F eats are fun, powerful character options. Unfortunately, as 5th edition adds content, feats become increasingly spread out over several books. This makes advanced character creation a chore with strange balancing. So, better organization and design are the goals. All of the feats across many 5e books have been gathered here and split into two feat types: "Combat" and "Skill".
Combat feats may be chosen in place of a classes Ability Score Improvement. These feats focus on improving physical capabilities, magical mastery, and bringing substantial utility to character kits.
Skill feats were separated to provide breathing room for niche and subtle bonuses such as: Running a business, athletic tricks, simple crafting, vehicle mastery, linguistics, magical novelties, and more.
You receive two skill feats at 1st level, and one additional skill feat when you reach the 4th (3), 8th (4), 12th (5), and 16th levels (6).
Level | Total Skill Feats |
---|---|
1st | 2 |
4th | 3 |
8th | 4 |
12th | 5 |
16th | 6 |
Feats in this PDF supersede the following documents:
Player's Handbook, Eberron: Rising from the Last War, Fizban's Treasury of Dragons, Strixhaven: A Curriculum of Chaos, Tasha's Cauldron of Everything, Xanathar's Guide to Everything, and Arcane Artillery the Gun Nut's Guide.
These feats are either merged into others or are deprecated:
Aberrant Dragonmark, Bayoneteer, Charger, Chef, Dragon Hide, Dungeon Delver, Durable, Grappler, Gunner, Healer, Heavily Armored, Heavy Weapons Guy, High Maintenance, Lightly Armored, Moderately Armored, Pistol Whipper, Rifle Master, Scattershot Master, Second Chance, Sidearm Master, Single Shot Loader, Six-Gun Ace, Skilled, Superior Marksmen, Suppressing Fire, and Weapon Master.
Additional Content PDFs
Class Revisions & More:
https://www.gmbinder.com/profile/Doki
Be sure to check out Warrior for 5th Edition!
Table of Contents
Opening
- Pg 1 — Table of Contents
- Pg 1 — Designer Notes
Keywords & Optionals
- Pg 2 — Keywords
- Pg 2 — Optional Weapon Rules
- Pg 2 — Optional Rules
- Pg 3 — Optional Actions
- Pg 3 — Optional Rulesets
Combat Feats
- Pg 5 — Weapons (15)
- Pg 7 — Firearms (5)
- Pg 8 — Armor (5)
- Pg 8 — Utility (15)
- Pg 11 — Magic (19)
- Pg 14 — Racial (18)
Skill Feats
- Pg 17 — Trades (17)
- Pg 20 — Magic (11)
- Pg 22 — Movement (9)
- Pg 23 — Utility (12)
- Pg 24 — War (4)
Closing
- Pg 25 — Feats Appendix
- Pg 26 — Credits & Special Thanks
- Pg 26 — Version History
Designer Notes
General
Great effort has been made for this document to have "ease of play" in any game of D&D 5e. However, there are instances where feats are reworked and intended to be played alongside other optional rules or revisions. These changes can be found on the next page.
Racials
The dragonborn racial feat "Draconic Calling" references a homebrew revision of the race. This is unreleased as of October 2022. (Soon™)
Firearms
The "Arcane Artillery the Gun Nut's Guide" PDF implements relatively balanced firearms that this document recommends. If firearms are forbidden, ignore the firearm combat feats.
Keywords & Optional Rules
Keywords
Keywords are used to simplify complex ideas, this allows communicating on more succinct terms. Some of these keywords appear in features written in this document.
Bloodied
A creature is considered to be bloodied when they're at half of their total hit points (rounded down) or less. If a feature refers to a creature's "bloodied value", it's half their total hit points (rounded down). Creatures can confirm if another creature is bloodied by using sight or hearing, generally without requiring a Perception check.
Some features may also refer to a creature being bloodied as a trigger state for other effects. For example: "The first time you're bloodied in battle, you..."
Critical Chance
For every point of critical chance an attack roll has, it's chance to critically strike is increased by 1.
Example: Having a +1 bonus to critical chance would make any attack roll critically strike whenever you roll between 19-20 on a d20. Having a +2 bonus to critical chance would make any attack roll critically strike whenever you roll between 18-20 on a d20, and so on.
Damage Reduction
Whenever a creature or object is dealt damage, that damage is reduced by an amount equal to their damage reduction (after resistance is applied). The minimum damage you can take with damage reduction is 0.
Expertise
Your proficiency bonus is doubled for any ability check you make that uses the noted skill. For example, "You have Expertise with Survival checks." Multiple sources of Expertise on one skill don't stack.
Shift
When you shift, your character moves a fixed distance (using a speed of your choice) that doesn't provoke opportunity attacks. You can't shift farther than your maximum speed. When a creature is riding a mount, they can't shift unless they shift enough to dismount. Creatures acting as mounts can't shift while carrying a rider.
Optional Equipment Rules
Finesse Longbow
Longbows have the finesse weapon property.
Simple Shortswords
Shortswords are considered simple weapons, not martial.
Heavy Property (Variant)
Prerequisite: STR 8 or higher and Weapon Size rule
Weapon attacks with heavy weapons have disadvantage if the attacker doesn't meet the Strength prerequisite. Weapons of a larger size than you gain the heavy property, unless your size is Small and the weapon is a Medium size. For each size larger than you that a weapon with heavy is, it's prerequisite Strength increases by 6.
