Lanthadron's Shoe Box

by PortentPress

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Credits


Lead Designer: Ryan Rose


  • Managing Editor: Ryan Rose
  • Content Development: Rob Gunningham, Ryan Rose

  • Cover Illustration: Krharts, Wizards of the Coast
  • Interior Illustration: Aurore Folny, David Auden Nash, Raymond Swanland, Anna Steinbauer, Uncredited Artists, property of Wizards of the Coast

Disclaimer: This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

Introduction

As I've played more and more campaigns, I've come to realize how few design paths there are for characters when it comes to Ability Score Improvements and Feats. Xanathar's Guide to Everything opened up some options with its racial feats, but the number of races always felt extremely limited. I'd hoped that Tasha's and Mordenkainen's Multiverse of Monsters would open up new avenues to explore racial feats, but it seems 5e has moved on to focus on exploring feats as a part of backgrounds in preparation of OneD&D.

As such, I began a project to create a racial feat for each race in the game, as well as for as many subraces as I could. As I worked on them, I found myself following other avenues for expanding options, and before long, I had over 100 options. As many have prerequisites, I've included a table below that summarizes those prerequisites to ease your exploration of these options. At your DM's discretion, feel free to ignore these prerequisites wherever desired and possible.

Feat Prerequisite Page
Acrobat proficiency in acrobatics 2
Army of Two Fighter 3
Astral Psion Githyanki, Githzerai 3
Battle Map proficiency with cartographer's tools 3
Beast of Burden Minotaur 3
Blastortle Tortle 4
Cadaverous Legacy Reborn 4
Captain proficiency with water vehicles 4
Centaurion Centaur 4
Chaos Avatar Initiate Genasi 5
Chaos Avatar Adept Genasi with traits from all four Genasi subraces 5
Climber Dexterity score of 13 or higher 5
Cobbled Together proficiency with cobbler's tools 5
Feat Prerequisite Page
Con Artist proficiency with forgery kits 5
Concurrent Vows Paladin 6
Confabulator proficiency in deception 6
Contestant proficiency in athletics 6
Corrupted Hardware Autognome 6
Demoralizer proficiency in intimidation 7
Detective Extraordinaire proficiency in investigation 7
Director proficiency in persuasion 7
Divergent Path Barbarian 7
Doc Rock Gnome (rock) 8
Drake Shout Kobold 8
Driderling Elf (drow), Half-Elf 8
Driver proficiency with land vehicles 8
Elastibear Bugbear 8
Empath proficiency in insight 9
Environmentalist proficiency in nature 9
Fate proficiency with weaver's tools 9
Fey Knight Fairy 9
Fleet Harengon 9
Foiler Firbolg 10
Free Mason proficiency with mason's tools 10
Gnemotic Device Gnome 10
Guide proficiency with navigator's tools 10
Haggish Legacy Hexblood 11
Half-Dragon Any Humanoid race, excluding Dragonborn 11
Helpful Hob Hobgoblin 11
Hippocannon Giff 11
Home Brew proficiency with brewer's supplies 11
Honer proficiency with smith's tools 11
Humanitarian Human, Half-Elf, Half-Orc, Halfling 12
Immunity resistance to at least one damage type 12
Inconspicuous proficiency in stealth 12
Inverted Aasimar, Tiefling 12
Jockey Small size 12
Juggler proficiency in performance 13
Kitsugi Practitioner proficiency with potter's tools 13
Knowledgeable proficiency in history 13
Kuldjargh Dwarf 13
Latent Lineage Sorcerer 13
Feat Prerequisite Page
Locksmith proficiency with thieves' tools 14
Lord of the Depths Triton 14
Luckless Independent Halfling 14
Magic Detector proficiency in arcana 14
Mammoth Loxodon 14
Merrymaker Satyr 14
Master's Degree Bard 15
Metagaming proficiency with a gaming set 15
Method Actor proficiency with disguise kits 15
Mimic-kin Changeling 16
Mourning Star Elf (astral) 16
Murder Kenku 16
Nightmare Speaker Yuan-Ti 16
Nilbog Goblin 17
Nimblezee Hadozee 18
Omni-tool proficiency with tinker's tools 18
Pickpocket proficiency in sleight of hand 18
Polytheistic Cleric 18
Plague Doctor proficiency in medicine 18
Powerful Ranger Ranger 18
Predator Thri-kreen 19
Prismatist proficiency with jeweler's tools 19
Pseudo-Lycanthrope proficiency with alchemist's supplies 19
Quick-Shift Shifter 19
Rash Resilience Intelligence or Wisdom score of 8 or lower 20
Render Lizardfolk 20
Saber Leonin, Tabaxi 20
Scroll Sage the ability to cast at least one spell 20
Sensate proficiency in perception 21
Shelter Savant proficiency with carpenter's tools 21
Spell Glass proficiency with glassblower's tools 21
Stein Strength Goliath 21
Surrealism proficiency with painter's supplies 22
Survivor proficiency in survival 22
Swalloid Plasmoid 22
Tanarukk Half-Orc, Orc 22
Tanner proficiency with leatherworker's tools 23
Terminator Warforged 23
Feat Prerequisite Page
Theologian proficiency in religion 23
Thunderbird Aarakocra, Owlin 23
Tiamatic Dragonborn 23
Toxicant proficiency with poisoner's kits 24
Trancendentelf Elf 24
Traveling Horticulturalist proficiency with herbalism kits 24
Troubadour proficiency with two or more musical instruments 24
Twice-Sworn Warlock 25
Uncanny Duplicity Rogue 25
Unsatisfied Specialist Artificer 25
Untraditional Arcana Wizard 25
Vampiric Legacy Dhampir 26
War Scribe proficiency with calligrapher's supplies 26
War to Table proficiency with cook's utensils 26
Wayward Monk 27
Wild Warden proficiency with animal handling 27
Whittler proficiency with woodcarver's tools 27

Acrobat

Prerequisite: Proficiency in acrobatics


You incorporate the principles of acrobatics into your every movement, displaying incredible flexibility and balance. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • Your walking speed increases by 5 feet. If you have a flying or climbing speed or gain one at any time after you select take feat, each also increases by 5 feet.
  • When you make a Dexterity saving throw against an effect you can see, you can use your reaction to make a Dexterity (Acrobatics) check instead. On a success, you can move up to your speed to an unoccupied space you can see. On a failure, you can move half as far.
     You have a number of uses of this reaction equal to your proficiency and you regain all expended uses at the end of a long rest.

Army of Two

Prerequisite: Fighter


You are unsatisfied falling into a single archetype and train to accomplish another. Choose a Martial Archetype available to you that you don't already have features from. You gain all of its 3rd-level features.

You can take this feat more than once. If you do so, you can choose a new archetype or the same archetype you've chosen with this feat before. If you choose the same archetype, you gain all of your choice's 7th-level features the second time you take this feat, all of your choice's 10th-level features the third time you take this feat, all of your choice's 15th-level features the fourth time you take this feat, and all of your choice's 18th-level features the fifth time you take this feat. If you are below the level of the gained feature, you gain the feature when you reach that level.

Astral Psion

Prerequisite: Githyanki, Githzerai


You tap into psionic abilities that predate the split between the githyanki and githzerai, achieving a psionic ascendance. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can cast Tasha's mind whip with your Githyanki Psionics or Githzeria Psionics trait.
  • When you cast a spell with a verbal component, you can roll a d8 and add your proficiency bonus to the roll. On a result of 8 or higher, you speak the verbal components in your mind only, potentially changing whether the spell is detected by observers. Regardless of whether the verbal component is uttered, if the spell deals psychic damage, it deals additional psychic damage equal to your roll.
     You have a number of uses of this feature equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

A githzerai astral psion alongside allies

Battle Map

Prerequisite: Proficiency with cartographer's tools


Your experience creating and analyzing maps has granted you a magical insight into the battlefield and its occupants. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • As a bonus action while you aren't blinded, you can quickly sketch a map of the area around you in your mind. The map can detail an area up to 60 feet by 60 feet, must be centered on you, and grants you benefits for 1 minute or until you leave the area of the map or create a new one.
     For the duration, a creature with half-cover gains no benefits against your attacks and spells and a creature with three-quarters covers only gains the benefits of half cover against your attacks and spells. In addition, you can use an action to alter the map, moving a creature on it from one space to another unoccupied space on the map. If the creature is willing, it teleports to the new space. If it is unwilling, it must succeed on a Charisma saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability you increased with this feet) or be teleported.
     You can use your action in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Beast of Burden

Prerequisite: Minotaur


By blessing or training, you've gained the powerful strength of an ox. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You count as one size larger when determining what creatures you can grapple or shove, your carrying capacity and the weight you can push, drag, or lift.
  • Your speed is not halved when you drag or carry a grappled creature, unless the creature is larger than you.
  • Your speed is halved instead of reduced to 5 feet while pushing or dragging weight in excess of your carrying capacity.

Blastortle

Prerequisite: Tortle


You have tinkered with your very nature, building a cannon into your shell and gaining the following benefits:

  • Increase your Strength, Constitution, or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with tinker's tools if you don't already have them.
  • You gain an additional bonus action which you can only use while benefiting from your Shell Defense. As a bonus action, you can activate your cannon from the inside, blasting your choice of water (magical bludgeoning) or energy (force) in a 30-foot cone. Each creature in the cone must make a Dexterity saving throw (DC equal 8 + your proficiency bonus + the modifier of the ability you increased with this feat). On a failure, a creature takes damage of the type associated with your blast choice. The damage equals your 2d6 × your proficiency bonus. On a success, a creature takes half as much damage. Once you use this bonus action, you can't do so again until you finish a short or long rest.

A reborn of dragonborn ancestry prepares to embrace its cadaverous legacy

Cadaverous Legacy

Prerequisite: Reborn


You tap into your lifeless body, drawing on necromantic energy. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You have resistance to necrotic damage.
  • You can cast polymorph targeting yourself without expending a spell slot or components. When you do so, you can choose to turn into an Undead instead of a Beast.
     Once you use this feature, you can't do so again until you finish a long rest.

