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## Curated Feats A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow --perhaps by a withering curse-- you can't benefit from the Grappler feat until your Strength is restored. Changes to official or published feats will by indicated by **~~bolded strikethroughs~~** for removals and **bolding** for additions. ### Acrobat You become more nimble, gaining the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * As a bonus action, you can make a DC 15 Acrobatics check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn. ### Actor Skilled at mimicry and dramatics, you gain the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. * You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. ### Alchemist You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency with alchemist's supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them. * As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. * Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore. ### Alert Always on the lookout for danger, you gain the following benefits: * You gain a +5 bonus to initiative. * You can't be surprised while you are conscious. * Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you. ### Animal Handler You master the techniques needed to train and handle animals. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. ### Aquatic Essence *Prerequisite: Water genasi* Your spirit and body are as fluid as water. You gain the following benefits: * While swimming, you gain the benefits of the *Freedom of Movement* spell. * As an action, you can take on a liquid form for 1 minute or until you return to normal as a bonus action. While in this form, you have resistance to bludgeoning, piercing, and slashing damage, but you cannot make attacks or cast spells. This liquid form allows you to move through spaces as small as 1 inch across without squeezing, as you can manipulate your body as a single mass of water. Once you assume this form, you cannot do so again until you finish a long rest. ### Arcanist You study the arcane arts, gaining the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * You learn the *Prestidigitation* and *Detect Magic* spells. You can cast *Detect Magic* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast this spell using spell slots. \pagebreakNum ### Artificer Initiate You've learned some of an artificer’s inventiveness, granting you the following benefits: * You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the artificer spell list. * 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. * You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability. ### Athlete You have undergone extensive physical training to gain the following benefits: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * **You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.** * When you are prone, standing up uses only 5 feet of your movement. * Climbing doesn't halve your speed. * You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. ### Barbed Hide *Prerequisite: Tiefling* One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: * Increase your Constitution or Charisma score by 1, up to a maximum of 20. * You gain proficiency in the Intimidation skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it. * As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. ### Beloved of Hruggek *Prerequisite: Bugbear* You love fighting and war so much you have been blessed for it. You gain the following benefits. * Increase your Strength or Constitution by 1, to a maximum of 20. * You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. ### Birdlike *Prerequisite: Kenku* - Increase your Dexterity score by 1, up to a maximum of 20. - You have advantage on Wisdom (Perception) checks made to locate shiny objects such as coins, gems, or metal. In addition, you have advantage on Wisdom (Perception) checks made to locate the dead. - Your claws are natural weapons, which you can use to make unarmed strikes. Your claws gain the finesse property, and have a damage die of 1d4. - Your feathers are natural weapons, with the properties of a dart. In addition, you may use them as lockpicks. - You flap your wings while falling to slow your descent. You can fall from a height equal to 10 plus 5 times your level in feet without taking damage. When you fall from a height higher than this, you treat the height you have fallen as the difference between the height you fell from and your calculated safe height for the purpose of falling damage. ### Blade Mastery You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them: * You gain a +1 bonus to attack rolls you make with the weapon. * On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon. * When you make an opportunity attack with the weapon, you have advantage on the attack roll. ### Blistering Soul *Prerequisite: Fire genasi* You have embraced the flame that burns within your very soul. You gain the following benefits due to your attunement to elemental fire: * You can see through fire and smoke as though they were not there. * When you hit a creature with *Produce Flame* using your Reach to the Blaze, you deal extra fire damage to the spell's target equal to your Constitution modifier. * When you cast *Burning Hands* using your Reach to the Blaze, you become surrounded in flames for 1 minute. During this time, whenever a creature starts its turn within 10 feet of you, you can choose to deal fire damage to it equal to half your level. \pagebreakNum ### Bountiful Luck *Prerequisite: Halfling* Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky racial trait before the end of your next turn. ### Brawny You become stronger, gaining the following benefits: * Increase your Strength score by 1, to a maximum of 