Feats Revised: General Feats
This version of feats is designed to give more depth to characters over the course of their Adventures. This guide contains all feats from the Players Handbook and Xanathar's Guide to Everything, as well as some from Tasha's Cauldron of Everything. In addition, there are several new feats. Some feats were changed or reworked to fit with this system. Some Feats in this Document are setting specific or dependent on other Homebrew works, In those cases, you can only select the Feat if the Game you are in uses the required Homebrew Work.
Overview
This Rule set replaces the optional rules for feats. Instead of forgoing an ability score improvement, characters will get feats based on their character level, as shown in the table below. Some of the feats will now have level requirements in addition to their normal prerequisite. If you get a feat from your race selection, choose that feat from the vanilla feat system instead, or chose a 1st level feat from this system. If you choose from the vanilla feat system, you can only choose a feat which is not present in this document.
Feats gained
| Level | Feat |
|---|---|
| 1 | 1st |
| 3 | 2nd |
| 6 | 3rd |
| 9 | 4th |
| 12 | 5th |
| 15 | 6th |
| 18 | 7th |
Choosing a feat
Once you reach a level, that grants you a new feat, you can choose from either the general feats or from your racial feats. To choose a feat you must meet all the prerequisites listed in the feat. You can always choose lower level feats. Unless otherwise stated you can’t choose a feat more than once.
If a feat has a level prerequisite, it is automatically changed to the closest level on the table above.
Full Feat System
This Document is only one of three documents making up the Revised Feat System. The Rest Can Be Found Here:
General Feats by Level
Level 1
Aberrant Dragonmark
Prerequisite: No existing dragonmark.
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
- You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
- When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Alcoholic
Prerequisite: Constitution 13
You like alcohol more than most humans and it’s not all bad you gain the following benefits:
- You have advantage on Constitution saving throws regarding alcohol or other drugs.
- You can use an action on your turn to drink a good load of alcohol or a comparable drug, to end the frightened condition on yourself. Each time you use this trait, you must make a DC 12 Constitution saving throw or become drunk until you finish a short rest. While drunk in this was you get temporary hit points equal to your Constitution modifier + your proficiency bonus, you are immune to the frightened condition and you have disadvantage on all Dexterity and Intelligence based throws and on all Wisdom and Charisma ability checks. (Those penalties do not apply if you are a Drunken Master)
Athlete
You have undergone extensive physical training to gain the following benefits:
- When you are prone, standing up uses only 5 feet of your movement.
- Climbing doesn't cost you extra movement.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Bookworm
You have studied languages and codes, gaining the following benefits:
- You learn four languages of your choice.
- You learn the comprehend languages spell and can cast it as a ritual.
- The time it takes you to learn a new language is halved.
- You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Chaotic Surge
Prerequisite: The ability to cast at least one spell
Chaotic magic flows through you and twists your astral body, you gain the following benefits:
- You have advantage on Strength, Dexterity and Constitution saving throws against spells and other magical effects
- Whenever you cast a spell of first level or higher there is a chance, that your chaotic magic twists the spell. Roll a percentile die, if the number rolled is equal to or less than the spell slot used to cast the Spell role on the Wild Magic Table in the Players Handbook.
Charger
When you use your action to dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Death Touched
Prerequisite: You must have died at least once. This feat must be taken immediately after beeing resurrected and it replaces one of your feats.
You have faced death and you won, be it by yourself or with
the aid of your comrades. But the experience left some mark
on your body and soul, you gain the following traits:
Duck
You have learned to avoid danger from afar. You gain the following benefit:
- When a creature you can see attacks you with a ranged attack you can throw yourself prone as a reaction, imposing disadvantage on the attack roll.
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light, are natural weapons, or are unarmed strikes.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Durable
Hardy and resilient, you gain the following benefits: When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Environmental adaption
Your acclimated to either cold or hot climates. You can pick this feat multiple times, each time focusing on another environment. You gain the following benefits:
- You gain cold or fire resistance (your choice).
- When you travel through an area with your adapted climate, you have advantage on Perception, Nature and Survival checks.
Grappler
Prerequisite: Strength 13 or higher.
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can try to pin a creature you have already grappled. To do so, make a grapple attempt against them again. If you succeed, the grappled creature is restrained until the grapple ends.
- You can grapple creatures of any Size normally.
Heavily Armored
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
- You gain proficiency with heavy armor.