Captain

Prerequisite: Proficiency with water vehicles


An exceptional helmsman, you gain the following benefits:

  • Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can cast swimWLB without expending a spell slot once with this feature; you regain the ability to cast it when you finish a long rest and you can also cast it using a spell slot you have of the appropriate level.
  • When a creature targets you or a creature within the vehicle with an attack while you are operating a water vehicle, you use a reaction to can make a Water Vehicle check with the ability you increased with this feat. If the result is greater than the attack roll, you
    can move the vehicle up to half the movement
    speed of the creature pulling it or its speed (if it has one) in a direction of your choice, causing the attack
    to miss.

Centaurion

Prerequisite: Centaur


By the hands of a god of war or demon lord, you have undergone a transformation to become a centaurion, a heavy calvary unlike any other. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Your hair is replaced by armored scales, and you develop a second mouth that you use to consume metal and leathers, which nourish you as if it were food of equal weight. While you are unarmored, your AC = 13 + your Constitution modifier. You gain the benefits of a shield as normal.
  • Over the course of 1 hour, you can consume armor, other than shields, that you are proficient with. When you do so, you don the armor and gain its benefits, though your scales remain unchanged. If the armor requires attunement, you attune to it during the process, assuming you have the attunement slots available to do so.
     If you consume an additional piece of armor, you doff the previous armor, though you can choose to remain attuned to the armor, retaining any magical benefits that it has, such as resistance to acid damage for example. If you attune to multiple magical armors that add a magical bonus to your AC, you can add these bonuses to a maximum of +5.

Chaos Avatar Initiate

Prerequisite: Genasi


You have completed a stage in your quest to master all four elements and become the Chaos Avatar. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • Choose Air Genasi, Earth Genasi, Fire Genasi, or Stone Genasi. You gain the traits granted to that lineage, excluding Ability Scores, Size, and Darkvision.

You can select this feat more than once. If you do so, you must select a different Genasi lineage.

Chaos Avatar Adept

Prerequisite: Genasi with traits from all four Genasi subraces


You have become the Chaos Avatar, a genasi capable of wielding all four elements within themself. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 22.
  • You can cast investiture of flame, investiture of ice, investiture of stone, or investiture of wind with this trait without expending a spell slot or material components. When do you do so, the spell doesn't require concentration. Once you cast one of these spells with this trait, you can't cast any spell with it again until you finish a long rest.
     You can cast any of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait.

Climber

Prerequisite: Dexterity score of 13 or higher


You are a natural acrobat, utilizing climbing equipment with practiced ease. While you have a climber's kit and aren't incapacitated, you gain the following benefits:

  • You gain a climbing speed equal to your walking speed and you require no action to anchor or release your anchor while climbing.
  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check or using your hands.
  • You can attempt climb creatures that are at least two sizes larger than you. When you do so, you must make a Dexterity (Acrobatics) check contested by the creature's Wisdom (Sleight of Hand), which it uses to attempt to knock you off. A creature without a free hand has disadvantage on this Sleight of Hand check. A creature can repeat this contest as an action, knocking you off on a success.
     While you climb a creature in this way, you share its space and have advantage on melee attacks against the creature.

Cobbled Together

Prerequisite: Proficiency with cobbler's tools


Your connection to the humble profession of cobbling has revealed the magical nature of shoes. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • Over the course of 1 minute, you can use cobbler's tools you're holding to create a small construct of shoes that you control as if it was the servant created by the unseen servant spell.
  • As part of a long rest, you can awaken a pair of shoes. For the next 24 hours, the shoes magically move in a way you describe while awakening them with a speed of 30 feet. If an unwilling creature is wearing the shoes, they must succeed on a Strength saving throw (DC equal 8 + your proficiency bonus + the modifier of the ability you increased with this feat) at the start of each of their turns or they are moved as the shoes were commanded. An unwilling creature can only remove the shoes by using an action on a turn it has succeeded on that saving throw.

Con Artist

Prerequisite: Proficiency with forgery kits


Documents can only take you so far, and thus, you've learned to forge other items. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Charisma score by 1, to a maximum of 20.
  • Choose an artisan's tool. If you aren't proficient with the tool already, you become proficient with it.
  • While you have your chosen set of artisan's tools, you can spend a number of hours replicating an object that could be created with it using materials of insignificant cost. For example, you can replicate a famous painting with painter's supplies or an infamous battle standard with weaver's tools. The number of hours is equal to half the amount of time it would normally take to create a mundane version of the same item. Replicas you make in this way stand up to almost any scrutiny. Only a creature with proficiency with the tool you used to create it can make an Intelligence (Investigation) check against a DC equal to 8 + your proficiency bonus + the modifier of the ability increased with this feat to determine whether the replica is fake. If the replica is a magic item, a creature proficient in Arcana can make this check as well, and an identify spell clearly identifies it as a fake.

You can take this feat more than once. When you do so, you must choose a different artisan's tool.

Concurrent Vows

Prerequisite: Paladin


Whether in support of or contradiction to your current tenets, you swear along another set of tenets. Choose a Sacred Oath available to you that you don't already have features from. You gain all of its 3rd-level features.

You can take this feat more than once. If you do so, you can choose a new oath or the same oath you've chosen with this feat before. If you choose the same oath, you gain all of your choice's 7th-level features the second time you take this feat, all of your choice's 15th-level features the third time you take this feat, all of your choice's 18th-level features the fourth time you take this feat, and all of your choice's 20th-level features the fifth time you take this feat. If you are below the level of the gained feature, you gain the feature when you reach that level.

Confabulator

Prerequisite: Proficiency in deception


You recognize that lying and confusing are equally useful uses of deception. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • Whenever you speak, you can choose to do so in gibberish that only you can understand. When you do so, any creature that can hear you assumes that you are speaking in a language it doesn't know. A creature that can understand all languages is immune to this effect and knows you're speaking in gibberish.
  • As an action, you can target a creature you can see within 30 feet of you, begin speaking in gibberish, and make a Deception check with the ability score you increased with this feat contested by its Wisdom (Insight) check. A creature that can't hear or that knows you're speaking gibberish automatically succeeds on this check. On a success, you charm the creature for up to 10 minutes, during which, you must use a bonus action to maintain the gibberish.  Once you charm a creature in this way, you can't do so again until you finish a short or long rest.

Contestant

Prerequisite: Proficiency in athletics


As a dedicated athlete, you fight to win every contest you can. You gain the following benefits:

  • Increase your Strength or Charisma score by 1, to a maximum of 20.
  • You have advantage on any Strength (Athletics) check that is contested by another creature.
  • As a bonus action, you can target a creature you can see within 30 feet and attempt to compel it into a contest of strength, will, or tolerance. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + the modifier of the ability you increased with this feat) or enter an unoccupied space within 5 feet of you and take your choice of the Grapple, Shove, or Use an Object action on its next turn. If you choose Grapple or Shove, the creature must target you. If you choose Use an Object, the target must use the action to consume a consumable item, such as a pint of beer. If it can't, it can use its action as normal. At your DM's discretion, you can attempt to compel the creature to take a similar action that you can contest, such as compelling it to engage in a spelling bee with you.  You have a number of uses of this bonus action equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Corrupted Hardware

Prerequisite: Autognome


While conducting a routine update during your Sentry's Rest, a malevolent or accidental force interrupted your processes, corrupting your hardware. Surviving this endeavor grants you the following benefits:

  • Increase your Constitution, Intelligence, or Charisma score by 1, to a maximum of 20.
  • When you use your Sentry's Rest, you occasionally have unexpected firmware glitches, which demonstrate your corruption. When you finish a long rest, roll a d4 and consult the following table. You gain the benefit reflected in your roll until you finish a long rest again.
Corrupted Hardware Table
d4 Benefit
1 You become magnetic. As a bonus action, you can cause any metal objects that aren't being worn or carried to fly in a line toward your space. Additionally, you can cast levitate targeting yourself at will, without expending a spell slot or components, while you are standing above or below a metal surface.
2 Your processing speed accelerates. You have advantage on Intelligence saving throws, and you can cast haste targeting yourself once without expending a spell slot or components.
3 Your armored casing develops a thin arcane shield. You gain resistance to force damage, and you can cast shield of faith targeting yourself once without expending a spell slot or components.
4 Your senses upgrade. You gain darkvision to a range of 60 feet if you don't already have it, you can't be deafened against your will, and you have advantage on saving throws against being blinded. Additionally, as an action, you can cast enhance ability targeting yourself once without expending a spell slot or components. When you do, you gain the Owl's Wisdom benefit.

Demoralizer

Prerequisite: Proficiency in intimidation


You quickly and effectively tap into the insecurities of others, destroying their confidence in battle. You gain the following benefits:

  • Increase your Strength, Intelligence, or Charisma score by 1, to a maximum of 20.
  • As a bonus action, you can target a hostile creature you can see within 30 feet of you and make an Intimidation check, contested by the creature's Wisdom (Insight) check. If the target doesn't understand the language you are speaking or any visual cues you're making, such as threatening motions, to be threats, you make your check with disadvantage. On a success, the creature becomes feeble around you for 1 minute. While feeble, a creature has disadvantage on attack rolls and ability checks made against you, you have advantage on saving throws made against its spells, and in social situations, it defers to your whims.
     You have a number of uses of this bonus action equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Detective Extraordinaire

Prerequisite: Proficiency in investigation


You recognize that elite investigators must be aware of things beyond the normal ken. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • Choose a tool and a skill. You gain proficiency with the tool of your choice and in the skill of your choice.
  • When you make an Investigation check, you can name a proficiency that you have, be it a tool, skill, weapon, or armor, as a part of the check. Regardless of your roll, you learn whether your choice was involved in the target of your Investigation check and what purpose it might have had. If your choice was involved in the target of your check, you gain a bonus to the roll equal to half your proficiency bonus (rounded down),
    even if you already add your proficiency
    bonus to the roll more than once.


