit points equal to your level + your Constitution modifier.

Pride of the Pack

Prerequisite: Leonin

Your fierce resolve in the face of dire threats has marked you as a natural leader. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You become immune to the frightened condition
  • The damage of your claw attack increases to 1d8 + your Strength modifier.
  • When you use your claws to make an attack as a bonus action, you instead make two claw attacks. Additionally, after making the attacks, you also gain the benefits of the Disengage action until the end of your turn.
Lizardfolk

Lurker

Prerequisite: Lizardfolk

Your natural stealthiness and affinity for ambush become even more apparent. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with the poisoner’s kit.
  • When you apply poison to a weapon, you may add your proficiency bonus to the poison damage you deal on a hit.
  • You have advantage on Stealth checks while you are in swampy, forested, or underwater environments.

Reptilian Regeneration

Prerequisite: Lizardfolk

The environment that you grew up in is a hostile one; the weak perish, and the string survive. Your body has has to adapt and as such you gain the following benefits:

  • You regain 1 hit point every hour as long as you have at least 1 hit point, or you are stabilized with 0 hit points.
  • You can regrow lost body parts, the time required depends on the lost body part; 1d4 days for a finger or toe, 1d6 weeks for an arm, leg or tail).
  • As an action you can release a surge of regeneration in your body. For 1 minute, or until you fall unconscious, at the start of each of your turns, you regain a number of hit points equal to your proficiency bonus. Once you use this ability, you can't do so again until you finish a long rest.

Locathah

Hunter's Adaptation

Prerequisite: Locathah

You have become accustomed to hunting on land - surviving far from your aquatic home. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your walking and swimming speed both increase by 10 feet.
  • You ignore the requirement to be submerged in water from your 'Limited Amphibiousness' trait. Instead, you count as one size larger when determining how much water you must consume in a day.

Extrasensory Barbels

Prerequisite: Locathah

Your barbels on your face lengthen and become extrasensitive to your surroundings. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain expertise in Wisdom (perception) checks.
  • You gain blindsight out to a range of 10 feet, and while submerged in water this blindsight increases to 30 feet.
  • While submerged in water or a liquid, you cannot be surprised.
Loxodon

Herdy Resilience

Prerequisite: Loxodon

You have endured harsh seasons and even harsher punishments, hardening your hide and body. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Your 'Natural Armor' feature increases to 14 + your Constitution modifier.
  • You gain proficiency with your trunk as an unarmed weapon, and attacks made with your trunk now deal 1d4 damage.
  • As a bonus action, you may make an attack with your trunk.

Stampeder

Prerequisite: Loxodon

You’ve learned to use your sizable body to ignore enemies that block your path. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Your walking speed increases by 10 feet.
  • When you take the Dash action, you can choose to pass through the space of one or more Large or smaller creatures. Each creature must succeed on a Strength saving throw (Save DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 2d6 + your Strength modifier. Whether a creature succeeds or fails its saving throw, it cannot make opportunity attacks against you for the rest of your turn. Once you use this ability, you can’t use it again until you finish a long rest.

Minotaur

Horned Tactics

Prerequisite: Minotaur

You have learnt how to utilize your horns in strategic combat and defense. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Your horns grant a +1 bonus to your Armor Class.
  • As a reaction, when a creature misses you with a melee attack, you may make one attack with your horns.
  • When you make a 'Hammering Horns' attack, you can knock a creature prone if your shove is successful. If a creature is knocked prone in such a way, they take an additional 1d6 + your Strength modifier in piercing damage.

Resident of the labyrinth

Prerequisite: Minotaur

Your ancestors lived far underground, and roamed labyrinthian mazes devoid of light. You gain the following benefits:

  • You have darkvision out to a range of 60 feet.
  • You have advantage on any checks made to navigate dark, underground spaces.
  • You can accurately memorize even the most complex layouts of mazes, labyrinths, confusing cave systems, floor plans of buildings, and the alike. As such you always remember your way in such environments.
  • You learn the find the path spell and can cast it once per long rest without expending a spell slot. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell.
Orc

Bodily Discipline

Prerequisite: Orc

You have intensely honed your body through tribal rite and rigorous training - embodying the might of the tribe. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain advantage on Constitution saving throws.
  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
  • When an attacker that you can see hits you with an attack, you can use your reaction to half the bludgeoning, piercing, and slashing damage, for that attack. You can utilize this feature a number of times equal to your proficiency bonus per long rest.

Chosen of Gruumsh

Prerequisite: Orc

Your glorious deeds have earned you the favor of Gruumsh, god of Orcish kind. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per turn, When you have advantage on an attack, you can forgo the advantage and instead attack twice as apart of the same attack action.
  • You learn the augury spell and can cast it at will, without expending a spell slot.
  • You also learn the wrathful smite spell and can cast it once per long rest without expending a spell slot. Your spellcasting ability modifier for this spell is Intelligence, Wisdom, or Charisma.

Owlin

Ancient Knowledge

Prerequisite: Owlin

You have awakened rites of the knowledge of old from deep within the lifeblood of your people. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with one of the following skills of your choice: Arcana, History, Insight, Investigation, or Perception
  • You learn either the sense emotion or comprehend languages spell and can cast it a number of times equal to your proficiency bonus per long rest.

Night Hunter

Prerequisite: Owlin

You have adapted to the strigiform style of combat well, becoming a skilled hunter of the dark. You gain the following benefits:

  • You gain a climbing speed equal to your walking speed.
  • You gain advantage on Wisdom (perception) checks that rely on sight or hearing.
  • You may roll stealth checks with advantage in dim light or darkness.
  • You can use your talons as natural weapons rolling 1d4 plus your Strength or Dexterity modifier instead of your normal unarmed strike damage.
Plasmoid

Corrosive Touch

Prerequisite: Plasmoid

You have learned the same hunting techniques of your fellow oozekin. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You learn the acid splash cantrip
  • Whenever a creature touches or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal acid damage equal to 1d8 to the creature. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expanded uses when you complete a long rest.

Osmotic Membrane

Prerequisite: Plasmoid

You develop an adhesive outer membrane that allows you to utilize your form in much more effective ways. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain a climbing speed equal to your walking speed. Additionally, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • You are able to treat your body as a bag of holding. You can store up to 4 items of tiny to small size, as well as one medium to small humanoid. This functions like a normal bag of holding wherein there is no oxygen within the plasmoid. Therefore the humanoid will lose oxygen and must adhere to suffocation rules. All items absorbed in this way are molecularly broken down and reconstrucuted when summoned. If killed the contents remanifest on the ground. An unwilling creature can make a contested athletics check with disadvantage against the plasmoid.

Satyr

Faunic Charm

Prerequisite: Satyr

Always having time to celebrate, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You learn the dancing lights cantrip.
  • You learn a 1st-level spell of your choice from the bard spell list that doesn't count against your number of known/prepared spells. You can cast this spell once per short rest without expending a spell slot and your spell casting ability for this is Charisma.
  • If you already have or gain Bardic Inspiration as a class feature, this grants more uses of Bardic Inspiration equal to your proficiency bonus; otherwise, you gain uses of Bardic Inspiration equal to your proficiency bonus that are d6. You regain expended uses when you finish a long rest.

Lighthearted

Prerequisite: Satyr

Few things can shake your mood, and your respites are particularly restful. You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.
  • You have advantage on saving throws against being charmed or frightened.
  • If you spend one or more Hit Dice to regain hit points during a short rest, you regain an additional 1d6 hit points. If you consume at least a pint of alcohol during a short rest, you may regain 2d6 additional hit points instead of 1d6.
Shifter

Beastial Magics

Prerequisite: Shifter

You have tread heavily within the world of beasts and animals and know them deeply. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You learn the primal savagery cantrip.
  • You learn the speak with animals spell and can cast it at will.
  • You learn the animal friendship and beast sense spells, each of which you can cast a number of times per long rest equal to half your proficiency bonus. Wisdom is your spellcasting ability for all three spells.