Inspiring Leader
Prerequisite: Charisma 13 or higher.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
- Your memories of the last month can’t be altered in any way.
Lightly Armored
You have trained to master the use of light armor, gaining the following benefits:
- You gain proficiency with light armor.
Lucky
You have more luck than others granting you the following benefits:
- You have 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck point after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
- You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
- You regain your expended luck point when you finish a long rest.
Magic Initiate (Incorporates Artificer Initiate)
Choose a class: artificer, bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
- In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. You can also cast the spell using any spell slots you have.
- Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for artificer or wizard.
- You can chose to only learn 1 cantrip through this feat. If you do so, you gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
Moderately Armored
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
- You gain proficiency with medium armor and shields.
Nimble Physique
Prerequisite: Dexterity 13 or higher, Strength 14 or lower
You are small and thin for your race. You have a mysterious and consistent ability to avoid danger. This feat grants the following benefits:
- As long as you are not wearing armor, you may take the dodge action as a bonus action. You can use this feature a number of times equal to your Dexterity modifier (minimum of once) per long rest.
- You can fit and squeeze through spaces as though you were one size smaller than you are.
- Moving through spaces occupied by allies does not impose movement penalties.
Observant
Quick to notice details of your environment, you gain the following benefits:
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Skulker
Prerequisite: Dexterity 13 or higher.
You are expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Swimmer
You have spent the majority of your time in the water, gaining the following benefits:
- You gain a swim speed equal to your walking speed.
- You don’t have disadvantage on attack rolls made with melee weapons while in water.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Taunt
You have a talent to anger other people. You gain the following benefit:
- As a bonus action you can make a Charisma (Persuasion, Deception, or Intimidation) check against a creature that can see or hear you opposed by the creatures Insight. If you succeed the creature is distracted until the end of your next turn and has disadvantage on attack rolls against creatures other than you.
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Weapon Training
You have practiced extensively with a variety of weapons, gaining the following benefit:
- You gain proficiency with one Weapon group of your choice. Weapon groups are simple melee- or ranged weapons or martial melee- or ranged weapons.
Weave Distortion
Prerequisite: No ability to cast any spell.
Something about you distorts the weave around you and giving people in your presence an uneasy feeling, you gain the following traits:
- You can never learn to cast any spell (you can still use magic items).
- You gain a -1 penalty on all social skill checks (except Charisma (intimidation)) or -2 when interacting with a spellcaster.
- You gain a +1 bonus on Charisma (Intimidation) checks or a +2 when interacting with a Spellcaster.
- You gain a +2 bonus to saving throws against spells or other magical effects.
- Spells that heal you only heal you for halve the normal amount.
- All spells have their duration halved when cast on you.
Will to Live
You are hard to get rid of. You gain the following benefit:
- When you succeed on 2 death saving throws you can regain 1 hit point. If you do so you can use your reaction to move up to half your movement. Once you use this feature, you must finish a short or long rest before you can use it again.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Poisoner (TCE)
You can prepare and deliver deadly poisons, granting you the following benefits:
- When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
- You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
- You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Cook (TCE)
Time spent mastering the culinary arts has paid off, granting you the following benefits:
- You gain proficiency with cook's utensils if you don't already have it.
- As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
- With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
Level 3
Blood Hound
Prerequisite: Level 3, Wisdom 13 or higher
Your keen senses are heightened beyond that of most people. Whether these senses were heightened through training, through the loss of other senses, or they simply matured as you did, you gain the following benefits:
- While conscious, whenever a creature that is small or larger moves, within 10 feet of you, you immediately become aware of its presence.
- Your attack rolls do not have disadvantage against invisible creatures that you are aware of.
- You have advantage on Wisdom (perception) and Wisdom (Survival) checks that rely on sound or smell.
Crossbow Expert
Prerequisite: Level 3
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading property of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one- handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Defensive Duelist
Prerequisite: Level 3, Dexterity 13 or higher or the Dueling fighting style
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss
Elemental Adept
Prerequisite: Level 3, The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder:
- Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
- You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Healer
Prerequisite: Level 3
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
- As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Heavy Armor Master
Prerequisite: Level 3, Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
Martial Adept
Prerequisite: Level 3
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If you have no superiority die from any other source (this works retroactively), You gain tree superiority die, otherwise you only gain one. Any supperiority die gained from this feat are a d6. These die are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Medium Armor Master
Prerequisite: Level 3 Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Mobile
Prerequisite: Level 3
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Nocturnal
Prerequisite: Level 3, Skulker
Due to extensive exposure to the dark, and possible supernatural abilities, you have an unmatched ability to fight adversaries in the dark. You gain the following benefits:
- You gain Darkvision with a radius of 60 feet. If you already have darkvision, then the radius of your darkvision increases by 30 feet, to a maximum of 120 feet.