 For example, you make Intelligence (Investigation) to better understand the scene before you, which features a lacerated corpse resting upon symbols drawn in blood. If you name Arcana as a part of your check, you could instantly learn that the symbols were magically used to summon a devil. If you name simple weapons or smith's tools, you could instantly learn that the lacerations were made with daggers.

Director

Prerequisite: Proficiency in persuasion


You are adept at directing others to act in or against their best interests. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You can take the Help action as a bonus action.
  • As an action, you can target a creature you can see that can see or hear you and make a Charisma (Persuasion) check contested by the target's Wisdom (Insight) check. A creature can choose to fail this roll. If the target doesn't understand the language you are speaking or any visual cues you're making, such as beckoning motions, you make your check with disadvantage. On a success, the creature moves up to its speed to an unoccupied space of your choice. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. On a failure, the creature doesn't move and is immune to this ability for 24 hours.

Divergent Path

Prerequisite: Barbarian


Your rage can't be contained within one path. Choose a Primal Path available to you that you don't already have features from. You gain all of its 3rd-level features.

You can take this feat more than once. If you do so, you can choose a new path or the same path you've chosen with this feat before. If you choose the same path, you gain all of your choice's 6th-level features the second time you take this feat, all of your choice's 10th-level features the third time you take this feat, and all of your choice's 14th-level features
 the fourth time you take this feat. If you are below the
  level of the gained feature, you gain the feature when
  you reach that level.

A detective extraordinaire investigates a graveyard with
     religion

Doc Rock

Prerequisite: Gnome (Rock)


You've exceeded all expectations with your tinker's tool, achieving a feat of construction that leaves even your fellows scratching their heads. You gain the following benefits.

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Your proficiency bonus is doubled for any ability check you make that uses your tinker's tools.
  • You gain three additional options when you use your Tinker feature. When you use one of these options, it counts twice toward your maximum number of tinker items allowed and only you can use it.
    Aqualung. While you wear it, you gain the ability to breathe underwater, you gain a swimming speed equal to your walking speed, and you have advantage on saving throws against inhaling harmful substances.
    Artificial Arms. You gain two additional arms with functioning hands, which can wield weapons, be used for climbing, or complete any other task. If you use an arm to wield a weapon, it must have the light property. Alternatively, while wielding a heavy weapon with your own hands, you can brace it with one of the arms. Doing so negates the disadvantage caused by the heavy property as a result of being Small.
    Automaton. You gain the benefits of a familiar, as if by the find familiar spell. It is a Construct, and the beast form you choose for it must be Tiny.

Drake Shout

Prerequisite: Kobold


You have refined your voice to mimic those of the fabled drake shouts, which grants you the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • You learn the thaumaturgy cantrip if you don't know it already, you can cast it as a bonus action, and you can cause your voice to boom for up to 10 minutes instead of 1 minute.
  • When you use your Draconic Cry trait, the range extends to 60 feet and each creature of your choice within range must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + the modifier of the ability you increased with this feat) or take thunder damage equal to your proficiency bonus.

Driderling

Prerequisite: Elf (Drow), Half-Elf


Through means known only to you, Lolth or another god has seen fit to alter your body. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your walking speed increases by 10 feet and you gain
    a climbing speed equal to your walking speed.
  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and you ignore movement restrictions caused by webbing.
  • You have a spinneret with which you can make unarmed strikes. These strikes have the thrown property (15/30 ft) and when you hit with them, the target is restrained by webbing. As an action, the restrained target can make a Strength check (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier), bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
     You have a number of uses of this attack equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Driver

Prerequisite: Proficiency with land vehicles


You are an exceptional driver. You gain the following benefits:

  • Increase your Strength, Dexterity or Wisdom score by 1, to a maximum of 20.
  • While a creature pulls a land vehicle that you are operating, it can take the Dash action as a bonus action and it ignores the weight of the vehicle when determining its carrying capacity for pulling.
  • As a reaction, which you take when a creature targets you or a creature within the vehicle with an attack while you are operating a land vehicle, you can make a Land Vehicle check with the ability you increased with this feat. If the result is greater than the attack roll, you can move the vehicle up to half the movement speed of the creature pulling it or its speed (if it has one) in a direction of your choice, causing the attack to miss.
     You have a number of uses of this reaction equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Elastibear

Prerequisite: Bugbear


Drawing upon the same fey energies that make you exceptionally good at squeezing and sneaking, you become almost entirely elastic. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing.
  • You have advantage on ability checks you make to escape a grapple.
  • When you used your Long-limbed trait, you can choose for your reach to be up to 15 feet greater than usual.
  • As an action, you can choose an object or structure within 60 feet that you can see and stretch your body to reach it.
     Once you use this action, you can't do so again until you finish a short or long rest.

Empath

Prerequisite: Proficiency in insight


Your have a profound ability to recognize and relate to the emotions of others. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • When you make an Insight check to determine the emotions of creatures with which you share a creature type, you know what emotion, if any, the creature is attempting to project. At your GM's discretion, you may also learn whether the creature is sincerely feeling the emotion or whether there's a deeper emotion it is actually feeling.
  • You learn the friends cantrip, and you can cast calm emotions without expending a spell slot once with this feature; you regain the ability to cast it when you finish a long rest and you can also cast it using a spell slot you have of the appropriate level. The ability you increased with this feat is your spellcasting ability for these spells.

Environmentalist

Prerequisite: Proficiency in nature


Your knowledge of nature extends into the finer elements of preservation and natural magic. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • When you make an Intelligence (Nature) check to recall information about a particular type of terrain (such as those found in the Ranger's Natural Explorer feature) that you reside within, you always learn whether that terrain type has changed from a different terrain type within the last 50 years, regardless of your roll. For example, learning that the area changed from coast to desert sometime in the last 50 years.
  • When the ground within 30 feet of you becomes difficult terrain as a result of a creature's actions, whether spell or otherwise, and you can see the full area of difficult terrain, you can use a reaction to touch the ground and will the land to return to its natural state. Roll a Nature check with the ability you increased with this feat. If the difficult terrain was created by a spell and your roll is greater than the spellcaster's spell DC, the area is no longer considered difficult terrain. If the difficult terrain was created by any other means, the area is no longer considered difficult terrain if your roll is greater than a DC equal to 10 + the Challenge Rating of the creature that caused the difficult terrain to form.
     Once you use this feature, you can't do so again until you finish a short or long rest.

Fate

Prerequisite: Proficiency with weaver's tools


You have learned to weave the fate of others into your creations. You gain the following benefits.

  • Increase your Dexterity, Intelligence, or Charisma score by 1, to a maximum of 20.
  • As an action while you have your weaver's tools, you can weave a spectral thread of time, magic, and divination between you and a creature you can see within 30 feet of you for 1 minute. An unwilling creature can make a Charisma saving throw (DC = 8 + your proficiency bonus + the modifier of the ability you increased with this feat). For the duration, each time the creature rolls a d20, you can also roll a d20 and choose for the creature to use your result instead. When you do so, you can't know the result of the other creature's roll. An unwilling creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
     Once you successfully weave a creature's fate in this way, you can't do so again until you finish a short or long rest.

Fey Knight

Prerequisite: Fairy


You are a staunch warrior of the Feywild, trained in its martial protection. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You can use your Flight trait even when you're wearing medium or heavy armor.
  • You can cast blur, using your Fairy Magic trait. The spell doesn't require concentration for you.

Fleet

Prerequisite: Harengon


You've trained to take true advantage of your quickness. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • Your walking speed increases by 10 feet.
  • When you end your turn and have no movement speed remaining, roll a d6. On a 5 or higher, your speed is considered greater than 0 for the purposes of using your Lucky Footwork trait.

Foiler

Prerequisite: Firbolg


Through practice and dedication, you have taken your ancestral instinct to leave the forests untouched to the extreme. You gain the following benefits:

  • Increase your Dexterity or the ability score you chose for your Firbolg Magic trait's spellcasting ability by 1, to a maximum of 20.
  • You can cast pass without trace with your Firbolg Magic trait, which follows all the rules of your Firbolg Magic. When you cast this spell while within forest terrain, you can choose creatures within 60 feet of you.
  • As an action, you can touch a willing creature and expend a use of your Hidden Step trait to cast invisibility without expending a spell slot or components. When you cast the spell in this way, the duration becomes Concentration, up to 1 minute.

Free Mason

Prerequisite: Proficiency with mason's tools


You use your mason's tools with alacrity and freedom. You gain the following benefits:

  • Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20.
  • Over the course of 1 minute, you can use mason's tools you're holding to burrow through up to 5 feet of rock, stone, or dirt within your reach.
  • As an action while you are holding your mason's tools, you can create a 5-foot-by-5-foot panel of hard stone that 1 inch thick within 5 feet of you. If the panel cuts through a creature's space when it appears, the creature is pushed to one side of the panel (your choice). A panel has an AC of 10 and 5 hit points. It is immune to poison and psychic damage and resistant to fire damage. A creature that is Medium or smaller can take cover behind the panel.

Gnemotic Device

Prerequisite: Gnome


With a flash of inspiration, you've learned the secret gnomish art combining mnemonics and pneumatics: gnemotics. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can accurately recall any words you've written down or said within the last month.
  • You learn the message cantrip, and you can cast sending without expending a spell slot once with this feature; you regain the ability to cast it when you finish a long rest and you can also cast it using a spell slot you have of the appropriate level.
     Additionally, when you cast a spell that delivers words from one target to another, you can choose to add an additional material component to the spell: a tiny container worth at least 25 gp. When you do so, the number of words you can transmit increases to 100 and the target of the spell can't misremember or forget the message by nonmagical means.