Moonborn

Prerequisite: Shifter

Your connection to the sacred moon has blessed you with great power. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain a climbing speed or a swimming speed equal to your walking speed (your choice).
  • You gain an additional use of your 'Shifting' Feature per short rest.
  • You gain an additional 'Shifting' feature. When you activate your shifting trait you gain the benefit of both shifting features. You cannot choose the feature that you already possess.

Simic Hybrid

Hybridized Regeneration

Prerequisite: Simic Hybrid

Your bodies alteration have bolstered its natural ability to repair from harm. You gain the following benefits:

  • If you succeed on 3 death saving throws, you immediately return to 1 hit point.
  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
  • Whenever you take the dodge action in combat, you can spend one or more hit dice to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Simic Mutation

Prerequisite: Simic Hybrid

Your enhancements are more numerous that many others of your race. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You gain advantage on initiative rolls. While you are conscious, you cannot be surprised.
  • You gain an additional 'Animal Enhancement' feature that you don't already possess.
Tabaxi

Feral Graces

Prerequisite: Tabaxi

You more closely resemble your natural cousins than the average Tabaxi, having greater control of your body. You gain the following benefits:

  • Increase your Strength or Dexterity score by l, to a maximum of 20.
  • The damage of your claw attack increases to 1d6 + your Strength modifier and it counts as a finesse weapon.
  • Your climbing speed increases by 10 feet.
  • Your tail becomes partially prehensile. You may utilize your tail to pick up items weighing 5 pounds or less, draw a weapon (but not wield it), quaff a potion, retrieve or stow an item from your pocket or pack, or make a pick pocket or slight of hand check.

Nine-fold Lives

Prerequisite: Tabaxi

Your feline luck allows you to survive blows that would otherwise knock you unconscious. You gain the following benefits:

  • Increase your Constitution Score by 1, to a maximum of 20.
  • Whenever your hitpoints are restored by any means (magic or otherwise), you gain a number of temporary hitpoints equal to 1d6. These temporary hitpoints cannot exceed your Level, and are lost when you take a long rest.
  • When you make a Death Saving Throw you can roll a Hit Die and add it to result of the Saving Throw. You may only utilize this feature a number of times equal to your proficiency bonus per long rest.

Thri-Kreen

Glassen Hardening

Prerequisite: Thri-Kreen

Your carapace has mutated to grow a glassen exoskeleton - resulting in greater defensive capabilities. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Your 'Chameleon Carapace' feature increases to 14 + your Dexterity modifier.
  • Your unarmed strikes now deal 1d4 + your Strength modifier in slashing damage.
  • You learn the invisibility spell and can cast it a number of times equal to half your proficiency bonus (rounded up) per long rest.

Lepidine Body

Prerequisite: Thri-Kreen

An ancient bloodline has enhanced your body and allowed you to sprout long and heavy, moth-like wings. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your walking speed increases by 10 feet.
  • Your jump distance is doubled.
  • You gain a flying speed equal to your walking speed. You can not fly while wearing medium or heavy armor, or while encumbered.
Tiefling

Flames of Styx

Prerequisite: Tiefling

You learn to call on the inherent energies within the hells to serve your commands. You gain the following benefits:

  • Choose either cold, fire, or poison damage. This will affect the damage type for the abilities in this feat.
  • When you roll damage of the selected type for a spell you cast, you can reroll any roll of 1 on the damage dice, but you must use the new roll, even if it is another 1.
  • Whenever you cast a spell that deals the selected damage, you can cause energy to wreathe you until the end of your next turn. The energy doesn’t harm you or your possessions, and it sheds bright light out to 30 feet and dim light for an additional 30 feet. While the energy is present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 damage of the selected type. This damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.

Infernal Constitution

Prerequisite: Tiefling

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

  • Increase your Constitution score by l, to a maximum of 20.
  • You gain resistance to cold, fire, or poison damage (your choice when you choose this feat).
  • You have advantage on saving throws against being poisoned.
  • You increase your maximum hit point by 15 + your hit die + your constitution modifier. This only happens once at the time of taking this feat.

Tortle

Deep Sea Adaptation

Prerequisite: Tortle

Your ancestors have adapted to life in open water unlike your largely land-based kin. As you’ve matured, these traits have become more prominent. You gain the following benefits:

  • Increase your Strength or Wisdom score by 1, up to a maximum of 20.
  • You gain a swimming speed equal to your walking speed.
  • You can hold your breath for up to 8 hours.
  • While on the Material plane, you always know which way is north, and you have advantage on Wisdom (Survival) checks made to navigate.

Rough Shell

Prerequisite: Tortle

Throughout the years - whether it be through aging, growth, or augmentation - your shell has become bulkier and more dangerous to the touch. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, up to a maximum of 20.
  • Your 'Natural Armor' trait now provides a base AC of 18 + your Dexterity modifier (max 2).
  • Whenever a creature misses you with a melee attack, it suffers piercing damage equal to your proficiency bonus.
Triton

Aquan Magic

Prerequisite: Triton

You are more attuned to the magic of the Elemental Plane of Water than others of your kind. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You learn the shape water cantrip.
  • You learn the armor of agathys and ice knife spells, each of which you can cast at base level a number of times per long rest equal to half your proficiency bonus. Charisma is your spellcasting ability for these spells.

Child of the Current

Prerequisite: Triton

You were born in the water, and have learned to use it to increase your vitality. You gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
  • You gain immunity to cold damage.
  • You gain advantage on Strength and Dexterity skill check while underwater.
  • If you spend an entire short rest submerged in water, you may treat a number of hit dice equal to your constitution modifier (minimum of 1) as having rolled their max.

Vedalken

Ever-Expanding Mind

Prerequisite: Vedalken

Your brain continues to grow over time, and your ability to present logical arguments is unsurpassed. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks and add your Intelligence modifier to the roll.
  • You learn to speak, read, and write a number of additional languages equal to your proficiency bonus. Each time your proficiency bonus increases, you learn to speak, read, and write an additional language. At your DM’s discretion, each time you would learn a language with this feat, you may instead gain proficiency with one tool of your choice.

Fail Forwards

Prerequisite: Vedalken

Vedalken pursue their work with delighted enthusiasm, never deterred by setbacks and always cheerfully excited by every opportunity for improvement. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • When you miss an attack, fail an ability check, or fail a saving throw, the next attack, ability check or saving throw you make within 1 minute is made at advantage. If you already have advantage on the roll, the ability check or saving throw automatically succeeds. You may utilize this feature a number of times equal to your proficiency bonus per long rest.
Verdan

Inquisitive Empathy

Prerequisite: Verdan

Naturally curious, you have honed your telepathic powers to sense how other creatures are feeling at a given moment. You can probe deeper into a creature’s mind, but only rarely. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You can utilize your telepathy to convey complicated thoughts.
  • You can cast the detect thoughts spell at will, without expending a spell slot or material components. You can cast this spell a number of times equal to your proficiency bonus per long rest. When you cast detect thoughts with this feat, you cannot detect the presence of creatures you can’t see. Charisma is your spellcasting ability for this spell.

Warborn

Prerequisite: Verdan

You were born during the conquest of a host and carried as a battle standard. You learned many things from watching the slaves of the host. You gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
  • You gain proficiency with one weapon, one tool, and you learn a language of your choice.
  • You gain advantage on saving throws against being charmed or frightened.

