Eberron Racial Feats

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Eberron Racial Feats

Aerial Eyesight

Prerequisite: Aarakocra


Your avian nature gives you a highly evolved sense of sight. You gain the following benfits:

  • You gain +10 on Wisdom (Perception) checks that involve sight, but you are disadvantaged on Wisdom (Perception) checks using any other sense.
  • You can use your bonus action or reaction to focus on a target you can already see; you are then advantaged on any ranged attacks against that target made that turn, even if they are prone.

Aerial Master

Prerequisite: Aarakocra


You have practiced your flight maneuverability so much that you are highly adept at aerial movement. You gain the following benefits:

  • Your flying speed increases by 5 feet.
  • When flying, you can use your bonus action to Disengage with an opponent.
  • When making an ability check related to taking off or landing, you make that check with advantage.

Animal Instincts

Prerequisite: Shifter


Your heritage has given you sharp senses and heightened reflexes. You gain the following benefits:

  • You have advantage on initiative rolls. In addition, you cannot be surprised.
  • You have advantage on all Wisdom (Perception) checks when you in a rural or uncivilized setting.

Arcane Construction

Prerequisite: Warforged


Your creator included arcane energies in your design.

Choose two cantrips from the wizard spell list; both cantrips must be from the same school of magic. You can cast those cantrips at will. You can do this a number of times equal to your Constitution modifier per long rest.

Avian Communion

Prerequisite: Aarakocra


Your avian nature gives you a connection to other avian creatures. You gain the following benefits:

  • You have advantage on Wisdom (Animal Handling) checks when dealing with avian creatures.
  • You can cast speak with animals at will, but it is only effective with avian creatures.

Chameleon

Prerequisite: Changeling


Your ability to change your shape is so advanced, it can even thwart some magical means. You gain the following benefits:

  • Your Charisma score increases by 1, to a maximum of 20.
  • You have advantage on any saving throws against spell or spell effects designed to reveal your true nature, including divination spells.
  • Once per long rest, if you fail a Wisdom (Deception) ability check, you can reroll the check; you must take the new roll.

Elemental Armoring

Prerequsite: Warforged


Your construction was imbued with the natural elements.

After a long rest, choose a form of damage: fire, cold, lightning, radiant, necrotic, force, or thunder. Until your next long rest, you are resistant to that form of damage.

When you take that form of damage, you can choose to absorb some of that damage to repair yourself. Instead of taking damage, you gain hit points equal to the number of hit dice of damage inflicted.

You can do this a number of times equal to your Constitution modifier, until your next long rest. Upon using your last use of this ability, you lose your resistance to that form of damage.

Facial Reconstruction

Prerequisite: Warforged


You have studied organic living beings, and have reconstructed your face with tiny movable plates to better represent emotional states. You gain the following benefits:

  • Your Charisma score increases by 1, to a maximum of 20.
  • You gain either proficiency in Perception, or darkvision to a range of 60 feet.
  • You are advantaged on any Persuasion or Intimidation checks.

Lingering Connection

Prerequisite: Kalashtar


You have honed your mental connection to other creatures to greater acuity. You gain the following benefits:

  • Your ability to give another creature telepathy is extended to 4 hours.
  • If any creature that you have ever communicated with using your Mind Link ability comes within your range of that ability, you are aware of their proximity. Make a Wisdom (Insight) check when this happens; a success means you know the identity of that creature, whereas a failure means you simply recognize them as a creature with whom you've communicated before.

Mental Assault

Prerequisite: Kalashtar


You are able to focus your rage and anger through your mental connection to another creature in order to harm them.

After using your Mind Link ability, the next round you can make a psychic attack on that creature. The damage done is a number of d4 equal to your proficiency bonus. The target may make a Wisdom saving throw; if successful, they take half damage.

Regardless of the result of the saving throw, your mental connection with the creature is severed after doing damage.