Guide

Prerequisite: Proficiency with navigator's tools


You exceed at navigating through all of life's challenges. You gain the following benefits:

  • Increase your Constitution, Intelligence, or Wisdom by 1, to a maximum of 20.
  • You can use your navigator's tools even when the sky is heavily obscured, and traveling between planes doesn't affect your ability to navigate.
  • As an action, you can choose a willing creature you can see other than yourself and a harmful area that you can see, such as an area affected by a spell or a river of lava. If the creature's movement speed is enough to pass through the area, it can use its reaction to do so, suffering no ill-effects from the area.
     You have a number of uses of this feature equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

A halfling guide chooses an allied goat and guides it across a chasm

Haggish Legacy

Prerequisite: Hexblood


You tap into your hexed origins, strengthening the magic that grants your legacy. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You can regrow parts of yourself to be used for your Eerie Token trait on a short or long rest, rather than a long rest.
  • You can cast polymorph targeting yourself without expending a spell slot or components. When you do so, you can choose to turn into a Fey instead of a Beast.
     Once you use this feature, you can't do so again until you finish a long rest.

Half-Dragon

Prerequisite: Any Humanoid Race, excluding Dragonborn


You have undergone a transformation to become a half-dragon, perhaps from a ritual or a spell gone wrong. You gain the following benefits:

  • You gain darkvision to a range of 60 feet, if you don't have it already.
  • You gain the Dragonborn race's Draconic Ancestry, Breath Weapon, and Damage Resistance traits.

Helpful Hob

Prerequisite: Hobgoblin


You reciprocate the help you're given. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • When you take the Help action, you can target a creature up to 30 feet away that you can see.
  • You can expend two uses of your Fortune of the Many trait to use it when you fail a saving throw. When you do so, you can grant any ally counted toward the bonus that also makes the same saving throw the bonus toward its roll.

Hippocannon

Prerequisite: Giff


You have weaponized your hippocampus, building a psychic gun that feeds on your astral spark. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20.
  • You recover uses of your Astral Spark after a short or long rest, rather than a long rest, and you can choose for your Astral Spark damage to be psychic damage rather than force.
  • When you take the Attack action, you can replace an attack with a psychic gunshot by expending a use of your Astral Spark. Choose a creature within 60 feet of you that you can see and make a ranged spell attack roll using the ability you increased with this feat. You are proficient with the attack. On a hit, you deal psychic damage equal to 2d6 + your ability modifier + your proficiency bonus.

Home Brew

Prerequisite: Proficiency with brewer's supplies


The time you've spent brewing has allowed you to refine your own home recipe. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can ignore the weight of containers that hold liquids, such as jugs and casks, when determining your carrying capacity.
  • Over the course of a long rest, you can produce a number of pints of a special alcoholic beverage, called Home Brew, in an empty container of your choice. The number equals 1 + your proficiency bonus. Home Brew tastes exactly how you wish, whether sensible or not, and reverts to purified water after 7 days if not consumed.
     A creature that consumes 1 pint of your Home Brew gains a number of temporary hit points equal to the modifier of the ability increased by this feat and gains the benefits of the protection from poison spell for 1 hour.

Honer

Prerequisite: Proficiency with smith's tools


You have abandoned the forge in favor of the campfire flame, defying logic and expectation. You gain the following benefits:

  • Increase your Strength, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • Your smith's tools now contain a set of bellows, which have an unprecedented ability to stoke flames. As a bonus action, you can target a flame or a creature that is enflamed, burning, or heated (such as by the heat metal spell) that you can see within 5 feet of you and use your smith's tool to increase the heats intensity. While you maintain the use of your tools, the flame deals extra damage equal to your proficiency bonus to any object or creature in its area.
  • Over the course of a long rest, you can use your smith's tools to hone a weapon, shield, set of medium armor, excluding hide, or set of heavy armor over a flame that you stoke to achieve this process. For the next 24 hours, the target gains +1 non-magical bonus to AC to its wearer if it is armor or a shield or a +1 non-magical bonus to damage if it is a weapon.

Humanitarian

Prerequisite: Human, Half-Elf, Half-Orc, Halfling


Your efforts to keep your fellows alive speaks to the depths of your humanity. You gain the following benefits:

  • Increase any ability score by 1, to a maximum of 20.
  • When you stabilize a Humanoid, the creature gains 1 hit point.
  • when you would restore hit points to one or more Humanoids, you can expend a Hit Die, roll it, and add the result to the number hit points each target regains. In addition, you gain a number of temporary hit points equal to your roll + the modifier of the ability score you increased wit this feat.

Immunity

Prerequisite: resistance to at least one damage type


Through persistent exposure, you've immunized yourself to damage and learned to recognize its touch. Choose one damage type to which you have resistance. You become immune to that damage type. You can't choose a damage resistance that has a limited duration, such as bludgeoning damage from the Barbarian's Rage feature.

Additionally, when a creature you can see targets a creature within 30 feet of you with an attack or spell, you can use a reaction to determine whether the attack or spell will deal the damage type. If it does, you can grant the creature resistance to the damage type for the duration of the attack or spell. You have a number of uses of this reaction equal to your proficiency bonus, and you recover all expended uses at the end of a long rest.

You can take this feat more than once. If you do so, you must choose a different damage type, and you maintain the same number of uses of your reaction, choosing between damage types each time you use it.

Inconspicuous

Prerequisite: Proficiency in stealth


You have mastered the ability to appear least interesting and noticeable than others. You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.
  • Creatures have disadvantage on ability checks and saving throws to recall and communicate your appearance.
  • While you are within 5 feet of a creature, you can make a Charisma (Stealth) check to attempt to hide, even if the creature wouldn't naturally obscure you. A hostile creature has advantage on its Wisdom (Perception) check to discover you. On a success, you remain hidden until you are no longer within 5 feet of a creature or you take any other actions that would normally give away your location.

Inverted

Prerequisite: Aasimar, Tiefling


Though your birth was the work of the positive (aasimar) or negative (tiefling) planes, your adventurers have brought you in contact with the opposite plane, corrupting your origins. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • Your creature type is Humanoid and your choice of Celestial or Fiend.
  • Whenever you would deal fire damage, you can instead instead deal cold damage; whenever you would deal cold damage, you can instead deal fire damage. You can do the same with radiant and necrotic damage.
  • You can cast the detect evil or good spell at will, without expending a spell slot. When you do so, the range extends to 300 feet, and you can see the outlines of certain creatures no matter how much stone, lead, or other barrier separates you so long as they are in range. The creatures depend on the creature type you chose with this feat.
    Celestial. Aberrations, Fiends, and Undead.
    Fiend. Celestials, Fiends, and Fey.

Jockey

Prerequisite: Small size


Your stature gives you and your mount unequaled nimbleness. While you are mounted and aren't incapacitated, you gain the following benefits:

  • Each of your mount's speeds increase by 10 feet for each size larger than you that it is (minimum of 10).
  • You automatically succeed on Dexterity saving throws to remain on your mount.
  • You can mount any creature, regardless of its shape and anatomy, so long as it is willing and of a size to bear you.
  • As an action while you are not in combat, you can choose a location you are familiar with that is within 50 miles of you on the same continent and roll a 2d4. You and your mount arrive at the location in a number of hours equal to your roll. Nonmagical terrain or other impediments can't slow or stop you when moving this way, but you lose the benefit of this feature if you stop moving for more than 10 minutes or change your destination.
     Once you use this feature, you can't do so again until you finish a short or long rest with your mount.

Juggler

Prerequisite: Proficiency in performance


You are adept at the tossing and catching of things, some of which are extremely dangerous, though not to you. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of of 20.
  • You have proficiency with any weapon with the light property, including improvised weapons, and you can wield a number of light weapons equal to 1 + your proficiency bonus regardless of the number of hands you have. In addition, for you, a weapon with the light property gain the thrown property (15/30) if it doesn't already have it.
  • When you make a Performance check to juggle with three or more weapons, you have advantage on the roll.
  • As an action, you can make a weapon attack using each weapon you are juggling, regardless of the number of attacks you would normally make when you take the Attack action.
     Once you use this action, you can't do so again until you finish a short or long rest.

Kitsugi Practitioner

Prerequisite: Proficiency with potter's tools


You are adept at repairing ceramics and other objects with gold. You gain the following benefits:

  • Increase your Dexterity, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the mending cantrip, though for you, it carries a material component of 1 gold piece, and its casting time is Special rather than 1 minute. When you cast the spell targeting pieces of ceramic, the casting time is 1 bonus action. For all other objects, it's 1 minute. Items you mend in this way retain gold seems where they've been joined together, which may increase their value (GM's discretion).
  • Over the course of 1 hour, you can target an item that has been mended to include gold seems and study it the breakage to cast identify without expending a spell slot or material components. When you do so, you also learn the history of the object over the course of the past 10 years and how it was broken.

Knowledgeable

Prerequisite: Proficiency in history


There are few creatures you've never heard of. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can accurately recall the faces and body shapes of any creature you've seen in the last year.
  • As a reaction, which you can make when you roll for initiative and aren't surprised, you can choose a creature within 60 feet of you that you can see and make an Intelligence (History) check contested by a DC equal to 10 + the creature's CR. If the creature has Legendary Actions or Legendary Resistances, the DC is instead 5 + the creature's CR. A DM can choose to use a Legendary Resistance to succeed on the contest.
     On a success, you know the creature's creature type, armor class, whether it has an actions in its statblock that require a roll to recharge, such as a dragon's breath weapon, and what that action does. If you succeed by 5 or more, you also learn if the creature has any damage resistances, damage immunities, and condition immunities and what they are.