Warforged

Arcane Construction

Prerequisite: Warforged

Your creator included your body with arcane energies that have given you some innate magical ability. you gain the following benefits:

  • Your body becomes a spellcasting focus and you can use it as one for any of the spells you know. When you do so, you can ignore non-consumed material components up to a value of 50gp.
  • You learn two cantrips of your choice.
  • You learn one 1st-level spell and one 2nd-level spell of your choice. You can cast the chosen spells once, without expending a spell slot, after which you must finish a long rest before you can do so again. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma.

Improved Integration

Prerequisite: Warforged

You have learned to adapt and modify your body even more than other warforged, and can integrate weapons and tools, in addition to integrating armor. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When you complete a long rest, you can choose a weapon (or spellcasting focus) which you are proficient with and integrate it into your body in such a way that it is always ready for use. A weapon or focus integrated into your body in this way can be produced from within as easily as you would draw a weapon from its scabbard.
  • When you complete a long rest, you can integrate one tool set, one gaming set, or one musical instrument you are proficient with into your body. You can produce this tool for use at any time, no action required.
  • Integrated objects can’t be disarmed or otherwise separated from you while you are alive, unless you choose to remove it at the end of a long rest. You can have up to one weapon or spellcasting focus and up to one tool set, gaming set, or instrument integrated into your body at one time.

Yuan-Ti

Hardened Scales

Prerequisite: Yuan-Ti

Your scales harden and your gain fangs similar to your snake brethren. You gain the following benefits:

  • Your scales harden. While you aren’t wearing armour, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You grow retractable fangs from your mouth. The fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier. instead of the normal bludgeoning damage for an unarmed strike.
  • Additionally when you hit with your fangs, you can deal an additional 2d6 poison damage to the target. You can do this a number of times equal to your proficiency bonus and regain all expended uses upon finishing a short or long rest.

Viperous Rites

Prerequisite: Yuan-Ti

You've studied the rituals of those in higher castes as they devote themselves to the serpent gods, and you've picked up a thing or two from them. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You gain advantage on Wisdom (animal handling) checks made to handle snakes, serpents, and similar creatures (with DM's discretion).
  • As an action, you can transform a pile of sticks, ten arrows or small pieces of wood into a swarm of poisonous snakes. The swarm acts as your ally, and obeys your commands. This transformation lasts for one minute, after which the swarm reverts to its original form. If the swarm is killed before this, it reverts to normal early. You may do this once, and regain this ability after you finish a short or long rest.

Prestige Feats

Some heroes push beyond their limits or take inspiration from others. Prestige Feats are the representation of this push beyond the limits of a character's class. Prestige Feats are more powerful than normal Feats and sometimes require a particular feat, ability or even a class feature before a character can take this feat.

Prestige Feats are designed to be taken during normal character progression in place of a standard Feat, or to be granted by the DM as a reward - but always meant to represent a unique character trait or list of abilities.

Prestige Feats have multiple requirements that must be met before this Feat can be chosen by or granted to the player. These requirements could be class levels, class features, proficiencies, previous feats, abilities or roleplay based.

Due to the extremely specialized and powerful nature of Prestige Feats, a Character can only benefit from one Prestige Feat at any time - with DM's discretion.

Archblade

The archblade is a master of weaving magic into their weapons, having discovered a primal link between him and them, enabling him to surpass the art of any regular warrior.

Requirements:
  • 12th level character
  • Strength or Dexterity score 20
  • Proficiency in at least one martial weapon
  • Own and Attune to at least one legendary (or rarer) melee weapon.

Once you complete the requirements you gain the following benefits:

Soul of the Weapon. Spending 1 hour meditating with a legendary (or rarer) melee weapon you awaken the inherent spirit within the weapon and bond your soul with it. The Bonded Weapon cannot be unwillingly disarmed from you.

Extra Attack. You may attack one additional time with this bonded weapon whenever you take the attack action on your turn.

Unyielding. While wielding this bonded weapon, you may affect force effects such as a Wall of Force with your chosen weapon, destroying them as if Disintegrate had been cast upon them.

Arch-Slash. With your bonded weapon you may now strike out at targets up to 30 feet with a bladed beam of energy. You may make an attack action against a single target with advantage, dealing the weapon's damage on a hit, with additional force damage equal to 3d10 + your character level. You may make this attack a number of times equal to your proficiency bonus per short or long rest.

Corrupt Acolyte

Corrupt Acolytes seek power by replacing their skin with that of a fiend, slowly transmuting into a powerful abomination. Once this corruption has taken root, the acolyte gains the power to corrupt those around them.

Requirements:
  • 12th level character
  • Constitution score 20
  • Evil Alignment
  • Undergo a ritual of magically binding a fiend's flesh onto your own.

Once you complete the requirements you gain the following benefits:

Hellspawn. You can cast the alter self spell at will, without expending a spell slot. While you are transformed in this way, you gain advantage on Charisma (deception) and Charisma (persuasion) checks.

Devil's Sight. You gain devil's sight out to 120 feet - allowing you to see in both magical and nonmagical darkness.

Magic Resistance. You gain advantage on saving throws against spells and other magical effects. If you would still be affected by a spell or magical effect that would deal damage to you, you instead take half damage.

Fiendish Favors. You gain the ability to touch a willing creature and grant it a Fiendish Favor for 1d4 days. You can only grant one of these favors at a time, and a creature can only benefit from one of these favors once per month.

Fiendish Favors

Health

The touched creature gains immunity to disease and poison, and their maximum hit points are doubled.

After the favor has ended, the creature is afflicted with a disease and are unable to speak for 2d6 days, and their hitpoints are reduced to half their maximum.

Knowledge

The touched creature gains double proficiency in four skills of your choice.

After the favor has ended, the creature's Intelligence drops to 4 for 2d6 days.

Power

The touched creature gains resistance to all bludgeoning, piercing, and slashing damage, and advantage on death saving throws.

After the favor has ended, the creature gains vulnerability to bludgeoning, piercing, and slashing damage for 2d6 days, and instantly fails a death saving throw when they next fall to 0 hitpoints.

Wealth

The touched creature gains 5d100 times your Charisma modifier in gold value of gemstones.

After the favor has ended, they lose belongings and wealth worth twice the alloted amount given to them - by means of being stolen, lost in gambling, or taken by taxes.

Divine Avatar

Avatars; the chosen vessel of a divine, their godly energy coursing through a mortal form. You can call upon miracles which the common folk can only dream of. Where you travel, the people flock to you seeking salvation and revelation alike.

Requirements:
  • 12th level character in a Divine class (such as cleric, paladin, divine soul sorcerer, etc)
  • Complete a quest given to you by a deity or their agent.

Once you complete the requirements you gain the following benefits:

Exalted Presence. You are under the continuous effects of the thaumaturgy cantrip, and may have up to three effects active at once. It requires no action to change the effects.

Divine Rites. You learn the ceremony spell. It no longer require material components to cast. You may cast this spell a number of times equal to your proficiency bonus per long rest.

Miracle Worker. When you use the Divine Intervention class feature a roll of twice your level or lower is a success. You gain the Divine Intervention class feature if you did not already have it.

Hand of God. As an action you can target one Fiend or Undead if you're Good, or a Celestial or Fey if you're Evil (If you are neutral, you may choose the creature types of either Good or Evil - but cannot change this choice later), you can see within 30 feet, the creature makes a Charisma saving throw (Save DC = 8 + your Charisma modifier + your proficiency bonus), on a failed save the creature is banished, as if by the banishment spell. On a success the creature takes 10d6 Radiant if its a Fiend or Undead or 10d6 Necrotic damage if its a Celestial or Fey. This damage ignores resistance and treats immunity as resistance.

Grand Chordant

Grand Chordants are the epitome of the musician's life - weaving words and melodies into an incredibly enchanting performance that have been known to even affect the flow of time itself.

Requirements:
  • 12th level character
  • Charisma score 20
  • Proficiency in the Performance skill
  • Proficiency in an instrument

Once you complete the requirements you gain the following benefits:

Set the Stage. You gain proficiency in a number of instruments equal to your proficiency bonus.

