Feats Revised: Racial Feats

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Feats Revised: Racial Feats - WIP

Racial Feats are Feats that can be picked up like any other, but that also carry the secondary prerequisite of a character having to be a certain race to gain access to them. In this Document the Feats will be sorted by race, with their levels prerequisites listed for each feat individually

Full Feat System

This Document is only one of three documents making up the Revised Feat System. The Rest Can Be Found Here:

General Feats

Archetype Feats

Feats by Race

Aarakocra

Strong Wings

Prerequisite: Strength of 13 or higher
You have trained to make your wings stronger and more powerful, granting you the following benefit. You can wear medium or heavy armor and still use your fly speed, but your fly speed is reduced to 30ft while wearing this kind of armor.

Hawk's Eye

Prerequisite: Level 6
You have adopted your bird features to improve your vision, granting you the following benefits:

  • You have advantage on Wisdom (Perception) checks that rely on sight.
  • In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Flyby

Prerequisite: Level 12, Dexterity of 15 or higher
You can swoop down quickly and strike with deadly precision, granting you the following benefits:

  • You don't provoke opportunity attacks when you fly out of an enemy's reach.
  • When you use the Dash action on your turn while flying, you can make a single melee attack against one target, which is in your flying path.

Aasimar

Magic of the Gods

Prerequisite: Level 6 You learn more of the magic typical of Celestials, granting you the following benefits:

  • You learn the bless or bane spell and can cast it at will, without expending a spell slot. You also learn lesser restoration and remove curse, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Enhanced Transformation

Prerequisite: Level 9 You learned to improve your celestial transformation (Necrotic Shroud, Radiant Soul or Radiant Consumption), you gain the following benefits:

  • You can use your transformation a number of times equal to your Charisma modifier (minimum of 1), before you must finish a long rest.
  • When your transformation causes you to take damage it now doesn't.

Celestial Mind

Prerequisite: Level 12 Your celestial blood makes it harder for other creatures to control your mind, you gain the following benefits:

  • You have advantage on saving throws against being frightened or charmed.
  • Other creatures can't read your mind unless you want them to.
  • You can communicate telepathically with other creatures you can see, up to a range of 60ft.

Bugbear

Surprise Surprise

Prerequisite: Level 6
You learned how to surprise people when they least expect it, you gain the following benefit:

  • The extra damage of your Surprise Attack feature increases to 3d6 and keeps increasing to 4d6 at 11th level, and 5d6 at 16th level.

Brute

Prerequisite: Level 9
You learned how to hit enemies and how to hit them good, granting you the following benefit:

  • Once on your turn, when you attack with a melee weapon it deals one extra die of its damage on a hit.

Heart of Hruggek

Prerequisite: Level 12
Hruggek saw you in battle and he liked it, as one of his favorites he grants you the following benefit:

  • You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Centaur

Trampling Hooves

You learned to put your horse body to good use in combat, you gain the following benefits:

  • Your hooves now deal 2d4 + your Strength modifier bludgeoning damage.
  • If you move at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC (8 + proficiency bonus + Strength modifier)Strength saving throw or be knocked prone.
  • If you attack a prone target, you can make an attack with your hooves against it as a bonus action.

Jousting

You become rider and horse in one person, you gain the following benefits:

  • You can use the Mounted Combatant feat without a mount. You count as the rider and the mount in that case.
  • You can use a lance without the penalty of not having a mount.

Pegasus Blood

Prerequisite: Level 12, no other Blood feature
You have Pegasus blood in your veins, that changes your physic, granting you the following benefits:

  • Your size becomes large.
  • You gain a fly speed of 50ft.
  • Your hooves damage die changes to a d6.

Unicorn Blood

Prerequisite: Level 15, no other Blood feature
You have unicorn blood in your veins, that changes your physic, granting you the following benefits:

  • Your size becomes large
  • You grow a horn on your forehead which can be used as a magical melee weapon. The horn deals 1d8 + your Strength modifier of piercing damage.
  • You gain darkvision up to a range of 60ft.
  • The can magically teleports yourself and up to one willing creatures you can see within 5 feet of you, along with any equipment you are wearing or carrying, to a location the you are familiar with, up to 1 mile away. Once you use this feature you can't use it again until you finish a long rest.