Kuldjargh

Prerequisite: Dwarf


You are an axe-idiot, a dwarven follower of the gods of war who has developed proficiency with spiked armor. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Over the course of 1 hour, which can be accomplished during a short or long rest, you can expend 3 gp worth of metal or wood to modify a suit of armor with which you are proficient that remains within 5 feet of you for the duration, creating spiked armor. A creature wearing spiked armor deals piercing damage equal to half your proficiency bonus (rounded down) to creature that is grappling it at the start of the grappling creatures turns.
  • When you use the Attack action to grapple a creature while you are wearing spiked armor, the target takes 3 piercing damage if your grapple check succeeds.

Latent Lineage

Prerequisite: Sorcerer


A second font of magic lay latent within you, springing forth now to grant you additional ability. Choose a Sorcerous Origin available to you that you don't already have features from. You gain all of its 1st-level features.

You can take this feat more than once. If you do so, you can choose a new origin or the same origin you've chosen with this feat before. If you choose the same origin, you gain all of your choice's 6th-level features the second time you take this feat, all of your choice's 14th-level features the third time you take this feat, and all of your choice's 18th-level features the fourth time you take this feat. If you are below the level of the gained feature, you gain the feature when you reach that level.

Locksmith

Prerequisite: Proficiency with thieves' tools


You are exceptionally well versed in locks and their uses. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Thieves' Tools checks made to lock or unlock things.
  • Over the course of 10 minutes, which you can accomplish as part of a short or long rest, you can fashion an inconspicuous lock on or within a container that remains within 5 feet of you for the duration, using your thieves' tools. Make a Thieves' Tools check using the ability you increased with this feet. To spot the lock, a creature must meet or surpass your roll, and the DC to unlock the container equals your roll.

Lord of the Depths

Prerequisite: Triton


You are respected by the denizens of the deep. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • When you use your Emissary of the Sea trait, you can choose to target the creature with an animal friendship spell, even if you don't know it or have it prepared and even if it isn't a beast, so long as it meet the requirements of the trait and all other requirements of the spell. Doing so doesn't require expending a spell slot or material components. Your spellcasting ability for this spell matches that of your Control Air and Water trait.
  • When you are reduced to 0 hit points while fully submerged in water but not killed outright, you can drop to 1 hit point instead.
     Once you use this feature, you can't do so again until you finish a long rest.

Luckless Independent

Prerequisite: Halfling


You make your own luck. You lose your Lucky racial trait, but you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, and you can increase an ability score above 20, though not above 22.

Magic Detector

Prerequisite: Proficiency in arcana


You're always prepared for the presence of the arcane. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the detect magic spell, and you can cast it at will without expending a spell slot or verbal components.
  • While you concentrate on the detect magic spell, you gain the following benefits:
     - You can sense the presence of magic within 120
          feet of you instead of 30 feet.
     - You can use your bonus action to see an aura
          rather than an action, and you learn if the target
          has been on a different plane of existence within
          the last 24 hours.
     - The spell is blocked by 10 feet of stone, 1 foot of
          common metal, or 1 inch of lead instead of the
          barriers normal for the spell.

Mammoth

Prerequisite: Loxodon


By the hand of a time deity or mad mage, your anatomy has been reverted through evolutionary time to become more like the woolly giants of ages past. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You and your tusks grow 3d4 + 4 inches, which doesn't impact your game statistics, and a long shaggy coat. You become resistant to cold damage.
  • Your tusks are natural weapons, which you can use to make unarmed strikes to a range of 10 feet. If you hit with them, you can deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Merrymaker

Prerequisite: Satyr


Even among the most merry of peoples, you bring joy. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You have an innate sense to sense hostility. If a creature you can see within 30 feet of you becomes hostile to you, you immediately know it. A creature who is already hostile to you before it enters this area may not become known to you (DM's discretion).
  • As an action, you can choose a hostile creature you can see within 30 feet and play a musical instrument with which you are proficient. If the creature can hear you, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + the modifier of the ability you increased with this feat) or become ambivalent to you and your allies for 1 minute or until it takes damage. A creature who succeeds on this saving throw is immune to this feature for 24 hours.

A Bard of the College of Lore takes a Master's Degree in the College of Creation

Master's Degree

Prerequisite: Bard


Some people just can't resist going back to school. Choose a Bard College available to you that you don't already have features from. You gain all of its 3rd-level features.

You can take this feat more than once. If you do so, you can choose a new college or the same college you've chosen with this feat before. If you choose the same college, you gain all of your choice's 6th-level features the second time you take this feat and all of your choice's 14th-level features the third time you take this feat. If you are below the level of the gained feature, you gain the feature when you reach that level.

Metagaming

Prerequisite: Proficiency with a gaming set


You recognize that gaming is a commentary on society and its rules, and if games can be meta-analyzed from without, thus can society and its rules. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn to see certain scenarios as moves in a game, treating them as a player in a game rather than an actor in real-time. When you make an attack roll, ability check, or saving throw, you can choose to enter a state of meta-analysis before the roll, when you do so, choose one of the following options, roll the associated ability check using the ability you increased with this feat, and add your proficiency bonus. If you already add your proficiency bonus to the associated check, you can add it twice.
    Cheat (Deception). If your roll is greater than the target's AC (for an attack) or save DC (for a saving throw), you automatically hit or succeed respectively. If the roll was for an ability check, you use the result of your Deception check instead.
    Communicate (Arcana). Choose a creature that you know within 300 feet and communicate a message to the creature telepathically as if by the message cantrip. If the creature is the target of your attack and your roll is greater than its AC, you gain advantage on the attack. If the creature is also making the saving throw and your roll is greater than the save DC, the creature gains advantage on its saving throw. If the creature makes an ability check within the next minute using the same skill you are making, it can use your roll instead of its own.


Consider (Insight). If your roll is greater than the target's AC (for an attack), you learn what the target will do to you in retaliation for the attack and can choose not to attack as a result, saving any action involved. If your roll is greater than the save DC (for a saving throw), you learn the consequences of failing the saving throw and gain advantage on the saving throw. If the roll was for an ability check, you learn some of the possible outcomes of the roll in vague terms and can choose not to make it (unless it is a forced contest), saving any action involved.
 Once you enter this state, you can't do so again until you finish a short or long rest.

Method Actor

Prerequisite: Proficiency with disguise kits


Your disguises are so authentic, you seem to transform into another person. You gain the following benefits.

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • Your proficiency bonus is doubled for any ability check you make that uses your disguise kit.
  • When you use your disguise kit on yourself, you can choose a background for your disguise from the backgrounds found in the Player's Handbook or from another source available to you. While you wear the disguise, you gain any proficiencies, languages, or features granted by the background.

Mimic-kin

Prerequisite: Changeling


By way of fey magic, intense study, or some demonic prank, you've developed the ability to transform into objects as well as you do creatures. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • When you use your Shapechange trait, you can choose to take the shape of an object of your size. When you do so, you don't have to maintain the same basic arrangement of your limbs and your clothes and equipment merge into your shape. While you are in the shape of an object and don't move, you are indistinguishable from other objects of the same kind, but you can't cast spells, make weapon attacks, speak, or do anything else that would require the use of your hands, mouth, or equipment.
  • While you are in your object shape, you can manifest an appendage, such as a tongue or tendril, that appears suddenly from within your object shape when you take the Attack action. You can make unarmed attacks with the appendage to a range of 10 feet. When you hit with it, the strike deals 1d8 + your Strength modifier bludgeoning damage. At the end of the action, the tendril disappears back into your form, potentially becoming hidden to any creature that didn't see you make your attack.

Mourning Star

Prerequisite: Elf (astral)


The passage of time around you has allowed you to observe the death of a star you've always known, leaving you with a sense of mourning so deep it awakens something within you. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Your proficiency bonus is doubled for any ability check you make that uses Perception and you ignore penalties to your Perception in light obscurity while the night sky is present, even if you can't see it.
  • As an action, you can draw upon your grief to speak or sing a word of profound melancholy. Each creature of your choice within 60 feet that can hear you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + the modifier of the ability you increased with this feat) or be incapacitated for 1 minute or until it takes damage. While incapacitated in this way, the creature is overcome with a deep sadness and respect for death.
     Once you use this action, you can't do so again until you finish a long rest.

Murder

Prerequisite: Kenku


By the hand of a demon lord or a dark deity, you've become most a murder-most fowl, a psuedo-demonic kenku of nightmarish legend. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • Your wings strengthen, becoming usable, and you gain a flying speed equal to your walking speed while you aren't wearing medium or heavy armor.
  • As an action, you can target a creature you can hear within 60 feet of you and repeat its inner thoughts back to it using its own voice. The creature must succeed on a Wisdom (Insight) check against your Mimicry trait or become frightened of you for 1 minute. A creature that succeeds on its saving throw is immune to this feature for 24 hours.

Nightmare Speaker

Prerequisite: Yuan-Ti


You have entered into a minor pact with Dendar the Night Serpent, through which you are granted nightmarish prophesies. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You have advantage on saving throws against being frightened, immunized by the constant fear of your nightmares.
  • When you finish a long rest, you can roll a Hit Die and take psychic damage equal to your roll, which can't be reduced in anyway, to reflect your horrid nightmares. When you do so, you gain the a benefit from the following table corresponding to your roll until you next finish a long rest.
Roll Benefit
1 You gain a d4, which you can add to any attack roll, ability check, or saving throw you make.
2 You can cast bless targeting only yourself once, without expending a spell slot or components.
3 You immediately cast augury without expending a spell slot or material components.
4 You can cast polymorph targeting yourself once, without expending a spell slot. When you do so, you must take the form of a Giant Constrictor Snake.
5 You can cast detect thoughts once, without expending a spell slot. When you do so, you immediately learn the details of the last nightmare the creature had, if any. Your spellcasting ability for this spell is the ability you increased with this feat.