- You have advantage on Dexterity (Stealth) checks while in dim light or nonmagical darkness.
Prodigy (Incorporates Skill Expert)
Prerequisite: Level 3
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. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Resilient
Prerequisite: Level 3
You gain proficiency in a saving throw of your choice. You can take this feat multiple times.
Savage Attacker
Prerequisite: Level 3
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Shield Bash
Prerequisite: Level 3
You have learned to use your shield as a melee weapon. You gain the following benefit:
- You can use s shield to make melee weapon attacs, a shield deals 1d6 + your Strength modifier bludgeoning damage, and you can use your proficiency nonus for the attack roll. If you have a magical shield, the defense bonus also counts as a to hit and damage bonus for you.
- When you take the attack action you can make an extra attack with the shield as a bonus action, as if you were fighting with two weapons.
Short Bow Master
Prerequisite: Level 3
You have practiced with the short bow since you can hold
one. You gain the following benefits:
- Being in close combat doesn’t impose disadvantage on your ranged attack roles.
- When you hit a creature with your short bow you can make one extra attack as a bonus action using your short bow.
Tandem Tactician
Prerequisite: level 3
Your presence in a scrap tends to elevate your comrades. You gain the following benefits:
- You can use the Help action as a bonus action.
- When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help for two attacks targeting the same creature within range when you use the Help action this way.
Gift of the Gem Dragon
Prerequisite: level 3
You've manifested some of the power of gem dragons, granting you the following benefits:
- Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 6
Advanced Alchemist
Prerequisite: Level 6, proficiency with Alchemist's Supplies
Your concoctions become stronger and stronger, you gain the following benefits:
- The time you need to craft an item with your Alchemist's Supplies is halved.
- If the Item requires a saving throw you can change the DC to a number equal to your proficiency bonus + your Intelligence modifier.
- You gain expertise in Alchemist’s supplies
- You can use your Alchemist’s supplies to craft potions.
- The cost for crafting potions is halved for you.
- If items crafted with your alchemist supplies deal damage, they now deal an extra damage die.
Advanced Blacksmith
Prerequisite: Level 6, proficiency with Smith's tools
You have learned to enhance your craft even further, you gain the following benefits:
- The time you need to craft items with your Smith's tools is halved.
- You gain expertise in Smith’s tools.
- You have learned to work with exotic materials like Adamantine or Mithral.
- When crafting a melee weapon you can choose to spend material costs equal to the base cost of the weapon to give the weapon either a +1 to attack or damage rolls (this doesn’t make the weapon magical). Your working time for this sort of weapons is not halved.
- When crafting a piece of armor using your Smith’s tools you can choose to spend material costs equal to the armors base cost + 100gp to give the Armor a +1 bonus to AC (this doesn’t make the armor magical).
- You have advantage on skill checks to extract materials from creatures, ores or plants related to crafting melee weapons or armor.
Advanced Bowyer
Prerequisite: Level 6, proficiency with Carpenter's tools
Your bows become stronger and your arrows deadlier, you gain the following benefits:
- You gain expertise in Carpenter’s tools
- You have learned to work with exotic materials.
- The time you need to craft items with your Carpenter's tools is halved.
- When crafting a ranged weapon using your Carpenter's tools you can choose to pay material costs equal to the base cost of the weapon, to either make it balanced or give it an oiled string, giving the weapon either a +1 bonus to attack or damage rolls (this doesn’t make the weapon magical)
- When crafting ammunition using your Carpenter's tools you can choose to pay material costs equal to double the base cost of the ammunition, to either give them feathering or a brutal arrow head, giving the ammunition either a +1 bonus to attack or damage rolls (this doesn’t make the weapon magical).
Advanced Herbalist
Prerequisite: Level 6, proficiency with Herbalism Kit
You have fond a way to boost the healing potential of your healing potions, you gain the following benefits:
- You gain expertise in the Herbalism Kit
- The time you need to craft items with your Herbalism Kit is halved.