Changeling

Thousand Faces

Prerequisite: Level 9
You learned to change your body in a way only few of your kind have mastered, you gain the following benefits:

  • You can use your Shapechanger features to sprout additional limbs like tails or wings.
  • You can take the form of any creature you are familiar with up to a size of large, your game statistics stay the same, except for speed (movement, fly, swim or burrow)

Master of all Forms

Prerequisite: Level 15, Thousand Faces
Your transformation skills are at their peak and there are not many who can rival you. You gain the following benefit:

  • You can transform into any Creature you are familiar with, that has a challenge rating of half your level (rounded up) and is huge or smaller. Your statistics change except for your wisdom, Intelligence and Charisma score. You don't get any legendary actions or resistances. When you drop to zero hit 0 hit points, you revert to your normal form with 0 hit points. You can use his feature once and you regain the ability to do so when you finish a long rest.

Dragonborn

Dragon Fear

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

  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Dragon Hide

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

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

Improved Dragon Breath

Prerequisite: Level 3
You mastered your Breath Weapon granting you the following benefits:

  • When using your breath weapon, you can choose weather to exhale the energy in a 15 ft. cone, or a 30 ft. line.
  • The DC for your Breath weapons increases by 1, and increases by 1 again once you reach level 11.
  • Once per day, you can use your breath weapon as a bonus action. You can do this more than once per day, by expending an additional use of your breath weapon when you use it.
  • you regain 1 use of your breath weapon after a short rest. at 11th level, you regain 2 uses after a short rest instead.

Dragon Senses

Prerequisite: Level 9
Your draconic senses have heightened, granting you the following benefits:

  • You gain darkvision up to a range of 60ft.
  • You gain blindsight up to a range of 10ft.

Dragon Form

Prerequisite: Level 12
You embrace your draconic blood; you gain the following benefits:

  • Your creature type becomes dragon instead of humanoid.
  • You sprout leathery wings; you gain a fly speed equal to your walking speed.

Dwarf

Dwarven Fortitude

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

  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
  • When you get forcefully moved by any means, you can use your reaction to reduce this movement by 10ft.

Dwarven Stubbornness

When set your mind to something there is nothing that can change your mind and most of the times people are to tiered to argue with you for long. You gain the following benefits:

  • You gain advantage on Persuasion checks to haggle.
  • You can always sell Items for at least 75% of their original price.

Squat Nimbleness

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

  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Cunning Artisan

Prerequisite: Level 3
You have trained in the art of crafting for more years than a normal Human lives, you gain the following benefits:

  • You gain proficiency in one additional artisan tool of your choice
  • You double your proficiency bonus with all artisan tools you are proficient with.
  • The time you need to craft an item using an artisan tool you are proficient with is halved.

Enhanced Enlarge

Prerequisite: Level 6, Duergar
You learned how to increase your power while enlarged. You gain the following benefit:

  • When you cast the enlarge spell, with your racial feat, it doesn't require concentration.
  • While enlarged you gain an extra damage die on Strengthbased weapon attacks instead of getting an extra 1d4.

Runes of Protection

Prerequisite: Level 12, Cunning Artisan
You have learned the ancient art of engraving the dwarfen Runes of Protection into gemstones. You gain the following benefits:

  • You learn how to craft Ioun Stones (as described in Xanathars Guide to Everything)
  • You learn the formula of 3 Ioun Stones up to a rarity of rare.
  • The costs and time needed for crafting a runestone is halved for you.
  • You can find new formulas on your journeys on the DMs discretion.

Elf

Fey Teleportation

Prerequisite: Level 3
Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

  • You learn to speak, read, and write Sylvan.
  • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

Revenant Blade

Prerequisite: Level 3, Character must be an Elf, or spent time Learning from a Master of the Double Bladed Scimitar
You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:

  • While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
  • A double-bladed scimitar has the finesse property when you wield it.
  • The bonus attack with the double-bladed scimitar now deals full damage.

Elven Accuracy

Prerequisite: Level 6
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefit:

  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Drow High Magic

Prerequisite: Level 6, Drow
You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Wood Elf Magic

Prerequisite: Level 6, Wood Elf You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

High Elf Magic

Prerequisite: Level 6, High Elf
You learn the magic of arcane studies. You learn the identify and can cast it at will, without expending a spell slot. You also learn the detect thoughts and nondetection spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Intelligence is your spellcasting ability for all three spells.

Firbolg

Caretaker of the Critters

As a Firbolg you are a guardian of nature and a caretaker of its inhabitants. This feat provides the following benefits:

  • You gain expertise with Animal Handling.
  • You gain proficiency with Carpenter's Tools and Herbalism Tools.