20. * You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * You count as if you were one size larger for the purpose of determining your carrying capacity. ### Burglar You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You gain proficiency with thieves' tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. ### Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately **~~before taking this bonus action~~ before making an attack using a Strength based weapon or attempting to shove a creature**, you either gain a +5 bonus to the first attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). ### Chef Time and effort spent mastering the culinary arts has paid off. You gain the following benefits: * Increase your Constitution or Wisdom score by 1, to a maximum of 20. * You gain proficiency with cook’s utensils if you don't already have it. * As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. * With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. ### Cold Blooded *Prerequisite: Lizardfolk* - Increase your Constitution score by 1, up to a maximum of 20. - You have resistance to fire damage when you are in a hot climate, and resistance to cold damage when you are in a cold climate. While in a temperate climate, you may choose which resistance you have when you finish a long rest. ### Critter Friend *Prerequisite: Gnome (forest)* Your friendship with animals mystically deepens. You gain the following benefits: * You gain proficiency in the Animal Handling skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it. * You learn the *Speak with Animals* spell and can cast it at will, without expending a spell slot. You also learn the *Animal Friendship* spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells ### Crossbow Expert Thanks to extensive practice with the crossbow, you gain the following benefits: * You ignore the loading quality of crossbows with which you are proficient. * Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. * When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding. ### Crusher You are practiced in the art of crushing your enemies, granting you the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. * When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn. \pagebreakNum ### Defensive Duelist *Prerequisite: Dexterity 13 or higher* When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. **Additionally, while wielding only a single finesse weapon and not wearing a shield, you gain a +1 bonus to your AC.** ### Diplomat You master the arts of diplomacy, gaining the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. * If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature's Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. ### Divine Power *Prerequisite: Aasimar* ___ You gain one more use of your subrace trait Radiant Soul, Radiant Consumption, or Necrotic Shroud, before regaining them on a long rest. When you are knocked unconscious during the use of Radiant Soul, Radiant Consumption, or Necrotic Shroud, you deal retributive damage to your attacker equal to your level. This damage is radiant or necrotic, depending on your subrace. ### Dragon Fear *Prerequisite: Dragonborn* When angered, you can radiate menace. You gain the following benefits: - Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. - 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. \columnbreak ### Dragon Hide *Prerequisite: Dragonborn* You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: - Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. - Your scales harden. While you aren't wearing 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 modifier, instead of the normal bludgeoning damage for an unarmed strike. ### Dragon Wings *Prerequisite: Dragonborn **and character level 4*** You sprout draconic wings. With your wings, you have a flying speed of 30 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity ### Drow High Magic ***Prerequisite: Elf (drow), 5th level*** 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. ### Dual Wielder You master fighting with two weapons, gaining the following benefits: * You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. * You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. * ~~You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.~~ *This benefit is no longer necessary, based on how I rule drawing/stowing* * **The extra attack you can make while dual-wielding no longer requires a bonus action, instead it is part of the regular attack action.** \pagebreakNum ### Dungeon Delver Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: * You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors **or traps**. * You have advantage on saving throws made to avoid or resist traps **or other instantaneous environmental effects**. * You have resistance to the damage dealt by traps. * You can search for traps **and secret doors** while traveling at a normal pace, instead of only at a slow pace. ### Dwarven Fortitude *Prerequisite: Dwarf* You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: - Increase your Constitution score by l, to a maximum of 20. - 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). ### Earth Glide *Prerequisite: Earth genasi* Your very presence disrupts the soil around you. After you move over earth or stone, you can choose to make the path of your movement difficult terrain until the start of your next turn. You also gain a burrowing speed of 20 feet, additionally you can burrow through nonmagical, unworked earth and stone with ease. This movement does not disturb the material you move through. You can burrow in this way for a number of rounds equal to your Constitution modifier (minimum 1). At the start of each of your turns after this time, you take 1d10 force damage if you are still submerged in earth or stone. This time resets when you are no longer submerged in solid material. ### Eldritch Adept *Prerequisite: Spellcasting or Pact Magic feature* Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. \columnbreak ### Elemental Adept *Prerequisite: The ability to cast at least one spell* When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type. ### Elven Accuracy *Prerequisite: Elf or half-elf* The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: - Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. - Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. ### Empathic You possess keen insight into how other people think and feel. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make an Insight check contested by the target's Deception. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. ### Everybody's Friend *Prerequisite: Half-elf* You develop your magnetic personality to ease your way through the world. You gain the following benefits: * Increase your Charisma score by 1, up to a maximum of 20. * You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. \pagebreakNum ### Fade Away *Prerequisite: Gnome* Your people are Clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits: - Increase your Dexterity or Intelligence score by l, to a maximum of 20. - Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest. ### Feline Physiology *Prerequisite: Tabaxi* - Increase your Dexterity by 1, up to a maximum of 20. - You are resistant to falling damage. - The damage of your claws changes from 1d4 to 1d6 and gains the finesse property. - When you fail a death saving throw, you instead succeed. You may only do so once per long rest. This effect can only apply to one failed saving throw when you roll a natural 1. ### Fell Handed You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: * You gain a +1 bonus to attack rolls you make with the weapon. * Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. * Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit. * If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield. \columnbreak ### Fey Teleportation *Prerequisite: Elf (high)* 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: - Increase your Intelligence or Charisma score by 1, to a maximum of 20. - 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. ### Fey Touched Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits: * Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. * You learn the *Misty Step* spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat. ### Flail Mastery The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits. * You gain a +1 bonus to attack rolls you make with the weapon. * As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield. * When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. \pagebreakNum ### Flames of Phlegethos *Prerequisite: Tiefling* You learn to call on hellfire to serve your commands. You gain the following benefits: - Increase your Intelligence or Charisma score by 1, to a maximum of 20. - When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. - Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. ### Forestborn *Prerequisite: Firbolg* - You are under the constant effect of the barkskin spell, unless your shape changes, such as via wildshape. - After finishing a long rest, 1d4+1 Goodberry's sprout from your skin. - You learn the druidcraft cantrip. ### Forest Shepherd *Prerequisite: Firbolg* Your bond with nature has deepened, granting you the following benefits: * You can cast *Find Familiar* as a ritual without material components, summoning a fey in the form of a forest animal to assist you. Once you do so, you can't cast the spell in this way again for 7 days. * You can cast *Polymorph* on yourself once, without expending a spell slot. When you do so, you must become a CR 1/4th or lower beast you have seen before. You regain the ability to cast the spell in this way when you finish a short or long rest. \columnbreak ### Giant Heritage *Prerequisite: Goliath* ___ Choose one of the following giants from your heritage: *Cloud*. Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point. You have resistance to thunder damage. *Fire*. You are proficient in one tool of your choice. You can cast burning hands as a 1st level spell once per long rest. You have resistance to fire damage. *Frost*. You gain a swim speed of 30 feet. You are proficient in Survival checks. You have resistance to cold damage. *Hill*. You have advantage on saving throws against poison. You have resistance to acid damage and poison damage. *Stone*. Your fists are natural weapons, capable of dealing 1d6 plus your Strength modifier in bludgeoning damage. You gain one extra use of your Goliath trait, Stones Endurance. *Storm*. Your speed increases by 5 feet. You can breathe air and water. You have resistance to lightning damage. ### Gourmand You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * You gain proficiency with cook's utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. * As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. * During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours. ### Grappler *Prerequisite: Strength 13 or higher* You’ve developed the Skills necessary to hold your own in close--quarters Grappling. You gain the following benefits: - **Increase your Strength or Constitution score by 1, to a maximum of 20.** - You have advantage on Attack Rolls against a creature you are Grappling. - **Your unarmed strike uses a d4 for damage.** - **You have advantage on Athletics (Strength) checks when attempting to climb a creature that is two size categories larger than you.