Magical Performances. You learn the gift of gab and unearthly chorus spells and can cast each a number of times equal to your proficiency bonus per long rest. Your spellcasting ability for these spells is Charisma.

Song of Timelessness. As an action, you begin performing a supernatural performance and envelop a single creature you can see within 60 feet in a field of timelessness. The creature must succeed a Wisdom saving throw (Save DC = 8 + you Charisma modifier + your proficiency bonus) to negate the effect. On a success, the creature is stunned for 1 round. On a failure, the creature is frozen in time and can take no actions. While frozen in time, attacks cannot hit it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it does not fall. The creature remains frozen for as long as you continue to perform, up to a maximum of 1 minute - requiring an action each round. When you stop performing, the creature immediately returns to normal. As far as the creature is concerned, no time seems to have passed. You may utilize this feature a number of times equal to your proficiency bonus per long rest.

Great Lord

Great Lords are commanders on the battlefield, natural born leaders and fighters. The Great Lord leads their allies into the thick of battle, fighting at their side and rallying them to greater heights.

Requirements:
  • 12th level character
  • Extra attack class feature.
  • Superiority Dice
  • Ownership of a stronghold, fortress, or dungeon

Once you complete the requirements you gain the following benefits:

Maneuverability. You learn three Combat Maneuvers of your choice.

Heroic Presence. You learn the heroism spell and can cast it at base level a number of times equal to your proficiency bonus per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma.

Weapon Focus. You gain a +2 bonus to attack and damage rolls with three weapons of your choice with which you have proficiency.

Stratagem Master. When you make a weapon attack with one of the chosen weapons, you can forgo an attack to call out to one friendly creature you can see. That creature, if they can hear you, can use their reaction to make one attack with advantage using one Combat Maneuver you know that can be used with that creature's attack.

Lancer

Lancers - also known as Dragoons - are those specialized in an exceptionally unorthodox form of combat involving leaping and leaning into the weight and force of their heavy weaponry.

Requirements:
  • 12th level character
  • Strength score 20
  • Extra attack class feature
  • Trained in the art of leaping combat by another seasoned lancer.

Once you complete the requirements you gain the following benefits:

Jumper. You learn the jump spell, and you can only cast it on yourself. It no longer requires verbal or material components to cast. You may cast this spell a number of times equal to your proficiency bonus per lomg rest.

Jump Good. You no longer require a running start to perform a jump.

Longarmed Master. Attacks made with weapons with the reach, two-handed, and heavy properties deal an additional weapon die of damage.

Dive Attack. While under the effects of the jump spell, you may use your action to perform a dive attack. You leap high into the air and target one creature within range of your jump. Your target must make a Dexterity saving throw (Save DC = 8 + your Strength modifier + your proficiency bonus), on a failed save the creature takes damage from your base weapon attack and an additional 2d6 weapon damage and is knocked prone. On a successful save, the creature receives half as much damage and is not knocked prone. You end your turn in an unoccupied space directly beside the creature.

Loremaster

Loremasters are mages dedicated to understanding the underlying mechanics of the multiverse and the magic that permeates it. These spellcasters take a surgical approach to how magic works, being able to rework the spells they cast.

Requirements:
  • 12th level artificer or wizard
  • Wisdom or Intelligence score 20
  • Access to a book, scroll, or other informational medium containing significant lore of the multiverse.

Once you complete the requirements you gain the following benefits:

Prepared. When you roll initiative you can add your proficiency bonus to the roll.

Knowledgeable. You learn the enhance ability spell. You may cast it a number of times equal to your proficiency bonus per lomg rest.

Malleable Casting. When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type for one other type from that list (you can change only one other type per casting of a spell).

Recurve Magic. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. You can make this change before or after the saving throw has been made. You may utilize this ability a number of times equal to your proficiency bonus per short or long rest.

Meta-Psion

A Meta-Psion is a follower of the strange and mysterious mindscape, you have folded your inlaid mentality outwards upon the material. Mastering the full potential of your mind, you explore the psyche before turning it on the world.

Requirements:
  • 12th level character
  • The ability to utilize psionics
  • Intelligence score 20
  • Undergo a self-altering psychic or mental exercise.

Once you complete the requirements you gain the following benefits:

Outward Mind. You learn the unseen servant spell. You can cast it at will.

Invasive Thoughts. You learn the dissonant whispers spell. You do not require verbal components when casting this spell. You may cast this spell at base level a number of times equal to your proficiency bonus per long rest.

Mind over Matter. When you hit with a weapon attack, you can choose to deal psychic damage instead of the attack's normal damage.

Mental Shielding. When you take damage, as a free action you can choose to roll a d10. Add double your Intelligence modifier to the number rolled and reduce the damage by that total. You may utilize this ability a number of times equal to your proficiency bonus per short or long rest.

Strange Traveler

One of the greatest occult mysteries is the ability to move souls from one body to another. The Strange Traveler has harnessed the ability to project their soul to possess the bodies of still living creatures.

Requirements:
  • 12th level character
  • Charisma score 20
  • Proficiency in the Arcana skill
  • Find the tome titled “The token and the traveler”, and finish reading its 5,000 pages in complete solitude.

Once you complete the requirements you gain the following benefits:

Flowing Form. You learn the gaseous form spell. You may cast it a number of times equal to your proficiency bonus per long rest.

Possession. As an action, you may use the magic jar spell without expending a spell slot or material components. When cast in this way the effect has an indefinite duration. For the purposes of this version of the spell, any body you possess also counts as a receptacle, so you may use the senses granted by being in a magic jar receptacle and possess new bodies from this form. You return to the last body you possessed if your current body is killed, if it is within range and fail its saving throw. If it is not within range or the creature succeeds its saving throw, you die.

Strange Token. You are followed by a Token whenever you change bodies. This is a simple piece of jewelry worth at least 1,000 gp. This item is a tiny object with 20 hit points and 20 AC. If removed from a body you are possessing, you are immediately forced to possess a new body, and you can never possess the body again. If you cannot possess a new body, you die. The token is magically recreated or moved each time you possess a new body

Soul Roots. If you die, you return to life with your soul intact in your Token one year later. The Token is recreated 1d4 miles from the location of your death. Once this feature is utilized, it cannot be used again until 1 year has passed.

War Shaper

The War Shaper has learned to augment their flesh into a living weapon - gaining the ability push their body to the limit and adopt new forms which they utilize to cut through the battlefield with claws, fangs, spines, blades and armored skin.

Requirements:
  • 12th level character
  • The ability to shapechange.
  • Constitution score 20
  • Create and ingest a magical mixture of monster blood and herbs that mutate your body permanently.

Once you complete the requirements you gain the following benefits:

Hardened Body. You gain a damage threshold equal to twice your Constitution modifier.

Shifting Biology. You are immune to being stunned or incapacitated.

Tool in Hand. You can morph your limbs into various simple tools or one handed light weapons - such as hammers, hooks, shovels, shortswords, handaxes, etc. These tools and weapons count as natural weapons with which you are proficient and count as magical for the purposes of overcoming resistance and immunity.

Body Morphing. As an action, you may choose to morph part of your body into an specialized function, choosing from the Body Morphs available to you. You may only have one of these body morphs active at one time. All body morphs are magical in nature for the purposes of overcoming resistances and immunities, and each one lasts for 1 minute. You may utilize this ability a number of times equal to your proficiency bonus per short or long rest.

Body Morphs

Adamantine Claws

Both of your hands grows large claws, which deal slashing damage equal to 1d10 + your Strength or Dexterity modifier (your choice). Attacks with these claws increase your critical range by 1.