Speak with Beasts and Plants

Prerequisite: Level 6
Your connection with nature has grown over the course of your adventures you gain the following benefits:

  • You learn the speak with animals spell and cast it at will without expending a spell slot.
  • You learn the speak with plants spell and can cast it once without expending a spell slot. you regain the ability to do so when you finish a short or long rest

Natures Friend

Prerequisite: Level 9, Speak with Beasts and Plants
You love nature and nature loves you, which grands you the following benefits:

  • Difficult terrain made from plants doesn't cost you extra movement.
  • You always find shelter when you travel in natural terrain.
  • As a bonus Action on your turn you can call out for the environment to aid you. While in natural terrain nature will help you in combat, you can describe the effect. If the effect would deal damage the DM determines it. (Many birds attack your enemies, a small rockslide knocks your enemies prone etc.) Your save DC for such effects equals 8 + your Wisdom modifier + your proficiency modifier. Once you use this feat you can’t use it until you finish a short rest.

Genasi

For the purpose of associated damage types, consider the following chart:

Associated Element
Genasi Element
Air Thunder
Earth Bludgeoning
Fire Fire
Water Cold

If using the Genasi revised ruleset, change the Earth genasis associated element to acid, and add the following type:

Storm Lightning

Elemental Adaptation

Your elemental bloodline shields you from enemy attacks. You gain the following benefits:

  • You gain resistance to your associated damage type.
  • If you take damage from your associated damage type you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken (including your resistance). Once you use this feature you can't do so again until you finish a long rest.

Elemental Familiar

Prerequisite: Level 3
Your connection to the Elemental plains grants you the aid of new forms of familiars. You gain the following benefits:

  • You learn the find familiar spell and can cast it as a ritual.
  • You can choose an additional form for your familiar depending on your origin, as shown in the table below. Also, your familiar counts as an elemental.
Genasi Familiar Form
Air Steam Mephit
Earth Dust Mephit
Fire Magma Mephit
Water Ice Mephit

If using the Genasi revised ruleset, add the following option:

Storm Steam or Dust Mephit

Spell Forming

Prerequisite: Level 6, the ability to cast at least one spell
Your elemental ancestry lets you change the appearance of your spells, granting you the following benefit:

  • If you cast a Spell that deals acid, cold, fire, lightning, or thunder, you can change the damage type of this spell to your associated damage type. You can use this feature a number of times equal to your constitution modifier (minimum of 1) before you need to make a long rest.

Elemental Investiture

Prerequisite: Level 12, Elemental Adaptation
Your Elemental ancestors grant you the access to powerful elemental magic. You gain the following benefit: You can cast one investiture spell associated with your nature as shown in the table below. Constitution is your spell casting ability for this spell. You can use this feature once per long rest

Genasi Spell
Air Investiture of Wind
Earth Investiture of Stone
Fire Investiture of Fire
Water Investiture of Ice

If using the Genasi revised ruleset, add the following option:

Storm Investiture of Wind

Gith

Telepathy

Your psychic nature lets you reach out with your mind to communicate with other creatures. You gain the following benefit:

  • You can telepathically speak to any creature you can see within 30 feet of you. You need to share a language with the creature for it to understand you.

Illithid Hunter

Prerequisite: Level 3
Your natural hate against Illithids and their kind enhances your abilities to hunt them. You gain the following benefits:

  • You have advantage on Wisdom (Survival) checks to track aberrations, as well as on Intelligence ability checks to recall information about them.
  • You have advantage on saving throws against being stunned.

Enhanced Psychic Powers

Prerequisite: Level 6
Your psychic mind grows and so do your ability to use it. You gain the following benefits:

  • You learn the catapult, see invisibility and blink spell. You can cast each of these spells once, before you must finish a long rest. You don't need any components to cast these spells. Intelligence is your spellcasting modifier for all of these spells.

Illithid Slayer

Prerequisite: Level 9, Illithid Hunter
You trained hard and enhanced your abilities to stand up against your hated foe. You gain the following benefits:

  • You gain resistance against psychic damage.
  • You have advantage on saving throws against being charmed.
  • When you hit an aberration with a melee weapon attack you deal an extra 1d8 psychic damage to that target. If the target has resistance to psychic damage you ignore that resistance (Except Flumps we all love Flumps).