** \pagebreakNum ### Great Weapon Master (5.5e version) You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: * You gain a +1 to your Strength score, up to a maximum of 20 * Whenever you make an attack with a weapon that has the *heavy*, *two-handed*, or *versatile* property you deal additional damage equal to your Proficiency Bonus. *Versatile* weapons must be wielded with two hands to gain this benefit. * If you reduce a creature to 0 HP with a melee weapon, you may make an additional attack as a bonus action. ### Grudge-Bearer *Prerequisite: Dwarf* You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: * Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. * During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. * When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. * Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient. \columnbreak ### Healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: * When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. * As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest. ### Heavily Armored You have trained to master the use of heavy armor, gaining the following benefits: * Increase your Strength score by 1, to a maximum of 20. * You gain proficiency with heavy armor. ### Heavy Armor Master *Prerequisite: Proficiency with heavy armor* You can use your armor to deflect strikes that would kill others. You gain the following benefits: * Increase your Strength **or Constitution** score by 1, to a maximum of 20. * While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3. **If you are wearing magical armor, you also reduce the damage of bludgeoning, piercing, and slashing damage from magical weapons.** ### Historian Your study of history rewards you with the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * When you take the Help action to aid another creature's ability check, you can make a DC 15 History check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying. ### Human Determination *Prerequisite: Human* You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: * Increase one ability score of your choice by 1, to a maximum of 20. * When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest. \pagebreakNum ### Infernal Constitution *Prerequisite: Tiefling* Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: - Increase your Constitution score by l, to a maximum of 20. - You have resistance to cold damage and poison damage. - You have advantage on saving throws against being poisoned. ### Inspiring Leader *Prerequisite: Charisma 13 or higher* You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. ### Investigator You have an eye for detail and can pick out the smallest clues. You gain the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * You can take the Search action as a bonus action. ### Keen Mind You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. * **You gain proficiency in Arcana, History, Investigation, Nature, or Religion. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.** * Increase your Intelligence score by 1, to a maximum of 20. * You always know which way is north. * You always know the number of hours left before the next sunrise or sunset. * You can accurately recall anything you have seen or heard within the past month. ### Lightly Armored You have trained to master the use of light armor, gaining the following benefits: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * You gain proficiency with light armor. \columnbreak ### Light Armor Master *Prerequisite: Proficiency with light armor* Your mastery of light armor allows you to weave in and out of combat. * Increase your Strength or Dexterity score by 1, to a maximum of 20. * While wearing light armor or no armor you gain a +1 to AC. * While wearing light armor or no armor your movement speed is increased by 5 ft. ### Linguist You have studied languages and codes, gaining the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You learn three languages of your choice. * You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. ### Lucky *Prerequisite: Character level 4* You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest. ### Mage Slayer You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits: * When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. * When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. * You have advantage on saving throws against spells cast by creatures within 5 feet of you. \pagebreakNum ### Magic Initiate Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard. ### Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: * You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). * If you already have superiority dice, you gain **~~one~~ two** more; otherwise, you have **~~one~~ two** superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. ### Master of Disguise You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it. * If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action. ### Medic You master the physician's arts, gaining the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * During a short rest, you can clean and bind the wounds of up to six willing beasts or humanoids. Make a DC 15 Medicine check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends. \columnbreak ### Medium Armor Master *Prerequisite: Proficiency with medium armor* You have practiced moving in medium armor to gain the following benefits: * **Increase your Strength or Dexterity score by 1, up to a maximum of 20.** * Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. * When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. ### Menacing You become fearsome to others, gaining the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Intimidation check contested by the target's Insight. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour. ### Mobile You are exceptionally speedy and agile. You gain the following benefits: * Your speed increases by 10 feet. * When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. * When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. ### Moderately Armored *Prerequisite: Proficiency with light armor* You have trained to master the use of medium armor and shields, gaining the following benefits: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * You gain proficiency with medium armor and shields. \pagebreakNum ### Mounted Combatant You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: * You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. * You can force an attack targeted at your mount to target you instead. * If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ### Naturalist Your extensive study of nature rewards you with the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * You learn the *Druidcraft* and *Detect Poison and Disease* spells. You can cast *Detect Poison and Disease* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. ### Nine Lives *Prerequisite: Tabaxi* You have been blessed with many lives by the Cat Lord. Whenever you would be reduced to 0 hit points, you are instead reduced to 1 hit point and can immediately move up to twice your speed, requiring no action by you. During this movement, you can move into and out of a creatures threat range without provoking an attack of opportunity. Once you use this feature, you cannot use it again until you finish a long rest. ### Observant Quick to notice details of your environment, you gain the following benefits: * Increase your Intelligence or Wisdom score by 1, to a maximum of 20. * If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. * You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. \columnbreak ### Oceanborn *Prerequisite: Triton* - You have darkvision. Born in the ocean, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - You have resistance to poison damage. - When you dash while swimming, you may use a bonus action to dash again. ### Orcish Aggression *Prerequisite: Half-orc* As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. ### Orcish Fury *Prerequisite: Half-orc* Your inner fury burns tirelessly. You gain the following benefits: - Increase your Strength or Constitution score by l, to a maximum of 20. - When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. - Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. ### Perceptive You hone your senses until they become razor sharp. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * Being in a lightly obscured area doesn't impose disadvantage on your Perception checks if you can both see and hear. \pagebreakNum ### Performer You master performance so that you can command any stage. You gain the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * While performing, you can try to distract one humanoid you can see. The humanoid must see and hear you. Make a Performance check contested by the humanoid's Insight check. If your check succeeds, you grab the humanoid's attention enough that it makes Perception and Investigation checks with disadvantage until you stop performing. ### Piercer You have achieved a penetrating precision in combat, granting you the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll. * When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes ### Polearm Master ***Prerequisite: Character level 4*** You can keep your enemies at bay with reach weapons. You gain the following benefits: * When you take the Attack action and attack with a weapon that has the ***polearm* property**, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. * While you are wielding a weapon with the ***polearm* property** or the pike, other creatures provoke an opportunity attack from you when they enter your reach. \columnbreak ### Poisoner You can prepare and deliver deadly poisons, gaining the following benefits: * When you make a damage roll, you ignore resistance to poison damage. * You can coat a weapon in poison as a bonus action, instead of an action. * You gain proficiency with the poisoner’s kit if you don't already have it. If you're already proficient with them, you instead gain expertise with them, which means your proficiency bonus is doubled for any ability check you make witht hem. * With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn ### Practiced Expert You have honed your proficiency with particular skills or tools, gaining the following benefits: * Increase one ability score of your choice by 1, to a maximum of 20. * You gain proficiency with one skill or tool of your choice. * Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. ### Prodigy *Prerequisite: Half-elf, half-orc, or human* You have a knack for learning new things. You gain the following benefits: - You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. - Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. \pagebreakNum ### Quick-Fingered Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * As a bonus action, you can make a Sleight of Hand check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. ### Resilient Choose one ability score. You gain the following benefits: * Increase the chosen ability score by 1, to a maximum of 20. * You gain proficiency in saving throws using the chosen ability. ### Ritual Caster *Prerequisite: Intelligence or Wisdom 13 or higher* You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. ### Savage Attacker Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. **Additionally, if you kill a creature with a melee weapon with the *two-handed* or *versatile* property that deals bludgeoning or slashing damage, you can *cleave* through to a second target within melee range. When you do so make an additional attack using the same weapon against the second target, this attack requires no action to perform.