A Nightmare Speaker relives its nightmare, granting herself advantage on her next
attack with a poisoned dagger.
Roll Benefit
6 You learn a cantrip of your choice from the warlock spell list. Your spellcasting ability for this spell is the ability you increased with this feat.
7 You you gain a pool of d6s equal to your proficiency bonus. You can add a die from the pool to any attack roll, ability check, or saving throw you make.
8 You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite. Your spellcasting ability for this invocation is the ability you increased with this feat.
9 You immediately cast divination without expending a spell slot or material components.
10 As a bonus action, which you can take once, you can grant yourself advantage on all attack rolls until the end of your next turn.
11 As an action, which you can take once, you can grant yourself resistance to all damage for 10 minutes.
12 You can cast contact other plane at will, without expending a spell slot or material components. You automatically pass your Intelligence saving throw.

Nilbog

Prerequisite: Goblin


You have been possessed by a spirit and cursed with nilbogism. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • You learn vicious mockery and Tasha's hideous laughter, which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. The ability you increased with this feat is your spellcasting ability for both spells.
  • As a reaction, which you take when a creature you can see targets you with an attack, you can attempt to charm your attacker, stopping its attack. The creature must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + the modifier of the ability score you increased with this feat) or be charmed by you until the end of the creature’s next turn. A creature charmed in this way must use its action praising you.
     Once you charm a creature in this way, you can't use this reaction again until, you finish a long rest.

Nimblezee

Prerequisite: Hadozee


Among the dexterous hadozee, you are especially nimble. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • When you use your Hadozee Dodge trait, you can roll a 2d6 instead of 1d6.
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands or feet free, and while you keep your feet free in this way, you can use them to wield light weapons and most spellcasting foci.

Omni-tool

Prerequisite: Proficiency with tinker's tools


You are a master of completing the job with the resources at your disposal. Choose a feat that requires proficiency with a tool as a prerequisite. You gain the benefits of the feat, even if you aren't proficient with the tool, and you can use your tinker's tools in place of the tool for any features that require the tool's use.

Pickpocket

Prerequisite: Proficiency in sleight of hand


Your hands are especially sticky. You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.
  • You can't be disarmed against your will and your passive Perception is doubled when contesting a creature's attempt to pick your pocket.
  • When you make a Dexterity (Sleight of Hand) check to pick a creature's pocket or place something on a creature without being noticed, the target gains no bonuses from its proficiency with Perception when detecting you.

Polytheistic

Prerequisite: Cleric


You split your devotion between multiple religious doctrines. Choose a Divine Domain available to you that you don't already have features from. You gain all of its 1st-level features, including access to its Domain Spells.

You can take this feat more than once. If you do so, you can choose a new domain or the same domain you've chosen with this feat before. If you choose the same domain, you gain all of your choice's 2nd-level features the second time you take this feat, all of your choice's 6th-level features the third time you take this feat, and all of your choice's 17th-level features the fourth time you take this feat. If you are below the level of the gained feature, you gain the feature when you reach that level.

Plague Doctor

Prerequisite: Proficiency in medicine


You are at home among the ill and know how to protect yourself from contagions. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You can't be infected by a disease as a result of coming into contact with a creature suffering from that disease, and you have advantage on saving throws against disease.
  • As an action, you touch a willing creature and alter one of its four humors for 1 hour. Choose on of the following benefits, which last for the duration:
    Black Bile. You tap into the creature's black bile, releasing the element of earth. The creature gains resistance to acid damage and advantage on saving throws against being knocked prone.
    Blood. You tap into the creature's blood, releasing the element of air. The creature gains a number of temporary hit points equal to half your level and is under the effects of the feather fall spell.
    Phlegm. You tap into the creature's phlegm, releasing the element of water. The creature gains resistance to cold damage and doubles the length of time it can hold its breath.
    Yellow Bile. You tap into the creature's yellow bile, releasing the element of fire. The creature gains resistance to fire damage and advantage on checks and saving throws to resist being grappled.

Powerful Ranger

Prerequisite: Ranger


You are unsatisfied falling into a single archetype and train to accomplish another. Choose a Ranger Archetype available to you that you don't already have features from. You gain all of its 3rd-level features.

You can take this feat more than once. If you do so, you can choose a new archetype or the same archetype you've chosen with this feat before. If you choose the same archetype, you gain all of your choice's 7th-level features the second time you take this feat, all of your choice's 11th-level features the third time you take this feat, and all of your choice's 15th-level features the fourth time you take this feat. If you are below the level of the gained feature, you gain the feature when you reach that level.

An alchemist tests his creation to staggering effect.

Predator

Prerequisite: Thri-kreen


You are able to adapt your camouflage on the fly, becoming an ultimate predator. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • As an action, you can cast invisibility targeting yourself without expending a spell slot. When you do so, the spell doesn't require concentration and the duration becomes 8 hours but your speed is halved. If you become blinded, the spell ends immediately.
     Once you use this feature, you can't do so again until you finish a long rest.

Prismatist

Prerequisite: Proficiency with jeweler's tools


You are adept at splitting light. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • While you have your jeweler's tools and are in bright or dim light, you can cast color spray at will without expending a spell slot. Your spellcasting ability for this spell is the ability you increased with this feat.
  • As an action while you are in bright light, you can use your jeweler's tools to expend a gemstone worth least 1,000 gp to cast prismatic spray. When you do so, you don't roll a d8 to determine each beam. Instead, the beam is determined by the color of the gem expended (such as red when a fire opal is expended) at your DM's discretion. Your spellcasting ability for this spell is the ability you increased with this feat.
     Once you use your action in this way, you can't do so again until you finish a long rest.

Pseudo-Lycanthrope

Prerequisite: Proficiency with alchemist's supplies


After careful study, you've self-administered a mutagen derived from lycanthropy, gaining the following benefits:

  • Increase your Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) checks that rely on your choice of hearing or smell.
  • You become vulnerable to bludgeoning, piercing, and slashing damage made with silvered weapons.
  • As an action, you can activate the mutagen in your blood to gain the effects of the polymorph spell for 1 hour (no concentration required). When you do so, you don't choose from the form of a beast. Instead, choose a Humanoid (Shapechanger) with "were" in the name, such as wererat or jackelwere (Your DM has these creatures' statistics). While in this form, you must take the creature's hybrid form, you can't speak or cast spells, but you can take actions that require hands All other rules for the spell apply.
     Once you've used your action in this way, you can't do so again until you finish a short or long rest.

Quick-Shift

Prerequisite: Shifter


You excel at shifting at the drop of a hat. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Wisdom score by 1, to a maximum of 20.
  • You can Shifting trait when you roll for initiative and aren't surprised, instead of on your turn as a bonus action.
  • When you roll for initiative and have no uses of your Shifting trait remaining, you regain one use, which you can immediately use, and you recover all expended uses when you finish a short or long rest.

Rash Resilience

Prerequisite: Intelligence or Wisdom score of 8 or lower


As a result of your rash behavior, you're infuriatingly survivable. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency in death saving throws.
  • At the start of your turn (no action required), you can describe a course of action that would almost certainly result in you taking damage, such as jumping off a 30 foot cliff or attempting to wade through lava, and force your DM to roll a d20 in secret. If your DM rolls a number less than or equal to twice your proficiency bonus, you take no damage from the action you've described unless that damage would result in you being reduced to 0 hit points. If so, you are instead reduced to 1 hit point.
      Once you've taken no damage as a result of this feature, you can't use it again until you finish a long rest or your you recover from being reduced to 0 hit points.

Render

Prerequisite: Lizardfolk


In league with a shaman or by some other means, you channel the primal magic of Semuanya into yourself, granting you the following benefits.

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • The die size of your Bite increases from 1d6 to 1d10.
  • You grow 3d4 + 4 inches, which doesn't impact your game statistics, and sharpened claws. You can use these claws to make unarmed strikes, they deal damage matching your Bite, and you can use them in place of your Bite when you use your Hungry Jaws trait.
  • While you benefit from the temporary hit points associated with your Hungry  Jaws trait, you gain resistance to bludgeoning,   piercing, and slashing
       damage.

Saber

Prerequisite: Leonin, Tabaxi


By the hand of a time deity or mad mage, your anatomy has been reverted through evolutionary time to become more like the vicious hunters of ages past. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • When you aren't holding anything in your hands, you can move on all fours, gaining a 20-foot bonus to your walking speed.
  • You develop long saber-like canines from your jaws, which you can use to make unarmed strikes. When you hit with them, the strike deals 1d8 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • When you take the Attack action with your canines and hit, you can use your bonus action to make an unarmed strikes with your claws against the same target.

Scroll Sage

Prerequisite: The ability to cast at least one spell


You accumulate and exploit spell scrolls, recognizing the worth they provide. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can read and cast a spell from a spell scroll even if it isn't on your class's spell list.
  • You can scribe a spell scroll even if you aren't proficient in Arcana, and you reduce the time and cost to do so by half.
  • As an action, you can expend and cast a number of spell scrolls up to your proficiency bonus at once. The spells must require an action or a bonus action to cast, and can't require concentration.
     Once you use this action, you can't do so again until you finish a long rest.

A hobgoblin with rash resilience braves a lightning storm for the cause.

Sensate

Prerequisite: Proficiency in perception


You can hone your senses to such a degree that you feel the unseen. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • While you are blinded, you don't automatically fail ability checks that require sight; you instead of disadvantage on the ability check.
  • At the start of your turn, you can reduce your movement speed to 0 and make a Wisdom (Perception) check. Until the start of your next turn, you have blindsight or tremorsense (your choice each time you use this feature) to a number of feet equal to your roll (rounded up to the nearest 5 feet). If you already have your choice of sense, you instead increase its range.
     Alternatively, you can reduce your movement in this way over the course of 1 minute and make this check with advantage. When you do so, your choice of sense lasts until you move and its range equals 15 + your roll (rounded to the nearest 5 feet).