Mimic

Prerequisite: Changeling


Your ability to carefully study other individuals has made you a near perfect imitator of others. You gain the following benefits:

  • Your Intelligence score increases by 1, to a maximum of 20.
  • After spending 1 hour with a creature, if you change your appearance to match theirs, you have advantage on Wisdom (Deception) or Wisdom (Persuasion) checks related to acting as that creature.
  • Any attempts by another creature to see through your disguise are made at disadvantage.

Morphic Body

Prerequisite: Changeling


Your control over your body allows you some control of your internal organs as well as your external appearance. You gain the following benefits:

  • Your Constitution score increases by 1, to a maximum of 20.
  • Once per turn, you can use your reaction to make yourself resistant to bludgeoning, piercing or slashing damage.
  • Alternately, you can use your reaction to make a critical hit of bludgeoning, piercing or slashing damage against you a normal hit. You can use this ability a number of times equal to your Constitution modifier, after which you recharge them during a long rest.

Psychic Support

Prerequisite: Kalashtar


You're able to tap into others' psychic energies to affect their concentration. You gain the following benefits:

  • When you have a Mind Link with an ally, and that ally fails a saving throw to maintain concentration, you can use your reaction to make a Wisdom saving throw against the same DC; if you succeed, that ally succeeds on their saving throw as well. Regardless of the outcome of your saving throw, using this ability breaks the Mind Link with your ally.
  • When you have a Mind Link with an opponent, and that opponent has to make a saving throw to maintain concentration, you can impose disadvantage on that saving throw. If they fail their saving throw, your Mind Link is then broken, and you and your opponent suffer 1d6 psychic damage.

Quick Repair

Prerequisite: Warforged


Once per long rest, you can expend one of your Hit Dice to recover hit points immediately, without taking a short rest.

If you have proficiency in Medicine, you can also choose to use this ability on another warforged by making a successful Intelligence (Medicine) check against a DC of 18 minus your proficiency bonus.

Self-Preservation

Prerequisite: Shifter


Your heritage gives you a greater sense of danger, and when backed into a corner, helps to keep you alive. You gain the following benefits:

  • When an attack drops you to 0 hit points, you drop instead to 1 hit point. In addition, if it was a melee attack, you can use your reaction to make one melee attack at your attacker with advantage.
  • If your hit points are less than 10% of your maximum hit points, you make all melee attacks with advantage.

Thick Blood

Prerequisite: Shifter


You are tapped into more of your animal heritage than most of your race.

When you use your bonus action to shift, the number of temporary hit points you gain is double the normal amount.

In addition, your shift last for 1 minute plus the modifier for whichever ability score increased by 2 for your subrace. (For example, a Beasthide shifter would use their Constitution modifier, while a Longtooth would use their Strength modifier.)

Unsettling Visage

Prerequisite: Changeling


You have learned to use your physical ability to unsettle your opponents.

When a creature within 30 feet you can see makes an attack roll against you, you can use your reaction to shift your appearance to impose disadvantage on the roll. This appearance affects that creature for a number of round equal to your Charisma modifier.

Using this ability reveals your shapeshifting nature to that creature and any creature who can see you within 30 feet; those creatures are immune to further use of this ability.

You may use this ability once per short rest.

Wild Stamina

Prerequisite: Shifter


You can let your instincts to drive you, making your body more durable while shifting.

You have resistance to bludgeoning, piercing, and slashing damage from non-magical sources while you still have temporary hit points granted by your shifting feature.

In addition, if you take bludgeoning, piercing, or slashing damage from a magical source that allows a saving throw, you make that saving throw at advantage.

Attributions

Some feats taken or adapted from the following sources:

D&D Tools Shifter Feats

RaccoonLX Homebrewery

https://www.dandwiki.com/wiki/Aarakocra_(Pathfinder_Race)

D&D Beyond Homebrew Feats from Euanbad, wildomarkid, NerdImmersion, Royall, jchunick


And More...

For our list of all the available feats, including some homebrew ones, check out our list of All the 5e Feats.

 

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