- You can now craft Potions of greater Healing using your Herbalism Kit, as described in Chapter 2 of the Xanathar’s Guide.
- You have advantage on skill checks to gather materials from creatures or plants related to crafting Potions of Healing or Antitoxin.
- Potions of Healing that you craft heal an extra 1d4 hit points.
Advanced Poisoner
Prerequisite: Level 6, Poisoner, prof. with Poisoners Kit
Your poisons have become more potent and you have worked with them long enough to resist them, you gain the following benefits:
- You gain expertise in Poisoner’s kit.
- When you make a damage roll that deals poison damage, it treats Immunity to poison damage as resistance instead.
- The time you need to craft items with your Poisoner's Kit is halved.
- If the Item requires a saving throw you can change the DC to a number equal to 8 + your proficiency bonus + your Intelligence modifier.
- You gain resistance to poison damage and advantage on saving throws against being poisoned.
- If your poisons deal damage, they now deal two extra damage dice.
- You have advantage on skill checks to extract materials from creatures or plants related to crafting poisons.
Alert
Prerequisite: Level 6, Bloodhound
Always on the lookout for danger, you gain the following benefits:
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Farewell Shot
Prerequisite: Level 6, Dexterity 17 or higher
You trained moving over the battlefield quickly while still shooting your weapon, you gain the following benefit:
- When you take the disengage or dash action you can make a single ranged Attack with a ranged weapon as part of your movement this turn.
Far Shot
Prerequisite: Level 6, Wisdom 15 or higher
Your eagle eyes, help you to hit foes who are too far for the most people to see, you gain the following benefit:
- When you make a ranged Attack using a ranged weapon you can double its ranged. If you later gain the sharpshooter feat you still get disadvantage, when you shoot further than the maximum original attack range of the weapon you are using.
Forced Friendly Fire
Prerequisite: Level 6, Dexterity 15 or higher
Your nimbleness in close combat makes it hard to predict your next move, you gain the following benefit:
- When you are in melee combat and a creature, that you can see, makes a ranged attack against you, you can use your reaction to position yourself in half cover behind your opponent. If the attack misses, the Attack instead hits the opponent you used as cover.
Hardened Mind
Prerequisite: Level 6
You have trained your mind to be more resilient against mind influencing effects. You gain the following benefits:
- You have advantage on saving throws against being charmed or frightened.
- You have advantage on saving throws against Enchantment spells or other mind influencing effects.
Infuriate
Prerequisite: Level 6, taunt
You are adept at taunting people. You gain the following benefits:
- When taunting an enemy, the taunt now lasts for a number of turns equal to your proficiency bonus. You can only taunt a maximum of 2 enemies at once.
- As a free action, you can end the taunt on one creature affected by it.
- You gain a +1 to hit againt a creature taunted by you.
Linguist
Prerequisite: Level 6, Bookworm
You have learned many more laguages and eaven when you don't know the local tongue you know how to get around. You gain the following benefits:
- You gain proficiency in 3 languages of your choice
- You gain proficiency in two of the following skills, Investigation, History, Arcana, Insight or Religion. Alternatively you can choose one of the listet skills that are proficient with, you gain expertise with the choosen skill.
- You learn the Tongues spell and can cast it once per short rest without expending a spell slot, Intelligence is your spellcasting modifier for this spell.
Mage Slayer
Prerequisite: Level 6
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Magic Scholar
Prerequisite: Level 6, Magic Initiate
You have studied your magic over the course of your adventures. You gain the following benefits:
- You learn on additional Cantrip from the same list you choose your Magic Initiate Spells from.
- Choose one 2nd-level spell from the same list you have chosen your Magic Initiate Spell from. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Your spellcasting ability for this spell depends on the class you chose for your Magic Initiate spells.
Multi Shot
Prerequisite: Level 6, Dexterity 17 or higher
You have learned to shoot multiple arrows at once. You gain the following benefit:
- Before you make an attack with a ranged weapon that you are proficient with and that doesn’t have the loading property, you can choose to take a -5 penalty to the attack rolls. If you do so, you can attack up to a number of creatures equal to halve your proficiency bonus (rounded up). The creatures you attack must be within 5ft of each other and you must expend 1 piece of ammunition for each target as normal.