Shelter Savant

Prerequisite: Proficiency with carpenter's tools


You are an extraordinarily competent carpenter, which grants you the following benefits:

  • Increase your Strength, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • Your proficiency bonus is doubled for any ability check you make that uses your carpentry tools.
  • While you have your carpenter's tools present, you can expend 100 gp worth of building materials over the course of 1 hour, which can be interrupted, to cast tiny hut without expending a spell slot or components. A dome created in this way has a number of hit points equal to 20 × your proficiency bonus and lasts until destroyed, rather than 8 hours.
  • While you have your carpenter's tools present, you can expend 1000 gp worth of building materials over the course of 7 days, which can be interrupted, to cast magnificent mansion without expending a spell slot or components. A mansion created in this way has a number of hit points equal to 100 x your proficiency bonus and lasts until destroyed, rather than 24 hours.

Spell Glass

Prerequisite: Proficiency with glassblower's tools


You learn to capture magical energy within the glass you blow. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Choose a cantrip and a 1st-level spell from any class's spell list. Your choices don't have to be from the same class's spell list. The ability you increased with this feat is your spellcasting ability for these spells. You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
  • Over the course of a long rest, you can use your glassblower's tools to create a Tiny orb made of glass and trap a spell within it. The spell must be a spell that you can cast, have a casting time of an action or a bonus action, and can be of a level no higher than your proficiency bonus. As an action, a creature can shatter the orb, casting the spell from its space. The spellcaster uses your spellcasting ability and modifiers for the spell.
     You can create a number of orbs equal to your proficiency bonus. If you attempt to create an additional orb beyond this number, the oldest orb loses its magical ability, and the spell is wasted.

Stein Strength

Prerequisite: Goliath


The might of stone giants lies within you, granting you the heartiness of your ancestors. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Your proficiency bonus is doubled for any ability check you make that uses Athletics and you count as two sizes larger when determining your carrying weight and the weight you can push, drag, or lift.
  • When you use your Stone's Endurance, you can roll 2d6 instead of 1d12.

Surrealism

Prerequisite: Proficiency with painter's supplies


You view the world through its illogic tendencies and represent them. You gain the following benefits:

  • Increase your Dexterity, Wisdom, or Charisma by 1, to a maximum of 20.
  • Over the course of 10 minutes, which you can accomplish as a part of a short or long rest, you can use your painter's supplies to create a surrealist painting of a mundane object that remains within 15 feet of you for the duration that you can see. While the painting is within 60 feet of the object, the object gains one of the following additional properties of your choice:
    Juxtapose. The object is considered a spellcasting focus for a class of your choice. If the object is already spellcasting focus, it is considered a weapon of your choice, gaining any properties it might have, though its appearance doesn't change.
    N'est. Choose an object of a equal value and weight. The object becomes that object instead. For example, if the target is costume clothes (5 gp/4 lb.) it can become a mace (5 gp/4 lb.).
  • Over the course of 4 hours, which you can accomplish as a part of a long rest, you can use your painter's supplies to creature a surrealist portrait of a creature that remains within 15 feet of you for the duration that you can see. While the portrait is within 60 feet of the creature and the creature doesn't move, the creature's appearance is magically altered to match the painting, as if by the alter self spell.

Survivor

Prerequisite: Proficiency in survival


You outlast others, even in the harshest environments. You gain the following benefits:

  • Increase you Constitution or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Constitution saving throws made against extreme weather and on your first death saving throw after being reduced to 0 hit points.
  • When you make a Wisdom (Survival) check to guide your group or to avoid natural hazards, you can choose to act as an advance scout for 1 hour or until you leave the area governed by your check. When you do so, your group moves with you, but when you are confronted by an obstacle or hazard that requires a saving throw, you can choose to make the saving throw yourself, first. If you succeed, the entire group succeeds. If you fail, each member of the group makes its saving throw with advantage.

Swalloid

Prerequisite: Plasmoid


You become like the oozes most feared around the multiverse, a devourer of flesh. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • You can digest bones, metal, and other similar solids without issue. Moreover, when you eat, you can choose to digest your food slowly, causing it to settle anywhere within your body as it dissolves over the course of 8 hours. While a creature or a weapon is digested within you in this way, you have advantage on Charisma (Intimidation) checks against creatures of the same creature type and creatures that regularly wield such weapons.
  • When you hit a creature with an unarmed strike, you can use a bonus action to attempt to engulf the creature if it is your size or smaller. The creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + the modifier of the ability score you increased with this feat) or be engulfed. While engulfed, the creature shares your space, moves with you, can't breathe, is restrained, has total cover, and takes acid damage equal to 2d6 + your proficiency bonus at the start of each of its turns.  An engulfed creature can try to escape by taking an action to make a Strength check against your save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of you.  Once you engulf a creature in this way, you can't do so again until you finish a short or long rest.

Tanarukk

Prerequisite: Half-Orc, Orc


By Gruumsh's hand or Baphomet's will or some other means, your blood has been demonized, transforming you into a tanarukk. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Your creature type is Humanoid and Fiend.
  • You gain your choice of horns or pointed spines and you grow 3d4 + 4 inches, none of which impact your statistics.
  • You gain resistance to your choice of fire or poison damage.
  • At the start of your turn, you can go into a rampage (no action required) for 1 minute, until you are incapac-itated, or until you end your turn without moving at least half your movement speed in a line toward a hostile creature. While rampaging, you can make a melee attack any time a creature makes an opportunity attack against you.
     Once you enter your rampage, you can't do so again until you finish a long rest.

A theologian analyzes
an arcane
device.

Tanner

Prerequisite: Proficiency with leatherworker's tools


You have found a sustainable way of producing and transporting tannic acid, which allows you to practice your craft on the road. You gain the following benefits:

  • Increase your Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • You gain a Small barrel of tannic acid, which never runs out and doesn't count against your carrying capacity. Over the course of 10 minutes, you can cut hide from the corpse of a Beast within 5 feet of you that has died in the last 24 hours and produce a quantity of untanned hide of a size one size smaller than the target. Over the course of a number of days equal to 7 - your proficiency bonus, you can soak the hide in your barrel to convert the hide into leather of an equal size.
  • Over the course of a long rest, you can alter a set of light or medium armor, excluding half-plate, with 1 Small piece of leather. For the next 24 hours, the armor offers a +1 non-magical bonus to AC to its wearer.

Terminator

Prerequisite: Warforged


In order to better adapt to potential enemies, you develop a skin that you place over your body. Choose a Humanoid race option available to you that is Medium. You become physically identical to creatures of that race and you gain all of its physical racial traits, excluding senses, such as a Tabaxi's Cat Claws or a Kenku's Mimicry, but none of its magical or mental traits, such as a Gnome's Gnome Cunning. Your DM has final say on what traits you gain.

You can select this feat multiple times. When you do so, you lose the traits associated with a previous race choice.

Theologian

Prerequisite: Proficiency in religion


Your knowledge of religion bears practical results. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can use your Religion in place of Arcana when you make a check to recall or understand information about magic, and you can use your Religion in place of Persuasion when you make a check to persuade a creature toward following or abandoning a domain, deity, or religious institution.
  • From the Cleric spell list, you learn a cantrip and a 1st-level spell of your choice, which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. The ability you increased with this feat is your spellcasting ability for both spells.

Thunderbird

Prerequisite: Aarakocra, Owlin


You have trained to fly in heavy metals, using their electrical conductivity to empower your martial ability. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You can use your Flight trait even when you're wearing medium or heavy armor.
  • As a bonus action while you aren't touching the ground, you can channel the power of the storm into a weapon you are holding. For the next minute, your weapon attacks with this weapon deal an additional 1d6 lightning damage on a hit.
     Once you use your bonus action in this way, you can't do so again until you finish a long rest.

Tiamatic

Prerequisite: Dragonborn


You have been cursed or blessed by Tiamat, depending on your perception. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • You can add twice your proficiency bonus to the damage roll of your Breath Weapon, and you can use a breath weapon in place of an attack when you take the Attack action on your turn.
  • When you use your Breath Weapon trait, you can use any Breath Weapon and its accompanying Damage Type found in the Draconic Ancestry table, regardless of your own Draconic Ancestry. When you do so, you can choose for your scales to change color to match the chosen Ancestry until you use the feature again, or until you finish a long rest.

Toxicant

Prerequisite: Proficiency with poisoner's kits


You've developed a trademark poison, which you make with ease. You gain the following benefits:

  • Increase you Dexterity or Intelligence score by 1, to a maximum of 20.
  • Choose a condition from blinded, deafened, incapacitated, prone, restrained, or unconscious and reference the table below. Over the course of a long rest, you can produce a number of vials of your signature poison equal to your proficiency bonus. You can use the poison in one vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must succeed on a Constitution saving throw (see the table below for the DC). On a failure, a creature takes 2d4 poison damage, is poisoned for 1 minute, and is inflicted with your chosen condition for 1 minute. On a success, a creature takes half as much damage and is inflicted with no conditions. Once applied, the poison retains potency for 1 minute before drying.
Toxicant Table
Condition DC Calculation
blinded 13 + your proficiency bonus
deafened 14 + your proficiency bonus
incapacitated 10 + your proficiency bonus
prone 13 + your proficiency bonus
restrained 11 + your proficiency bonus
unconscious 10 + your proficiency bonus

You can take this feat more than once. Each time you do so, you must choose a different condition. You can't coat the same object with more than one signature poison at a time.

Trancendentelf

Prerequisite: Elf


You learn to transcend reality as you trance, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When you use your Trance feature to meditate, you can disentangle your mind from your physical reality and cast etherealness without expending a spell slot or components. When you cast the spell in this way, your physical body remains in place, the duration becomes up to 4 hours, and you return to the space occupied by your physical body when the spells ends.
     Strenuous activity accomplished while disentangled doesn't interrupt your rest.

