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# Uniqueness of all races Not everyone is created equal, this is especially true for members of different races. But even among them are the select few who are born with something extraordinary or they worked tirelessly to become better than the masses. They are the ones who rise from the many to become part of legends and write history. These people posses the feats, which are described in this chapter. ### 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. ### Celestial Magic *Prerequisite: Aasimar*
Your connection to your celestial ancestor is so strong you can tap into their power. You learn to cast *Command* and you can cast it 5 + your Charisma modifier amount of times, without expending a spell slot. As a Protector or Scourge Aasmiar you also learn to cast *Aid* and *Remove Curse*, or as a Fallen Aasmiar you also you learn *Blindness/Deafness* and *Bestow Curse*, each of which you can cast once without expending a spell slot or needing material components. You regain the ability to cast the these spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells. ### Cursed of the Old One *Prerequisite: Kenku*
You have learned to draw power from the Old One that has cursed your people. You learn the *Comprehend Languages* spell and can cast it at will. You also learn *Shadow Blade* and *Hunger of Hadar*, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells. Additionally, using the magic of the Old One, you gain a limited ability to tap into creatures' minds. After concentrating on a creature (like on a spell) for 1 minute, the target must make a Wisdom save (DC 10 + your proficiency bonus + your Charisma modifier), on a failed save you can mimic their voice, on a success, you won't gain anything and they will know their minds have been taped into. You can have a number of voices stored in your mind equal to your proficiency bonus. \columnbreak ### Discipline of the Legion *Prerequisite: Human, Aasimar*
As a citizen and soldier of {humanCountry} your conviction and discipline is exceptional. You know how to stand your ground. You gain the following benefits: - Increase your Constitution, Intelligence or Wisdom score by 1, to a maximum of 20. **Hold the Line!**: On your turn you can use your action to end one of the following conditions affecting you: frightened, paralyzed or charmed, and you get immunity against the removed condition for 1 minute. Additionally, when you use this ability, you regain
1d8 + your Constitution modifier hit points if you removed a condition or if there was no condition you regain
2d8 + Constitution modifier hit points. Once you use this ability, you can’t use it again until you finish a short or long rest. ### Divine Constitution *Prerequisite: Aasimar*
The blood of your celestial ancestor is exceptionally strong withing you, granting you resistance and power uncommon even among aasimar. You gain the following benefits: - You can use your healing hands twice before you need to finish a long rest to use them again. **Divine Pool:** You gain a divine pool that you can use to store magical energy. Your divine pool can hold 10 charges. Whenever you receive magical healing, quarter of the recovered hit points are also added to your divine pool. Additionally, whenever you would take radiant or necrotic damage you can use your reaction to reduce it by 1d4. The blocked damage is added to your divine pool as you absorb its energy. This reduction increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 16th level. - If the divine pool is full, you can use your bonus action to expend all charges to recover the uses of your healing hands. - As a bonus action you can expend all current charges in the divine pool (doesn't have to be full) to add the expended charges as bonus damage to your next attack (melee, ranged or spell attack). This bonus damage is radiant for Protector and Scourge Aasimar and necrotic for Fallen Aasimar. \pagebreakNum ### 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. - You can use your breath weapon a total of two times before you need to take a long rest. ### 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 14 + 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 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. ### Drow High Magic *Prerequisite: Elf(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 short rest or long rest. Charisma is your spellcasting ability for all three spells. ### 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). \columnbreak ### 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, but you must keep the new roll. - Whenever you roll damage with an attack using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one die if the result was 1 or 2, but you must keep the new roll. ### 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 twice, you can’t do so again until you finish a short or long rest. ### Feline Grace *Prerequisite: Tabaxi*
Your incredible reflexes and agility further improve. You gain the following benefits: - Increase your Dexterity score by 1, to a maximum of 20. - You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move. - You can reduce fall height by an additional 10 + your level + your Dexterity modifier in feet. - You gain expertise in the Stealth skill. **Pounce:** If you end your move within 5 feet of an enemy creature after using your Feline Agility trait, as an action you can pounce them, make a melee weapon attack, if it is successful the target must make a Strength save (DC 8 + your proficiency bonus + your Dexterity modifier), on a failure it is knocked prone, and you can do an additional claw attack against them with advantage. \pagebreakNum ### Ferocious Claws *Prerequisite: Tabaxi*