Pin shot
Prerequisite: Level 6
You have learned to grapple your foes without even touching them, you gain the following benefit:
- When you attack a creature, with a ranged weapon, you can take a -3 penalty to the attack and force the creature to make a Strength or Dexterity save (DC = 8 + Proficiency bonus + Dexterity modifier) if you hit. On a failed save the Enemy is grappled to a surface within 5ft of it. A grappled creature can use its action to break the grapple as normal.
Quickcaster
Prerequisite: Level 6, The ability to cast at least one cantrip
Your rapid-fire style of casting cantrips allows you to weave magic with uncanny speed, granting you the following benefit:
- Whenever you cast a cantrip that can only target a single enemy, you can use your bonus action to target two enemies within 5 feet of one another instead.
Shield Master
Prerequisite: Level 6
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect.
- 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 take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Spell Distortion
Prerequisite: Level 6, Weave Distortion
Your unnatural ability to distort the weave is spreading out from your body, you gain the following benefits:
- Your bonus on saving throws against spells or other magical effects increases to +3.
- Each Spellcaster has disadvantage on spell attacks or other magical effects while standing within 10ft of you or while targeting you or a creature within 10ft of you.
Spell Sniper
Prerequisite: Level 6, the ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three- quarters cover.
- You Learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid, or Intelligence for wizard.
Thrown Weapon Master
Prerequisite: Level 6
You excel at thrown weapons and gain the following benefits:
- When you take the attack action to throw a weapon, you may immediately use a bonus action to make two more attacks with a Thrown weapon. These attacks must also be thrown attacks. You may use this ability a number of times equal to your Dexterity or Strength modifier (whichever is higher) per short rest.
- If you throw a weapon as part of an attack, you may immediately draw another weapon as part of that attack.
Warcaster
Prerequisite: Level 6, the ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Fearmonger
Prerequisite: Level 6
You are especially adept at striking fear into the hearts of your enemies. You gain the following benefits:
- You learn the Cause Fear and Fear Spells and can cast each of them once as a bonus action without components or requiring concentration. Pick Intelligence, Wisdom or Charisma to be your spellcasting ability for these spells.
- You have advantage an saving throws to resist the frightened condition.
- Once per turn when you hit an enemy with an attack roll, you can force them to make a wisdom saving throw against your Spell save DC (no action required). On a failed save, they become frightened of you until the end of your next turn. You can use this feature a number of times equal to twice your proficiency bonus per short or long rest.
Charmer
Prerequisite: Level 6
You are especially adept at talking your way out of any situation and making others like you. You gain the following benefits:
- You learn the Charm Person and [Hypnotic Pattern / Crown of Madness] Spells and can cast each of them once as a bonus action without components or requiring concentration. Pick Intelligence, Wisdom or Charisma to be your spellcasting ability for these spells.
- You have advantage an saving throws to resist the Charmed condition.
- Once per turn when you get hit by an enemy, you can force them to make a wisdom saving throw against your Spell save DC (no action required). On a failed save, they become Charmed by you until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Gift of the Chromatic Dragon
Prerequisite: Level 6
You've manifested some of the power of chromatic dragons, granting you the following benefits:
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Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
-
Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Metallic Dragon
Prerequisite: Level 6
You've manifested some of the power of metallic dragons, granting you the following benefits:
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Draconic Healing. You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
-
Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 9
Advanced Magic Scholar
Prerequisite: Level 9, Magic Scholar
You have studied your magic over the course of your adventures. you gain the following benefits:
- You learn one additional Cantrip from the same list you choose your Magic Initiate Spells from.
- Choose one 3rd-level spell from the same list you have chosen your Magic Initiate Spell from. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Your spellcasting ability for this spell depends on the class you chose for your Magic Initiate spells.
Great Weapon Master
Prerequisite: Level 9
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.
Interceptor
Prerequisite: Level 9, Shield Master
You have your friends back and they know it, while wearing a shield you gain the following benefits:
- When a creature within 5ft of you would get hit by an attack you can step between that attack as a reaction, changing the target of the attack to you and potentially make it miss.
- When someone hits you with a ranged attack you can use your reaction to reduce the damage with your shield, roll a d10 plus your constitution modifier and reduce the damage by that amount.
Iron Gut
Prerequisite: Level 9, Alcoholic, Constitution 13 or higher
You eat like a giant and drink like a fish. Years of punishing your stomach and liver have led to a powerful fortitude. You gain the following benefits:
- You have advantage on Saving Throws against being poisoned.