Traveling Horticulturalist

Prerequisite: Proficiency with herbalism kits


You have mastered the art of preserving and cultivating plants while on the move. You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
  • You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift when you transport pots, plants, soil, and liquid containers.
  • When you enter a new terrain (such as those described in the Ranger's Natural Explorer feature), you can make a Wisdom (Herbalism Kit) check to immediately identify a number of plants within 300 feet of you equal to your proficiency bonus, which carry medicinal or healing properties. Over the course of 1 minute, you can use your herbalism kit and supplies worth 1 gp to plant a cutting of any of these plants, which lasts for 30 days.
     Over the course of a short rest, you can use your herbalism kit and expend one or more of these plants to target one creature for each plant expended. A target regains a number of hit points equal to 2d8 + your proficiency bonus. A creature can benefit from this feature once, and regains the ability to do so again after it completes a long rest.

Troubadour

Prerequisite: Proficiency with two or more musical instruments


You are a band all yourself and despite you're talents, you recognize that you may be ignored. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can play 2 or more instruments you a proficient with simultaneously, even if they would normally require identical extremities to use. When you do so to make a Performance check, you can add half your proficiency bonus (rounded down) to the check, even if you would already add your proficiency bonus once or twice.
  • As an action, you can begin playing 2 or more instruments in an urban environment, such as a town center or inside a tavern, with casual mediocrity, the kind of performance that no one complains about but rarely pays attention to. Make a Charisma (Performance) check. While you maintain this performance as an action each turn, any creature within 60 feet that can hear you (excluding creatures of your choice) suffers a -5 penalty to its passive Perception if your roll exceeds its its passive Insight.

Twice-Sworn

Prerequisite: Warlock


With or without the permission of your patron, you form a pact with an additional patron. Choose an Otherworldly Patrons available to you that you don't already have features from. You gain all of its 1st-level features, including access to its Expanded Spell List.

You can take this feat more than once. If you do so, you can choose a new patron or the same patron you've chosen with this feat before. If you choose the same patron, you gain all of your choice's 6th-level features the second time you take this feat, all of your choice's 10th-level features the third time you take this feat, and all of your choice's 14th-level features the fourth time you take this feat.

Uncanny Duplicity

Prerequisite: Rogue


You have an uncanny ability to fall into another archetype. Choose a Roguish Archetype available to you that you don't already have features from. You gain all of its 3rd-level features.

You can take this feat more than once. If you do so, you can choose a new archetype or the same archetype you've chosen with this feat before. If you choose the same archetype, you gain all of your choice's 9th-level features the second time you take this feat, all of your choice's 13th-level features the third time you take this feat, and all of your choice's 17th-level features the fourth time you take this feat. If you are below the level of the gained feature, you gain the feature when you reach that level.


Unsatisfied Specialist

Prerequisite: Artificer


You are too inquisitive to stick with one specialty. Choose a Artificer Specialist available to you that you don't already have features from. You gain all of its 3rd-level features.

You can take this feat more than once. If you do so, you can choose a new specialist or the same specialist you've chosen with this feat before. If you choose the same specialist, you gain all of your choice's 5th-level features the second time you take this feat, all of your choice's 9th-level features the third time you take this feat, and all of your choice's 15th-level features the fourth time you take this feat. If you are below the level of the gained feature, you gain the feature when you reach that level.

Untraditional Arcana

Prerequisite: Wizard


You balk at tradition, choosing instead to dabble with other magics. Choose an Arcane Tradition available to you that you don't already have features from. You gain all of its 2nd-level features.

You can take this feat more than once. If you do so, you can choose a new tradition or the same tradition you've chosen with this feat before. If you choose the same archetype, you gain all of your choice's 6th-level features the second time you take this feat, all of your choice's 10th-level features the third time you take this feat, and all of your choice's 14th-level features the fourth time you take this feat. If you are below the level of the gained feature, you gain the feature when you reach that level.

A Hexblade Warlock becomes Twice-Sworn by forming a pact with a Great Old One.

Vampiric Legacy

Prerequisite: Dhampir


You tap into your vampiric blood, becoming even closer to your ancestor. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You can deal 1d8 piercing damage with your Vampiric Bite, instead of 1d4.
  • You can cast polymorph targeting yourself without expending a spell slot or components. When you do so, you must turn into a bat.
     Once you use this feature, you can't do so again until you finish a long rest.

Venn Diagram

Prerequisite: Druid


You lay within the boundaries of multiple circles. Choose a Druid Circle available to you that you don't already have features from. You gain all of its 2nd-level features.

You can take this feat more than once. If you do so, you can choose a new circle or the same circle you've chosen with this feat before. If you choose the same circle, you gain all of your choice's 6th-level features the second time you take this feat, all of your choice's 10th-level features the third time you take this feat, and all of your choice's 14th-level features the fourth time you take this feat. If you are below the level of the gained feature, you gain the feature when you reach that level.

War Scribe

Prerequisite: Proficiency with calligrapher's supplies


You recognize that pen and paper are powerful tools in and of themselves. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Charisma score by 1, to a maximum of 20.
  • Your proficiency bonus is doubled for any ability check you make that uses your calligrapher's supplies.
  • Over the course of 10 minutes, which can be accomplished as a part of a short or long rest, you can use your calligrapher's supplies to make one of the following creations. If your creation is a weapon, you are proficient with its use, it is considered a monk weapon for you, and it gains a magical bonus to attack and damage rolls if it is created using enchanted or magical calligrapher's supplies. If a creation lists a number of created items, you can multiply the number for each set of calligrapher's supplies you possess.
    Ink Bomb. You create up to 2 of these simple ranged weapons, which deal 1d8 acid damage on a hit, and have the finesse, thrown (10/20), and special properties. Special: A creature hit by this weapon must succeed on a DC 10 Constitution saving throw or be blinded until the start of its turn.


Paper Stars. You create up to 10 of these simple ranged weapons, which deal 1d4 slashing damage on a hit, and have the finesse, thrown (30/90), and special properties. Special: A creature hit by this weapon must succeed on a DC 10 Constitution saving throw or take 1d4 extra damage at the start of its next turn. A creature that can't bleed is immune to this effect.
War Quill. You create up to 3 of these simple melee weapons, which deal 1d4 piercing on a hit, and have the light, finesse, thrown (20/60), and special properties. Special: If you dip a war quill into an inkpot as a bonus action, its next hit deals 1d4 poison damage.

War to Table

Prerequisite: Proficiency with cook's utensils


You are a butcher unlike any other, which grants you the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • Over the course of 1 hour, which can be accomplished as part of a short or long rest, you can butcher the corpse of a creature that has died within the last 8 hours. The creature's CR must be less than or equal to your proficiency bonus, it must have body parts that you or a friendly creature can consume (DM's discretion), it can be no larger than one size larger than you, and it must remain within 5 feet of you for the hour. At the end of the hour, you can produce a number of Butcher's Rations equal to your proficiency bonus.
  • Your Butcher's Rations gain the basic benefits of a day's rations and the following benefits according to the type of creature they were created from, when you cook them with your cook's utensils. A creature can only benefit from one Butcher's Rations effect at a time.
    &emsp:Accursed Consumption. Butcher's Rations created from a Celestial, Humanoid, or Undead grant the consumer immunity to the effects of cursed items and curses, such as the bestow curse spell or the hex spell, for 8 hours.
    Blissful Satisfaction. Butcher's Rations created from a Beast, Dragon, Giant, Monstrosity, or Plant grant the consumer temporary hit points equal to your level and resistance against poison for 8 hours.
    Otherworldly Influence. Butcher's Rations created from an Aberration, Celestial, Elemental, Fey, Fiend, or Ooze grant the consumer resistance to a damage type of its choice for 8 hours.

Wayward

Prerequisite: Monk


Your meditations have led you down a wayward way. Choose a Monastic Tradition available to you that you don't already have features from. You gain all of its 3rd-level features.

You can take this feat more than once. If you do so, you can choose a new tradition or the same tradition you've chosen with this feat before. If you choose the same tradition, you gain all of your choice's 6th-level features the second time you take this feat, all of your choice's 11th-level features the third time you take this feat, and all of your choice's 17th-level features the fourth time you take this feat. If you are below the level of the gained feature, you gain the feature when you reach that level.

Wild Warden

Prerequisite: Proficiency in animal handling


You have an uncanny ability to calm and care for creatures of a certain wildness. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You can use the Help action as a bonus action when the target is a Beast.
  • As an action, you can make a Wisdom or Charisma (Animal Handling) check to calm a hostile creature that can see and hear you within 30 feet of you. The creature must be a Beast or a Dragon, Fey, Monstrosity, or Plant with an Intelligence score of 5 or lower. The DC for the check is equal to 10 + the creature's CR (rounded up). If the check succeeds by 10 or more, it instead becomes tame. If the check fails, the creature is immune to attempts to calm it for 24 hours.
     A calm creature remains so for 1 minute or until it or creature friendly to it takes damage from you or a creature friendly to you. While calm, a creature can't Attack or Cast a Spell that targets a hostile a creature, though it may retain hostile behaviors such as growling or slashing threateningly with its claws.
     A tame creature remains calm indefinitely and views you as a potential ally. Over the course of a number of weeks equal to 25 - your level, you can feed the creature and spend a minimum of 1 hour per day training with it. At the end of the training, the creature obeys your commands and those of your allies. It can also serve as a mount for allied creatures of appropriate size.

Whittler

Prerequisite: Proficiency with woodcarver's tools


You have an uncanny ability to replicate creatures in wooden effigies. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Wisdom by 1, to a maximum of 20.
  • Over the course of 1 hour, which can be accomplished as part of a short or long rest, you can use your woodcarver's tools to create a Tiny wooden effigy of a creature you've seen in the last 7 days. A creature that has seen the replicated creature instantly recognizes the creature, and a creature that studies the effigy for 1 minute has advantage on checks to recall information about, track, and perceive the creature depicted in the effigy.
  • As an action while you are within 30 feet of a creature depicted in an effigy you are holding, you can destroy the effigy. The creature depicted must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + the modifier of the ability you increased with this feat) or become vulnerable to all damage until the end of your next turn.

A wild warden contemplates how to best begin training two wild wolves.