Bladed Tail

You grow a tail that has razor sharp blades at its end. The tail deals slashing damage equal to 2d6 + your Strength or Dexterity modifier (your choice), and has a range of 10 feet. Using your reaction, you may use your bladed tail to make an opportunity attack against any hostile creature that enters your reach.

Carapace Shield

One of your forearms grows into a shield, hard as the toughest dragon scales, and full of twisted spikes. The shield grants you +3 AC, and whenever a creature successfully attacks you with a melee attack, it suffers 1d6 piercing damage.

Crusher Plate

Your skull shifts and hardens into a massive bony plate that protrudes from the top of your skull. The crusher plate deals bludgeoning damage equal to 1d12 + your Strength modifier. Additionally, the crusher plate deals double damage to objects and structures.

Needle Spines

Spiny growths sprout from your neck and over both of your shoulders, allowing you to shoot projectiles. The needles deal piercing damage equal to 1d8 + your Dexterity modifier, and have a range of 30/90.

Savage Fangs

Your teeth grow to terrifying lengths, lining the entirety of your mouth with razor sharp fangs. You gain a bite attack as a bonus action, which deals piercing damage equal to 2d4 + your Strength modifier. When you hit with an attack with these fangs, you regain hitpoints equal to the damage dealt.

Supernatural Gifts

Powers beyond magic and learnt abilities - Supernatural Gifts are powers granted, gained, or manifested by particularly powerful or supernatural creatures.

Supernatural gifts are unique in that they may be granted by deities as rewards, gained through interactions with powerful entities such as outsiders, bestowed by supernatural creatures such as vampires, werebeasts, or fey, or even manifested through intense rituals, contact with planar energies or mutations.

Some supernatural gifts may lay dormant within certain individuals, just awaiting to be awakened or revealed.

Supernatural gifts - similarly to epic boons - function within sources of antimagic and are immune to the effects of dispel magic. Unless stated otherwise, a creature can only have one Supernatural Gift at a time.

Supernatural Evolution. Upon reaching level 20, a character may undergo a task of evolution to mutate their Supernatural Gifts into their final form - culminating in a grandiose display of might, magic, and ability.

Anvilwrought

You were forged within a godly forge or were created through magically or technologically artificial means. Your appearance bears a metallic sheen and visible joints, porcelain and rope, or carved from living wood. The Anvilwrought Characteristics table suggests details of your life or origins. Additionally, you gain the following traits.

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Anvilwrought Characteristics
d6 Characteristic
1 A Smith, Oread, or Inventor is the closest thing I have to a parent.
2 A God of Crafting made me to serve them.
3 I was created decades ago and, fearing that I'm growing obsolete, recently fled my origin forge.
4 My creator regrets my creation and wants to reforge me into something greater.
5 My creator intended me to carry on his work by making even greater creations of my own.
6 Someone responsible for my creation implanted a terrible secret within me in order to smuggle it out into the world.

Evolution: Living Artifice

Your artificial life has always been marked by the power of the divine or weird - and now has reached the apex of technological marvels.

Task of Evolution:
  • Undergo an augmentation process that imbues you with 5,000gp worth of silver and steel - which takes 72 continuous hours of grafting.

Once you complete the task of evolution you gain the following benefits:

Pure Artifice. Your artificial body has evolved, represented by the following benefits:

  • Your AC increases by 2.
  • You are immune to being poisoned and are immune to poison damage.
  • You are immune to being exhausted, paralyzed and petrified.
  • You are immune to any spell or effect that would alter your form.
  • While remaining motionless, you are indistinguishable from a statue, suit of armor, or sculpture.

Astralborn

Born from the energies of the astral plane - amidst the remains of the dead gods, the creatures that have been imbued with the remnant energies of the divine vestiges are the Astralborn. Astralborn creatures resemble mortal beings, but philosophers debate their true character. Are they idealized forms of mortal beings, free from the imperfections and transience that causes mortals to suffer and die? Or are they hollow and soulless shades, lacking the authenticity and pathos that make mortal existence worthwhile?

An Astralborn is like a fragment of divinity, an idea or a dream that is incarnate. You embody an idea - like the way leaves turn toward the sun or the feeling of ocean sand between the toes, the way the heart stirs when the tide of battle changes or the sadness that lingers when remembering a happy moment of childhood.

These ideas, dreams, memories, and feelings are the stuff the astral plane is made of, and an Astralborn is shaped from that raw material. You might have been specifically crafted by one of the gods to serve a certain purpose. You could be born from the border astral plane known as Nyx - native to the world of Theros. Or your existence could be an accident caused by a confluence of supernatural forces. The Astralborn Origin table offers a handful of suggestions that might explain how you came to be, and the Astralborn Quirks table describes some special effects that might linger around your person.

Additionally, you gain the following traits.

Astralborn Resistance. You have resistance to necrotic and radiant damage.

Cloak of Stars. As an action, you wrap yourself in a starry cloak, appearing like a nebulous silhouette formed of the night sky. When you do, all attack rolls have disadvantage against you, and you gain a flying (hover) speed equal to half your walking speed. This cloak lasts for 1 minute, until you doff it (no action required), or until you die. Once you use this trait, you can't use it again until you finish a long rest.

Divine Magic. You know the Sacred Flame or the Toll the Dead cantrip, Charisma is your spellcasting ability for this spell.

Astralborn Origin
d6 Origin
1 One of my parents is an Astralborn, an outsider, or some other supernatural creature.
2 I was formed from the Astral plane by the will of a god to serve as a divine emissary.
3 I am a side effect of some bizarre divine action.
4 A god purveyed my birth, making me what I am.
5 I was rescued or restored from the Outer Planes and took on supernatural characteristics when i returned to life.
6 I am a song, performance, or other work of art brought to life.

Evolution: Demi-Vestige

Imbued with astral energies bestowed by the fragmented divinity of slumbering vestiges has lent you great power. Now, as you have become even stronger, the ideas and powers you embody have equally strengthened into a form of semi-divinity.

Task of Evolution:
  • Absorb a magical nexus of astral energy OR fuse yourself with a chunk of godstone.

Once you complete the task of evolution you gain the following benefits:

Demi-Vestige Body. You have immunity to Necrotic and Radiant damage.

Mantle of Unreality. Your Cloak of Stars now has additional benefits:

  • While your Cloak is active, you have half cover.
  • Your flying (hover) speed is now equal to your walking speed.
  • You gain temporary hitpoints equal to twice your proficiency bonus at the start of each of your turns (up to your character level) - which last until doff the mantle.
  • You gain Incorporeal Movement.
    • Incorporeal Movement: You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. If you end your turn within a creature, that creature takes 5 (1d10) Necrotic or Radiant damage (whichever damage type corresponds with your cantrip from your Divine Magic feature).

Astralborn Quirks
d12 Quirk
1 Whenever my weapons strike something, the weapon gives off a shower of starry sparks.
2 My hair moves as if in a perpetual breeze; when my emotions flare, the breeze becomes a gale.
3 My anger and rage smells like the burning of autumn leaves and dry wood.
4 When the sun shines upon me just so, I seem to glimmer with many inner colors.
5 My laughter causes nearby birds to erupt in song, and other beasts to vocalize in tandem with me.
6 People who sleep near me always dream of the sea, and their nightmares are those of the deepest depths.
Quirk Intensity

As a character or individual becomes more powerful throughout their lifetime, the essence of the astralborn quirks within them may become more and more apparent. This can result in intensified versions of Astralborn Quirks, making a creature much more otherworldly.

7 With every step I take, moss and wild grass grow underfoot, as if the earth softens my footsteps.
8 My eyes shine with a mirrored inner light, as if silver lines my sight.
9 My skin is unnaturally vibrant, as if the glow of the sun was manifested within me.
10 When I exhale, small wisps of darkened clouds smelling of ozone can momentarily be seen.
11 At night, my silhouette when the stars are behind me shows the glimmers of faint starry wings.
12 When I bleed, my blood seems to steam and boil as it touches the open air.