- Upon completing a long rest, you regain 1 additional spent Hit Dice.
- As an action, you can spend Hit Dice to heal yourself, as if you have taken a short rest, the maximum Number of Hit Dice you can spent is equal to a third of your character level (rounded up). You can use this ability once before you must finish a long rest.
Lightning Caster
Prerequisite: Level 9, Quickcaster, the ability to cast at least one spell
You have mastered the art of performing verbal and somatic components with lightning fast precision. You gain the following benefit:
- When you cast a Spell of 1st level or higher as a bonus action, you can cast another spell of 1st level or higher as an action, as long as this spell doesn’t require material components.
Polearm Master
Prerequisite: Level 9
You can keep your enemies at bay with reach weapons. You gain the following benefits:
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
Sharpshooter
Prerequisite: Level 9
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three- quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.
Weaver of Maledictions
Prerequisite: Level 9, the ability to cast at least one spell, that can curse someone like the Bestow Curse spell
You have learned how to use effigy dolls when cursing your targets. These dolls take 8 hours to create and can only be used on the target that the effigy was created to resemble. Only you can benefit from dolls you have created. When you use an effigy doll you gain the following benefits:
- The target of the curse has disadvantage on their initial saving throw.
- The target of your curse does not know that you tried to curse them upon a successful save against being cursed.
Level 12
Blind Fighting
Prerequisite: Level 12, Alert
You have heightened your senses over the potential of a normal mortal being. you gain the following benefits:
- While you aren't Incapacitated and can at least hear or smell, you have blindsight up to 30ft.
- If you play with the optional rules flanking creatures don't get the benefits of flanking you.
Hulking Figure
Prerequisite: Level 12, Strength 17 or higher
You are a broad and formidable size, due to extensive training. You gain the following benefits:
- You count as one size larger (to a maximum size of large), If you play on a grid, this does not effect the size of your token.
- When you hit a creature with a melee attack, if you used your Strength modifier to hit the creature, you deal an additional 1d4 damage. This damage is of the same type as the weapon attack.
- Whenever you attempt a Charisma (Intimidation) check against a creature of your size or smaller, you can add your Strength modifier to the result.
- If you gain the Sentinel feat you improve all listed size categories by one.
Master Alchemist
Prerequisite: Level 12, Advanced Alchemist
Your concoctions count as one the most potent, you gain the following benefits:
- If the Items crafted with your Alchemist’s Supplies require a saving throw you can increase the DC by 1 (this also applies when you change the DC as described in the Alchemist feat)
- If items crafted with your alchemist supplies deal damage, they now deal an extra damage die.
Master Blacksmith
Prerequisite: Level 12, Advanced Blacksmith
You have learned to enhance your craft to one of the highest levels possible, you gain the following benefits:
- When crafting a melee weapon you can choose to spend material costs equal to the base cost of the weapon + 200gp to give the weapon either a +2 to attack or damage rolls (this doesn’t make the weapon magical). Your working time for this sort of weapons is not halved.
- When crafting a piece of armor using your Smith’s tools you can choose to spend material costs equal to the cost + 1000gp to give the Armor a +2 bonus to AC (this doesn’t make the armor magical).
Master Bowyer
Prerequisite: Level 12, Advanced Bowyer
You became one of the most renown Bowyers, you gain the following benefits:
- When crafting a ranged weapon you can choose to spend material costs equal to the base cost of the weapon + 200gp to give the weapon either a +2 to attack or damage rolls (this doesn’t make the weapon magical). Your working time for this sort of weapons is not halved.
- When crafting ammunition, you can choose to spend an extra 10gp per piece of ammunition to give the ammunition either a +2 to attack or damage rolls (this doesn’t make the weapon magical).
Master Herbalist
Prerequisite: Level 12, Advanced Herbalist
You have found a way to boost the healing potential of your healing potions even further, you gain the following benefits:
- You can now craft Potions of superior Healing using your Herbalism Kit, as described in Chapter 2 of the Xanathar’s Guide.
- Potions of greater Healing that you craft heal an extra 2d4 hit points.
Master Poisoner
Prerequisite: Level 12, Advanced Poisoner
Your poisons have become incredible potent and you have worked with them long enough to ignore them, you gain the following benefits:
- You gain immunity to poison damage and the poisoned condition.
- If the Items crafted with your Poisoner’s Kit require a saving throw you can increase the DC by 1 (this also applies when you change the DC as described in the Poisoner feat).