** **As long as there is a creature within melee range of you you can repeat these attacks each time a target is killed by the attack.** \columnbreak ### Second Chance *Prerequisite: Halfling* Fortune favors you when someone tries to strike you. You gain the following benefits: - Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. - When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest. ### Sentinel ***Prerequisite: Character level 4*** You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: * When you hit a creature **that is no more than one size larger than you** with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. * Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. * When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. ### Shadow Touched You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits: * Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. * You learn the *Darkness* spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat ### Sharpshooter ***Prerequisite: Character level 4*** You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: * Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. * Your ranged weapon attacks ignore half cover and three-quarters cover. * Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a **~~-5~~** penalty to the attack roll **equal to your proficiency modifier**. If the attack hits, you add **~~+10~~** **twice your proficiency modifier** to the attack's damage. \pagebreakNum ### Shield Master You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: * If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. * If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. * If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. ### Shield Training You've trained in the effective use of shields. You gain the following benefits: * Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. * You gain proficiency with shields. * In combat, you can don or doff a shield as the free object interaction on your turn. * If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus. ### Silver-Tongued You develop your conversational skill to better deceive others. You gain the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Deception check contested by the target's Insight. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour. ### Skilled You gain proficiency in any combination of three skills, tools, **or languages** of your choice. \columnbreak ### Skulker *Prerequisite: Dexterity 13 or higher* You are expert at slinking through shadows. You gain the following benefits: * **You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.** * You can try to hide when you are lightly obscured from the creature from which you are hiding. * When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. * Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. ### Slasher You've learned where to cut to have the greatest results, granting you the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. * When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls ### Soul of the Trickster *Prerequisite: Goblin* You contain a shard of a nilbog within you. You gain the following benefits: * Increase your Charisma by 1, to a maximum of 20. * You can cast *Tasha's Hideous Laughter* once without material components and without using a spell slot, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting modifier for this spell. * In response to another creature dealing damage to you, you can use your reaction to reduce the damage to 0 and regain 1d6 hit points. Until you finish a short or long rest, you cannot use this feature again and cannot regain hit points by any means. \pagebreakNum ### Spear Mastery Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits. * You gain a +1 bonus to attack rolls you make with a spear. * When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon's die.) * You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving. * As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn. ### Spell Sniper *Prerequisite: The ability to cast at least one spell* You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: * When you cast a spell that requires you to make an attack roll, the spell's range is doubled. * Your ranged spell attacks ignore half cover and three-quarters cover. * You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. ### Squat Nimbleness *Prerequisite: Dwarf or a Small race* You are uncommonly nimble for your race. You gain the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - Increase your walking speed by 5 feet. - You gain proficiency in the Acrobatics or Athletics skill (your choice). - You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \columnbreak ### Stealthy You know how best to hide. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible. ### Storm Rider *Prequisite: Air genasi* You have harnessed the great power of your elemental attunement. When concentrating on a *Levitate* spell cast using your *Mingle with the Wind* feature, you gain the following benefits: * You can levitate regardless of how much you and your equipment weigh, so long as you are not carrying more than your carrying capacity. * You can walk horizontally while levitating as though you were on solid ground. Additionally; * You are resistant to lightning and thunder damage. * Once per turn when you deal damage with a weapon attack or deal lightning damage with a spell, you can deal extra lightning damage equal to your level. If you dealt damage to multiple creatures, you must choose one creature to which you deal extra damage. ### Survivalist You master wilderness lore, gaining the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * You learn the Alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. ### Svirfneblin Magic *Prerequisite: Gnome (deep gnome)* You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast *Nondetection* on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: *Blindness/Deafness*, *Blur*, and *Disguise Self*. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels. \pagebreakNum ### Tandem Tactician Your presence in a scrap tends to elevate your comrades. You gain the following benefits: * You can use the Help action as a bonus action. * When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way. ### Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * You are proficient with improvised weapons. * Your unarmed strike uses a d4 for damage. * When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. ### Theologian Your extensive study of religion rewards you with the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * You learn the *Thaumaturgy* cantrip and *Detect Evil and Good* spells. You can cast *Detect Evil and Good* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. ### Touch of Magic *Prerequisite: The ability to cast at least one spell* Magic has twisted your blood line and granted you the ability to manipulate the spells you cast. * You learn one metamagic of your choice from among those available in the Sorcerer Metamagic choices. * If you already have a pool of Sorcery Points, you gain two more; otherwise, you have two Sorcery Points that are used to fuel your metamagic. A sorcery point is expended when you convert them into spell slots or use them to use a metamagic option. * You can convert your sorcery points into spell slots using the table on page 101 of the PHB. You regain any expended Sorcery Points when you finish a long rest. \columnbreak ### Tough You have been toughened and scarred by constant combat and fighting, you gain the following benefits: * Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. * **When you roll a Hit Die to regain hit points, you have advantage on the roll.** ### Tracker You have spent time hunting creatures and honed your skills, gaining the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. 8 You learn the *Hunter's Mark* spell. You can cast it once without expending 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. Wisdom is your spellcasting ability for this spell. * You have advantage on Wisdom (Survival) checks to track creatures ### War Caster *Prerequisite: The ability to cast at least one spell* You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: * You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. * You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. * When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. ### Warforged Construction *Prerequisite: Warforged* - You increase your Constitution score by 1, up to a maximum of 20. - You have advantage on saving throws against poison, and you have resistance against poison damage. \pagebreakNum ### Warforged Resolve *Prerequisite: Warforged* ___ You gain 3 points of Resolve, which you regain at the end of a long rest. You can expend resolve to power the following features: - When you make a Death Saving Thow and fail, you may spend a point of Resolve to ignore it. - When you would make a Wisdom Saving Throw but before you do so, you may spend a point of Resolve and make a Constitution Saving Throw instead. - When you make a Constitution Saving Throw but before being told the outcome of your roll, you may spend a point of Resolve and roll one more time. You must take the new roll. ### Warlord *Prerequisite: Hobgoblin* You exemplify the pride and honor of your race. You gain the following benefits: * Increase your Charisma or Strength by 1, to a maximum of 20. * Once per turn, you can deal an extra 1d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of one of your allies and that ally isn't incapacitated. * When a creature you can see that can hear you makes an attack roll or saving throw, you can use your reaction to allow it to roll a d4 and add it to the roll's result. You can use this reaction after the roll is made but before the outcome occurs. ### Weapon Master You have practiced extensively with a variety of weapons, gaining the following benefits: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * You gain proficiency with four weapons of your choice. * **You learn one Fighting Style that you do not already know. Whenever you gain a level, you can replace this feat's fighting style with another one from the fighter class that you do not already have.** \columnbreak ### Wonder Maker *Prerequisite: Gnome (rock)* You master the tinker techniques of your people. You gain the following benefits: * Increase your Dexterity or Intelligence score by 1, to a maximum of 20. * When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check. * When you make a device with your Tinker trait, you have the following additional options for what you make: * **Alarm:** This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. * **Calculator:** This device makes doing sums easy. * **Lifter:** This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. * **Timekeeper:** This pocket watch keeps accurate time. * **Weather Sensor:** When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour. ### Wood Elf Magic *Prerequisite: Elf (wood)* 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. \pagebreakNum ## Feat Change Log * Athlete * Charger * Defensive Duelist * Dragon Wings * Dungeon Delver * Durable (Removed) * Drow High Magic * Grappler * Great Weapon Master * Keen Mind * Martial Adept * Polearm Master * Savage Attacker * Sentinel * Sharpshooter * Skilled * Skulker * Tough ## Homebrew Log * Aquatic Essence * Beloved of Hruggek * Blistering Soul * Earth Glide * Forest Shepherd * Light Armor Master * Nine Lives * Soul of the Trickster * Storm Rider * Touch of Magic * Warlord * Weapon Training