Fate-Touched

The threads of fate and luck reweave themselves before you, shifting events in your favor. The Fate-Touched Characteristics table suggests details of your life or origins. Additionally, you gain the following traits.

Fortune's Grace. When you make an attack roll, an ability check, or a saving throw, you can choose to reroll the d20. You must reroll the die before the outcome of the initial roll is determined.

Alternatively, when a creature you can see makes an attack against you or makes a saving throw against one of your spells or features, you can force that creature to reroll the attack roll or saving throw.

If the roll that triggers the reroll is made with advantage or disadvantage, both d20s are rerolled. Once you use this feature, you can’t use it again until you finish a long rest.

Luck's Favor. You gain a +1 improvement to two of your ability scores, these scores can now go up to 22 if they could not already.

Fate-Touched Characteristics
d6 Characteristic
1 I was born in a fountain to an entity of luck and fate.
2 At the moment of my birth, a bet was made with a coin that landed on its edge.
3 One of my parents was blessed with incredible luck.
4 Death almost claimed my soul, and through a game of chance, I won it back.
5 I once gambled my life to save another, the fates smiled upon my bodacious action.
6 I do not know why I am so well-fated, perhaps I am just so lucky to be lucky?

Evolution: Fortuna

The fates not only smile upon you, but they emote alongside you - laughing as you succeed, and wailing as you fail. The threads of fate are invariably tied to you as you have become a part of the tapestry of life itself.

Task of Evolution:
  • Receive a blessing via kiss, caress, or other embrace by a Deity of Luck or Fate themselves.

Once you complete the task of evolution you gain the following benefits:

Kiss of Fortune. You can now utilize your Fortune's Grace ability three times before you must finish a long rest.

Blood of Luck. You gain a +2 improvement to two of your ability scores - regardless of their max.

Heroic Destiny

Great deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. Choose or roll a random destiny using the Heroic Destiny table. Additionally, you gain the following traits.

Defy Death. You have advantage on death saving throws.

Hard to Kill. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't use it again until you finish a long rest.

Heroic Destiny
d6 Destiny
1 I'm destined to be the most skilled practitioners of a craft, trade, or practice.
2 I am destined to earn a place amongst the legends.
3 I'm destined to reach divinity.
4 I'm destined to liberate my beloved from the clutches of the afterlife.
5 I was born when a titan or monster ravaged my lands, and I'm destined to destroy them.
6 I'm destined to uncover the secret of the gods' power.

Evolution: Legendary

Despite all efforts to kill you, you have persisted. You have met doom itself and have become well acquainted with them as one would a lifelong friend - becoming a legend even to death.

Task of Evolution:
  • Die at least three times and drink but one drop of the river styx - forcing you to "forget" how to die.

Once you complete the task of evolution you gain the following benefits:

Final Burst. When you succeed on a death saving throw, you may choose to release a burst of energy as your soul refuses to become untethered from your body. All creatures within a 10-foot radius must succeed on a Constitution saving throw (Save DC 8 + your proficiency bonus + your Constitution modifier), taking 2d10 + your Character level in Aetherion damage, or half as much damage on a success.

Tiptoe the Line. You are immune to effects that would instantly kill you. Additionally, when you are reduced to 0 hit points but not killed outright, you drop to 10 hit points instead. You may utilize this ability a number of times equal to your proficiency bonus per long rest.

Hexenblood

You have been touched by the weird and wonderful hillfolk: the Fey. You carry the wild essence of the feywild within you, and can utilize it for strange abilities similar to your mirrored other-kin. The Hexenblood Characteristics table suggests details of your life or origins. Additionally, you gain the following traits.

Altered Body. You were suffused with the strange and wild energies of the Fey, represented by the following benefits:

  • You are immune to being charmed.
  • Magic cannot put you to sleep.
  • You know the Druidcraft cantrip.

Eerie Token. As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued this way, you can take these actions:

  • Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
  • Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is and may utilize your Druidcraft cantrip through it. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.

Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.

Otherfolk. You retain your creature type, yet you register as fey to spells and other effects that detect the presence of the fey creature type.

Hexenblood Characteristics
d6 Characteristic
1 A feyfolk once stole me away when I was young, I returned a different person.
2 My parent was a mage who practiced the deep magics of hillfolk witchcraft, and their magic changed me.
3 I was found abandoned by a Hag as a babe, and they raised me as their own.
4 I once had relations with an individual i did not know was a fey until much later.
5 I was born in a place touched by the powers of the Feywild itself.
6 I made a pact with a Fey being and they granted me this gift in return for its fulfillment.

Evolution: Courtknight

Your familiarity with the energies of the hillfolk have lent you the strange and wonderful abilities that serve the denizens of the feywild.

Task of Evolution:
  • Swear fealty to an Archfey or Greater Fey and participate in the ritual of awakening your fey blood.

Once you complete the task of evolution you gain the following benefits:

Arch-Token. You can create up to your proficiency bonus in Eerie Tokens, and the range of your token is increased to 10 x your proficiency bonus in miles. The telepathic messages you send can contain up to 100 words, and you can trance for up to 10 minutes and remote view through each of your tokens simultaneously. After your trance, your tokens are no longer destroyed.

Fire of the Wilds. You learn the faerie fire spell, and can cast it a number of times equal to your proficiency bonus per long rest. While casting it in this way, you do not need to maintain concentration. Charisma is your spellcasting ability for this spell. You additionally are able to cast this spell through your Eerie Tokens.

Hollowed

As a Hollowed, you have died yet, somehow, you still live. Maybe you exhibit the scars of a fatal end, your ashen flesh or bloodless veins making it clear that you’ve been touched by death. Your soul has left, but your body retains the embers of it's fire. The Hollowed Characteristics table suggests details of your life or origins. Additionally, you gain the following traits.

Ageless. You stop aging, yet still may die from reaching old age, and effects that would cause you to age don't work on you. You additionally take on a drained, pale, or decrepit - yet living - appearance.

Cling to Life. When you make a death saving throw and roll a 15 or higher, you regain 1 hit point.

Revenance. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.

Unsettling Presence. As an action, you can unsettle a creature, you can see within 30 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.

Hollowed Characteristics
d6 Characteristic
1 I died in a tragic way that could not be stopped, yet my will to live was greater than my need for a soul.
2 My soul was trapped by a powerful being, but through sheer luck, a fragment remained within me.
3 The soul within me is not my own, and it uses me as a vessel of vengeance.
4 I died on the threshold of a god's temple, and their divine intervention prevented my whole death.
5 I once studied the secrets of godhood and immortality - but this is far from what i wanted.
6 I refuse to die until my final charge is completed.

Evolution: Deathwalker

Subsumed with the powers of death, you are quite familiar with walking the lines between life and unlife. Now, as you reach the threshold of oblivion itself, you find yourself empowered rather than destroyed.

Task of Evolution:
  • Consume the broken phylactery and grave dust of a dead lich.

Once you complete the task of evolution you gain the following benefits:

Ancient. You no longer can die from reaching old age.

Nigh Immortal. When you make a death saving throw and roll a 10 or higher, you regain 1 hit point.

Dreadful Visage. Your Unsettling Presence feature can now affect up to your proficiency bonus in creatures within 60 feet of you. Immediately after using your unsettling presence, you regain a number of hit points equal to 5 x the number of creatures affected. You may utilize this feature a number of times equal to your proficiency bonus per long rest.

Iconoclast

No one can actively deny the reality of the gods upon Pryxis, whose interaction with the material plane are evident in history and the present. But some people refute the idea that the gods are worthy of reverence. Such iconoclasts are common among followers of Pryxis and other Atheistic beliefs, but members of any culture can adopt this supernatural gift. The Iconoclast Characteristics table presents suggestions for why you've become an iconoclast.