- When you make a damage roll that deals poison damage, it ignores resistance and Immunity to poison damage..
- If your poisons deal damage, they now deal an extra damage die.
Mental Fortress
Prerequisite: Level 12, Hardened Mind
Your mind become a Fortress of pure willpower you gain the following benefit:
- You gain resistance to psychic damage.
- If something forces you to make an Intelligence, Wisdom or Charisma saving throw you can force some of that energy back to its origin. As a reaction you can deal 2d10 plus your Intelligence, Wisdom or Charisma modifier (your choice) psychic damage to the creature that forced you to make the saving throw. This Damage increases when you reach certain levels, 3d10 at level 15 and 4d10 at level 18.
Sentinel
Prerequisite: Level 12, Interceptor or the Protection Fighting Style
You have mastered techniques to take advantage of every drop in any enemy's guard. You gain the following benefits:
- When you hit a large or smaller creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn, or if it is huge, it has its speed halved for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Spell Former
Prerequisite: Level 12, The ability to cast at least one spell, a spellcasting ability of 19 or higher
You have learned to change the destructive energies of your spells. You gain the following benefits:
- You can change the damage type of your spells to another one of the same list, as shown in the table below:
| Category | Damage Types |
|---|---|
| Elemental | Acid, Cold, Fire, Lightning, Poison |
| Energy | Force, Necrotic, Radiant |
| Mundane | Bludgeoning, Piercing, Slashing |
| Substance | Thunder, Psychic |
- Once per short rest you can change the saving throw of one spell you cast. As long as you change it in the same category as shown in the table below.
| Category | Saving Throws |
|---|---|
| Mental | Intelligence, Wisdom, Charisma |
| Physical | Strength, Constitution, Dexterity |
- Once per short rest you can shape a spell you cast to not affect a number of creatures in the spells area equal to your spell casting ability modifier.
Spell Sink
Prerequisite: Level 12, Spell Distortion
Your unnatural being has started to shield you from magic, you gain the following benefits:
- You gain resistance to damage from spells.
- Once per long rest as an action, you can choose to gain the effects of a protect from evil and good spell for 10 minutes.
Weapon Master
Prerequisite: Level 12
You have mastered the art of wielding your favorite weapon. You gain the following benefit:
- Choose one weapon you are proficient with. You can add half your proficiency bonus (rounded down) to the attack and damage roll with the chosen weapon. Alternatively, you can choose your unarmed attacks, as well as one natural weapon you have access to to gain this benefit.
- You score a critical hit on one number lower than you normally would, with the chosen weapon.
Witch Hunter
Prerequisite: Level 12, Mage Slayer
You have honed and perfected your skills fighting against spellcasters. You gain the following benefits:
- Whenever a hostile creature targets you with a spell, make a Wisdom saving throw against the spellcaster’s spell save DC. On a success, the creature must choose a new target or lose the spell. This does not protect you from area effects, such as the explosion of a fireball.
- Whenever you hit a spellcaster with a melee attack, the target’s speed is reduced by 10 feet until the beginning of your next turn.
- You have advantage on saving throws against spells.
Level 15
Bulwark
Prerequisite: Level 15, Interceptor
You became a moving bulwark of pure protection, while wearing a shield you gain the following benefits:
- You count as three quarters cover for every medium or smaller creature, that stands behind you.
- When you get caught in an effect, that targets an area and has an originating point that you can see (such as the explosion center of a fireball spell) you can use your reaction to create a protective cone behind you facing away from the effects center. You automatically fail your save against this effect, but all creatures in the cone automatically save against the effect.
Greater Magic Scholar
Prerequisite: Level 15, Advanced Magic Scholar
You have studied your magic over the course of your adventures. you gain the following benefits:
- You learn one additional Cantrip from the same list you choose your Magic Initiate Spells from.
- Choose one 4th-level spell from the same list you have chosen your Magic Initiate Spell from. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Your spellcasting ability for this spell depends on the class you chose for your Magic Initiate spells.
Lucky Devil
Prerequisite: Level 15, Lucky
You have inexplicable luck that seems to kick in at just the right moment. You gain the following benefits:
- You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
- You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
- You regain your expended luck points when you finish a long rest.
Weave Vortex
Prerequisite: Level 15, Spell Sink
Your unnatural nature has evolved to rip apart the weave around you, you gain the following benefits:
- Your Bonus against Spells and other magical effects increases to +4.