You more closely resemble your feral cousins than the average Tabaxi, having larger claws and the reflexes of wild cats. You gain the following benefits: - Increase your Strength or Dexterity score by l, to a maximum of 20. - The damage of your Claw attack increases to 1d8 + your Strength modifier and it counts as a finesse weapon. - Your climbing speed increases by 10 feet. **Cat Reflexes:** As a reaction to being hit by a melee attack, you can immediately make a claw attack against the creature that attacked you. After this attack, you can move 10 feet away from the attacker, this movement doesn't provoke opportunity attacks. ### Fey Teleportation *Prerequisite: Elf (high)*
Your study of high elven lore has unlocked fey power that few other elves possess. 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. ### 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. This fire damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. \columnbreak ### Flight of the Flightless *Prerequisite: Kenku*
Your body has started to mutate and resist the effects of the curse. Feathers on your arms provide you with a limited ability to fly. You gain the following benefits: - Increase your Dexterity or Strength score by 1, to a maximum of 20. - The height and distance of your jumps are tripled. - You can choose to base the height and distance of your jumps on your Dexterity. - You can decrease your fall distance by 20 + your level in feet as long as your aren’t incapacitated. - You can use your bonus action on your turn to jump away from an enemy, a distance up to half your speed, using your wings. This movement doesn't provoke opportunity attacks. ### 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. - You can increase your maximum hit point by 5 + your hit die + your constitution modifier. This only happens once at the time of taking this feat. ### Intensified Dragon Breath *Prerequisite: Dragonborn*
Your inner draconic power swells, amplifying the capabilities of your breath weapon. You have a number of uses of your Breath Weapon equal to your proficiency bonus. When you use your Breath weapon, you can expend additional uses to add one or more of the following effects. - The damage of your Breath Weapon increases by 2d6. - The DC of your Breath Weapon's saving throw increases by 1. - The area of effect of your Breath Weapon increases: breath weapons with a size of 5 by 30 feet increase to a 5 by 60 feet and breath weapons with a size of a 15-foot cone increase to a 20-foot cone. You regain one expended use of your Breath Weapon when you finish a short rest and all expended uses when you finish a long rest. \pagebreakNum ### Mountain’s Endurance *Prerequisite: Goliath*
Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits: - Increase your Strength or Constitution score by 1, to a maximum of 20. - You can expend a use of your Stone's Endurance, instead of blocking damage, to gain resistance to the triggering attack’s damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. - You can use your Stone's Endurance an additional time before you need to finish a short or long rest. ### Mountain's Strength *Prerequisite: Goliath*
Legends speak of goliaths able to move mountains, you are one of their descendants. You gain the following benefits: - Increase your Strength score by 1, to a maximum of 20. - As an action on your turn, you can gain 2 + your proficiency bonus as extra Strength score for 1 minute, or until you lose consciousness. With this bonus the total Strength score can exceed 20 but not 30. Additionally, for the duration of this ability, you will have advantage on any ability check you make that uses Strength. Once you use this ability, you can’t do so again until you finish a short or long rest. ### Orcish Fury *Prerequisite: Half-orc*
Your inner fury burns tirelessly. You gain the following benefits: - Increase your Strength or Constitution score by l, to a maximum of 20. - When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. - Immediately after you use your Relentless Endurance trait, you can use your reaction to make two weapon attacks. ### Prodigy *Prerequisite: Half-elf, half-orc, or human*
You have a knack for learning new things. You gain the following benefits: - You gain two 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. \columnbreak ### Reptile Regeneration *Prerequisite: Lizardfolk*
The marsh you grew up in is a hostile environment, the weak perish, your body had to adapt to survive. You gain the following benefits: - Increase your Constitution score by l, to a maximum of 20. - You regain 1 hit point every hour as long as you have at least 1 hit point or you are stabilized with 0 hit point. This way you can also regrow lost body parts, the time required depends on the lost body part (1d4 weeks for a finger, 1d6 months for an arm or leg). - As a bonus action you can release a surge of regeneration in your body. For 1 minute at the end of all your turns, as long as you have at least 1 hit point, you will regain 1d4 + half your constitution modifier hit points (rounded down, minimum 1). Once you use this ability, you can’t use it again until you finish a short or long rest. ### 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. ### 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 l, to a maximum of 20. - Increase your walking speed by 10 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. After escaping from grapple, as a reaction you may move up to half your speed, this movement doesn't provoke opportunity attacks. ### Touch of Sess’inek *Prerequisite: Lizardfolk*
The demonic god of lizards has gifted you with fiendish strength. You gain the following benefits: - Increase your Constitution, Intelligence, Wisdom or Charisma score by 1, to a maximum of 20. - You learn to speak, read, and write Abyssal. - You are immune to being frightened. - You have resistance to fire and poison damage. - You have advantage on saving throws against being poisoned. \pagebreakNum ### Wood Elf Magic *Prerequisite: Elf(wood)*
You learn the magic of the primeval woods, which are revered and protected by your people. You learn to cast *Animal Friendship* at will. You also learn the *Pass Without Trace* and *Erupting Earth* 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.