Your denial of the gods gives you supernatural power to resist their influence in the world. You gain the following traits.

Enlightened Protection. You can cast protection from evil and good with this trait, targeting only yourself and requiring no material components. Once you do so, you can't cast it in this way again until you finish a long rest. Wisdom is your spellcasting ability for this trait.

Reject the Gods. You can't gain or lose piety to any god. You instead gain the following traits at the character level listed in each one. Wisdom is your spellcasting ability for any spell that you cast through these traits.

Iconoclast Hero

5th-level Iconoclast trait

You can cast dispel magic with this trait. Once you do so, you can't cast it in this way again until you finish a long rest.

Iconoclast Paragon

11th-level Iconoclast trait

You can cast dispel evil and good with this trait, requiring no material components. Once you do so, you can't cast it in this way again until you finish a long rest.

In addition, when you cast dispel magic using your Iconoclast Hero trait, you cast it as a 4th-level spell.

Iconoclast Archetype

17th-level Iconoclast trait

You can cast antimagic field with this trait, requiring no material components. Once you do so, you can't cast it in this way again until you finish a long rest.

In addition, when you cast dispel magic using your Iconoclast Hero trait, you cast it as a 5th-level spell.

Iconoclast Characteristics
d6 Characteristic
1 I blame the gods for the death of those I cared about.
2 Multiple entities seek to use me to their ends, so I strive to avoid all divine entanglements.
3 It is obvious the gods are fickle and unworthy of worship.
4 I know the world's future lies with mortals, not gods.
5 I'm convinced the gods want me dead.
6 I refuse to be a pawn in divine schemes.

Evolution: Godslayer

You have remained steadfast against all extraplanars and outsiders, even standing guard against the corrupting influences of deities and gods. You remain a bulwark against anything that attempts to pervert the material world.

Task of Evolution:
  • Slay an avatar, demigod, or divine messenger of a deity and consume their essence.

Once you complete the task of evolution you gain the following benefits:

Anathematic Presence. You count as an Anathema to all divine creatures within 100 feet of you (reducing their divine rank by 1).

Disrupt Divinity. Your iconoclastic magic has strengthened, evident in the following ways:

  • Whenever you cast dispel magic against an outsider or divine (such as a cleric, paladin or god) spell, you roll the check with advantage.
  • Creatures subject to the dismissal effect of dispel evil and good roll with disadvantage.
  • Your antimagic field can now affect spells and effects created by an artifact or deity.

Inscrutable

Like a sphinx, your mind is a maze, impenetrable to scrutiny. This might be a gift or training from an actual sphinx, the blessing of a god, or an inexplicable talent. The Inscrutable Characteristics table suggests options for what makes you inscrutable. Additionally, you gain the following traits.

Psychic Shield. You have resistance to psychic damage.

Sphinx's Shroud. You are immune to any effect that allows other creatures to sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.

Unreadable. You gain proficiency with Charisma (Deception) checks, or expertise if you already are proficient with that skill.

Inscrutable Characteristics
d6 Characteristic
1 I was educated by a sphinx far from civilization.
2 I pursued a devout adherence to philosophy and the study of mental power - hardening my mind's eye.
3 I only speak in the past tense, as if all things I say have already transpired.
4 I have sworn a vow to allow no living person to see behind the mask that covers my face at all times.
5 Why wouldn't I phrase every statement as a question?
6 I was born a sphinx, but an entity cursed me into humanoid form and saddled me with the limits of mortal knowledge. I won't rest until I break the curse.

Evolution: Cryptid

Your mind is not only a maze, it is an impenetrable fortress of steadfast will - remaining strong against all strangers to your inner machinations.

Task of Evolution:
  • Conduct a week long meditation process under the guidance of a psychic master (such as a Sphinx, Gith, Illithid or similarly powerful psionic).

Once you complete the task of evolution you gain the following benefits:

Psychic Fortress. You have immunity to psychic damage.

Unnatural Anonymity. You are immune to any attempts to scry you or magically locate you. Additionally, you learn the pass without trace spell and can cast it a number of times equal to your proficiency bonus per long rest.

Unknowable. You gain advantage and a +5 bonus on all Charisma (Deception) checks.

Lifelong Companion

Behind many heroes is another hero whose greatness comes from support and love. Like many heroic pairings, you are great and make others great. Consider the Companion Relationships table when determining your connection. Any relationship with another player character requires that player's consent. Additionally, you gain the following traits.

Boon Aura. Your allies within 5 feet of you have advantage on saving throws against being frightened or charmed, provided you aren't incapacitated.

Companion's Protection. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to cause the attack to hit you instead. Once you use this trait, you can't do so again until you finish a long rest.

Companion Relationships
d6 Characteristic
1 Another character is my lover or dearest friend.
2 Another character is my sibling.
3 Another character is my parent or child.
4 Another character is a champion of my god.
5 After admiring another character from afar, I've finally won a position by their side.
6 I want nothing more than for another character to recognize my devotion and love me in return.

Evolution: Soulbonder

They say the strongest bond in the multiverse is love and respect - you have come to embody this connection with your companions as if they were not only twin-flames, but an extension of your spirit and will.

Task of Evolution:
  • Take part in a marriage ceremony to an entity or deity of bonds, love, lust, or comfort.

Once you complete the task of evolution you gain the following benefits:

Bond Maker. You learn the warding bond spell, and do not require material components to cast it. You may cast it in this way a number of times equal to your proficiency bonus per long rest.

Bodyguard of Spirit. Your Companion's Protection effect extends to 10 feet, and when you use your reaction to cause the attack to hit you, you reduce that damage by your proficiency bonus and may make an attack against that creature as part of the same reaction. When you make this attack, all of your attacks count as having the reach property. You may utilize this feature a number of times equal to your proficiency bonus per long rest.

Mighty

Some of the Mightiest of heroes inspire others not just through a show of martial skill, cleverness, or other such divine gifts; but from raw brute strength endowed to them by the Gods or the will of nature itself. Myths of heroes slaying beasts with naught but their bare hands are some of the first myths to form, a basic gift, but one of the strongest. The Mighty Origin table offers a handful of suggestions that might explain how you gained this otherworldly power. Additionally, you gain the following traits.

Beyond Strength. You add twice your Strength modifier in damage to your unarmed strikes and natural weapons (where applicable), instead of once.

Empowered Attack. When you hit a creature with an unarmed strike or a melee weapon attack that uses strength, you can maximize the resulting damage. Once you do so, you cannot do so again until you complete a short or long rest.

Mighty Origin
d6 Origin
1 I drank but a sip of the nectar of the gods or fed of the breastmilk of a goddess as an infant.
2 I was raised by wolves or lions charged by nature itself to protect me.
3 My strength was granted to me by besting a god in a game of strength or gambling.
4 I was an accomplished athlete who was blessed by the Gods to win in their name(s).
5 I was birthed by miracle by an actual bear.
6 Blessed was I to be the grandchild of a demigod.

Evolution: Jotun-Blooded

Strength is said to be the only thing that matters in one's life - the strength to persist, to resist, and to exist. This inner strength was once embodied by the Jotuns; a race of supernatural giants that once challenged the gods. You, in turn, embody them.

Task of Evolution:
  • Craft and consume a potion concocted of the blood of each type of giant (hill, stone, frost, fire, cloud and storm).

Once you complete the task of evolution you gain the following benefits:

Strength Incarnate. You add three times your Strength modifier in damage when attacking with your unarmed strikes and natural weapons. Additionally, your critical range for these attacks increase by 1.

Power of Giants. When utilizing your Empowered Attack feature, you instead deal double your maximum damage. You may utilize this feature a number of times equal to your proficiency bonus per short or long rest.