- Once per long rest you can gain the effects of an antimagic field as an action, these effects last for one hour. You can suppress these effects as a bonus action and release them again as a bonus action. The time while the effects are suppressed, still counts against the duration of the effect.
Level 18
Iron Will
Prerequisite: Level 18, Warcaster
You have learned to weave the essence of two spells together. You gain the following benefit:
- You can concentrate on 2 spells at once, while you do so, you don't get advantage on Constitution saving throws to maintain them and must make them for each spell separately.
Legendary Alchemist
Prerequisite: Level 18, Master Alchemist
You have surpassed most of the alchemists and became one of the greatest alchemists who have ever lived, you gain the following benefits:
- The costs and time you need to craft Items using your Alchemist’s supplies is quartered.
- If the Items crafted with your Alchemist’s Supplies require a saving throw you can increase the DC by 1 (this also applies when you change the DC as described in the Alchemist feat)
- If items crafted with your alchemist supplies deal damage, they now deal an extra damage die.
- When crafting an item using your Alchemist’s supplies you craft one additional item of the same kind.
Legendary Blacksmith
Prerequisite: Level 18, Master Blacksmith
You have surpassed most of the blacksmiths and became one of the greatest blacksmiths who have ever lived, you gain the following benefits:
- The time you need to craft a weapon or armor using your Smith’s tools is quartered.
- When crafting a melee weapon you can choose to spend material costs equal to the base cost of the weapon + 2000gp to give the weapon either a +3 to attack or damage rolls (this doesn’t make the weapon magical).
- When crafting a piece of armor using your Smith’s tools you can choose to spend material costs equal to the armors base cost + 10.000gp to give the Armor a +3 bonus to AC (this doesn’t make the armor magical).
- When you apply a bonus to a melee weapon you are crafting you can now apply the bonus to both the attack and damage roll, if you do so the crafting time is only halved. (This doesn’t make the weapon magical)
Legendary Herbalist
Prerequisite: Level 18, Master Herbalist
You have surpassed most of the herbalists and became one of the greatest herbalists who have ever lived, you gain the following benefits:
- The cost and time you need to craft an item using your herbalism Kit is quartered.
- Potions of supreme Healing that you craft heal an extra 2d4 hit points.
- When crafting an item using your Herbalism Kit you craft one additional item of the same kind.
Legendary Bowyer
Prerequisite: Level 18, Master Bowyer
You have surpassed most of the Bowyers and became one of the greatest bowyers who have ever lived, you gain the following benefits:
- The time you need to craft a weapon or ammunition using your Carpenter’s Tools is quartered.
- When crafting a ranged weapon you can choose to spend material costs equal to the base cost of the weapon + 2000gp to give the weapon either a +3 to attack or damage rolls (this doesn’t make the weapon magical). Your working time for this sort of weapons is not halved.
- When crafting ammunition, you can choose to spend an extra 100gp per piece of ammunition to give the ammunition either a +3 to attack or damage rolls (this doesn’t make the weapon magical).
- When you apply a bonus to a ranged weapon or a piece of ammunition you are crafting you can now apply the bonus to both the attack and damage roll, if you do so the crafting time is only halved. (This doesn’t make the weapon or ammunition magical)
Legendary Poisoner
Prerequisite: Level 18, Master Poisoner
You have surpassed most of the Poisoners and became one of the greatest Poisoners who have ever lived, you gain the following benefits:
- The cost and time you need to craft an item using your Poisoner’s Kit is quartered.
- If the Items crafted with your Poisoner’s Kit require a saving throw you can increase the DC by 1 (this also applies when you change the DC as described in the Poisoner feat).
- If your poisons deal damage, they now deal an extra damage die.
- When crafting an item using your Poisoners Kit you craft one additional item of the same kind.
Masterful Magic Scholar
Prerequisite: Level 18, Greater Magic Scholar
You have studied your magic over the course of your adventures. you gain the following benefits:
- You learn one additional Cantrip from the same list you choose your Magic Initiate Spells from.
- Choose one 5th-level spell from the same list you have chosen your Magic Initiate Spell from. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a short or long rest before you can cast it again using this feat. Your spellcasting ability for this spell depends on the class you chose for your Magic Initiate spells.
- You regain the ability to cast your spells gained by your Magic Scholar and Magic Initiate feats on a short rest.