Oracle (requires Piety rule)

You possess a precious gift coveted not just by mortals but by the gods themselves: the gift of clear communication between the mortal and divine realms. As an oracle, you can perceive the whims of the gods and petition them for glimpses of their vast insight. This gift also comes with a curse, though, which typically takes the form of dire insights. Consult the Oracular Curse and Divine Practice tables to determine what revelations you receive and how you receive them.

The gods seek mortal oracles to act as their agents. As a result, most oracles devote themselves to the service of a single god and learn to ignore the voices of all others. Occasionally, two gods or a pantheon agree to share the services of an oracle. Oracles who try to remain independent often find themselves pursued by the agents of evil gods who would bind them to the god's service, if necessary.

You gain the following traits.

Ears of the Oracle. You can speak, read, and write Celestial, Infernal, or Abyssal. In addition, a god might deliver a message through you, and you can decide whether to use your own voice or to allow the god's voice to come through your mouth to deliver the message, translated into any language you speak.

Oracle's Insight. The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

 

Oracle's Piety. Your oracular abilities improve as your piety score increases. Instead of gaining the piety benefits associated with any god, you gain the following traits when you reach the specified piety score. If you do not follow a particular god, the act of channeling the voices and wills of any deity or entity facilitate general piety.

Wisdom is your spellcasting ability for any spell that you cast through these traits.

Augur

Piety 3+ Oracle trait

You can cast augury as a ritual with this trait. Once you do so, you can't cast it in this way again until you finish a long rest.

Seer

Piety 10+ Oracle trait

You can cast divination as a ritual with this trait. Once you do so, you can't cast it in this way again until you finish a long rest.

Sibyl

Piety 25+ Oracle trait

You can cast commune as a ritual with this trait. Once you do so, you can't cast it in this way again until you finish a long rest.

You also can't be surprised, provided you aren't incapacitated.

Prophet

Piety 50+ Oracle trait

You can innately cast temple of the gods with this trait. Once you do so, you can't cast it in this way again until you finish a long rest.

Oracular Curse
d8 Flaw
1 I know exactly how I'm going to die, and I can't do or say anything to prevent it.
2 People who consult me for information rarely believe the answers I give them.
3 I'm haunted by nightmares foretelling the deaths of people I've never met.
4 I'm often distracted by the sights, sounds and smells of things that other people can't perceive.
5 A horrible monster from beyond the veil watches me constantly, and I see it every time I venture outdoors.
6 Any time I grow close to someone, I see them aged, suffering, dying, or dead.
7 Whenever I receive a divine vision, I get an intense pain in my head or chest.
8 A god or entity intends to use me as an oracle whether I want to listen or not.
9 Each vision leaves a small brand or scar upon my skin.
10 I have relived my life over and over again in my mind.

Divine Practice
d10 Practice
1 When receiving a vision or communing with powers, my eyes burn, glow, or wither within my head.
2 As a vision begins, the areas around me flutter or morph into my vision - as per thaumaturgy.
3 My visions never come to be on a clear day; I always have my visions during a storm, swell, or inclement weather.
4 I must peer into candles, fires, lanterns, and ashes in order to receive my visions.
5 I utilize haruspicy for my visions - the reading of entrails of sacrificed animals.
6 Through the positions of stars and heavenly bodies do I draw my divinations.
7 Reading the lines on leaves, the crawling roots, and the petals of flowers allows me to hear my god.
8 I interpret reality and the will of the gods through the presence of dreams and nightmares.
9 By peering into the reflections on water, polished metal and precious crystals do I see the divine.
10 Numbers dictate reality; therefore, by associating numbers to an individual, event or happening do I receive my revelations.

Evolution: Diviner

Oracles are renowned as the hallowed mouthpieces of the greater powers. Yet, some Oracles have retained trace amounts of divinity throughout all their dealings, allowing them to facilitate the physical communion of deities in their presence.

Task of Evolution:
  • Be possessed by a deity or greater power at least once, and consume the sands of time.

Once you complete the task of evolution you gain the following benefits:

Mystic Asceticism. You are under the continuous effects of the alarm spell. This version of the spell is centered on you and affects a radius equal to 10 times your proficiency bonus in feet. It is always a mental alarm. You may choose who affects this alarm as a free action.

Inner Sight. You can utilize your Oracle's Insight feature a number of times equal to your proficiency bonus per short or long rest.

Divine Communion. You can cast sanctification (PM) as a ritual with this trait. Once you do so, you can't cast it in this way again until you finish a long rest.

Pious (requires Piety rule)

Born with a particular connection to a deity, you have been winning favor with your god since birth. Consult the Pious Quirks table to determine how your faith might influence your personality. Additionally, you gain the following traits.

Pious Protection. If you fail a saving throw, you can reroll it, and you must use the new roll. Once you use this trait, you can't do so again until you finish a long rest.

Religious Study. You have advantage on any Intelligence (Religion) check pertaining to your chosen god.

Starting Piety. You begin with a piety score of 3 with your chosen god.

Pious Quirks
d6 Quirk
1 I often call people by the name of my god (or another god) by accident.
2 I stay up late at night watching the stars in hopes that my god might share a message with me.
3 I'm deeply jealous of my god's oracles, who seem to have a more intimate relationship with my god than I can ever hope to attain.
4 I dream of one day entering the afterlife and being granted a permanent place at my god's side.
5 I have no home besides the temples and shrines of my god.
6 I can't prove it, but i suspect that my god might actually be my parent.

Evolution: Devout

Faith is said to be able to move mountains when it is but the size of a mustard seed. Your faith, however, is like a mountain itself: unshakable, formidable, powerful, and never faltering.

Task of Evolution:
  • Witness - in person - the majesty of your patron deity in their true form.

Once you complete the task of evolution you gain the following benefits:

Devout Dedication. You may utilize your Pious Protection a number of times equal to your proficiency bonus per long rest.

Fervent Faith. Any Intelligence (Religion) checks you make pertaining to your chosen god automatically succeed (so long as the DC for the check is no higher than 30). Additionally, you have advantage on any other Intelligence (Religion) checks pertaining to any other deity.

Unshakable Belief. No matter what actions you take - other than willingly swearing off your deity (such as becoming an Oathbreaker Paladin or an Iconoclast), your Piety score cannot be reduced in any way.

Unscarred

Like the great heroes of old, you are resistant to physical harm. Use the Unscarred Origin table to determine how you gained your legendary invulnerability. Additionally, you gain the following traits.

Fortified Body. You ignore 2 points of damage from all sources, as your body is hardened against all threats.

Unscarred Resilience. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Unscarred Origin
d6 Origin
1 I was bathed in the blood of a hydra or troll as an infant, and my wounds close too quickly to become mortal injuries.
2 I swallowed a magic stone that fell from the sky, which made my skin as hard as rock.
3 When I was wounded as a child, an entity healed me. Now wounds are reluctant to undo their work.
4 I was rescued from one of the underworlds, and I'm not sure I fully returned to life - it's always so cold.
5 I was born amongst an isolated tribe of people. All my people are naturally resilient, a fact I didn't realize until I lost my home and ventured into the world.
6 I don't know who one or more of my parents is, but my resilience (and other hints) provide clues to their immortal identity.

Evolution: Invincible

Not only does harm not phase you, the process of pain has become but a figment of your imagination - allowing you to remain resilient against even the strongest of punishments.

Task of Evolution:
  • Craft and Consume a potion crafted from adamantine shavings, the blood of a dire troll, and purple worm poison.

Once you complete the task of evolution you gain the following benefits:

Indestructible Body. Attacks made with non-adamantine weapons cannot score critical hits against you. Additionally, you now ignore 5 points of damage from all sources.

Invincible Resilience. You can now utilize your Unscarred Resilience feature a number of times equal to your proficiency bonus per short or long rest.