Weapon Size
Prerequisites: Variant Heavy Property rule
Weapons are sized as creatures are; Tiny, Small, Medium, Large, Huge, and Gargantuan. These rules dictate to creatures of unusual size, focused primarily on Tiny, Large, and Huge. For simplicity, Small and Medium sized equipment remains functionally the same.
Weapon Size | Weapon Damage | Relative Value & Weight to Medium & Small |
---|---|---|
Tiny | Reduced by 2 (minimum 0) | Half Price & Weight |
Large | Increased by 1 | Twice Price & Weight |
Huge | Increased by 2 | Triple Price & Weight |
Gargantuan | Increased by 3 | Quadruple Price & Weight |
The following is also true of sized equipment:
- Tiny weapons can't benefit from the reach property.
- Large and larger creatures can't wield Tiny weapons.
- Damage dealt by unarmed strikes also changes with size.
- Donning armor not fit for your size is the same as lacking proficiency with the armor. — You have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
Optional Rules
Additive Temporary Hit Points
Temporary hit points may be added together from different sources, up to a maximum amount of THP equal to your bloodied value.
Flanking (Variant)
When a creature and at least one of their allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy. A flanked creature has a -2 penalty to their AC and disadvantage on Dexterity saving throws.
To flank an enemy, you must be able to perceive them and not be Incapacitated. You can't contribute to flanking an enemy that is more than two size categories bigger than you. Nor can you contribute to flanking an enemy if you have two enemies on opposite sides of you, provided the enemies are at least one size category below you.
Jumping (Variant)
When you jump, you attempt to leap more than 5 feet (a jump of 5 feet or less is treated as difficult terrain). Your speed must be greater than 0, and you must make a DC 10 Strength (Athletics) check. If you don’t move at least 10 feet immediately before jumping, you have disadvantage on the check.
On a failed check, you leap 5 feet horizontally or vertically.
On a successful check, the check’s total determines the distance in feet that you can clear horizontally, or half that total if you’re jumping vertically (round up). Jumping doesn’t expend your movement, but the distance you clear can’t exceed your speed.
When falling from a great height, you instantly descend up to 100 feet. If you’re still falling at the start of your next turn, you descend up to 200 feet, as well as subsequent turns until you stop falling.
Simple Somatics
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands, provided you're proficient with said weapons or trained with shields.
Wisdom Initiative
You may use your Wisdom modifier in place of your Dexterity modifier when rolling for initiative.
Strength Benefits
Your carrying capacity is your Strength score multiplied by 10, and you can push, drag, or lift weight up to twice your carrying capacity.
Each point added to your Strength score after 10 instead increases your carrying capacity by 200 lbs. With a Strength of 20, you can carry 2,100lbs, as well as push, drag, and lift 4,200lbs.
You also gain features from the Strength Benefits Table if you meet the prerequisite Strength score. Temporary effects that change your Strength score (such as magic items) also provide these bonuses.
Strength Benefits Table
Strength Score | Feature |
---|---|
11 | Water Through Stone |
13 | Powerful Leap |
15 | Grindset |
17 | Rampart |
19 | With Great Power |
Water Through Stone. Nonmagical environments can't give your Strength ability checks disadvantage.
Powerful Leap. You ignore the disadvantage from failing to move 10 feet before jumping.
Grindset. Your bare hands are strong enough to bend 1 inch thick metal bars as strong as iron, as well as snap similar chains, whilst your legs are strong enough to kick through 2 inch thick walls of the same material. You can manipulate steel in the same ways at 19 Strength, mithral at 25 Strength, and adamantine at 29 Strength.
Tiny creatures can also manipulate metals in these ways, but only at half the usual thickness. For each size larger than Medium a creature is, they double the thickness of metals they can manipulate.
Rampart. Your damage reduction increases by 1.
With Great Power. As an action, you can cause a 1st level thunderwave spell without expending a spell slot. You must be unrestrained, you don't require spell components, and this isn't considered a spell or spellcasting. After creating a thunderwave twice in this way, you can't do so again until you finish a short or long rest.
Shockwave & Earthquake save DC =
At 14th level. With Great Power's thunderwave spell becomes 2nd level, and you can use it one additional time between rests.
As an action, you can cause the earthquake spell, centered on yourself, without expending a spell slot or concentrating. You must be Unrestrained, you don't require spell components, and this isn't considered a spell or spellcasting. Moreover, you're immune to the damage dealt by this action, and you ignore the Strength and Dexterity saving throws it causes.
Once you cause an earthquake in this way, you can't do so again until you finish a long rest.
Optional Actions
Cleave
Prerequisites: STR 10 or higher
As an action, you can attack a number of creatures and objects within your weapons reach equal to your proficiency bonus. Make one melee weapon attack, using the same attack and damage rolls for all of the targets. The following rules also apply:
- You must be wielding a melee weapon you're proficient with.
- The weapon must be held with both hands and have either the two-handed or versatile weapon properties.
- You can't Cleave if you've moved during your turn.
Desperate Dash
You can take the Dash action as a bonus action. If you do, you have disadvantage on attack rolls, your spell save DC has a -5 penalty, and you can't cast spells other than cantrips until the end of your turn.
Tumble
As part of your movement, you can make Dexterity (Acrobatics) checks contested by enemy Dexterity (Acrobatics) checks. If you win, you can move through the hostile creature's spaces this turn.
Optional Rulesets
Better Shields
Better Shields is a lightweight features upgrade for shields in 5th edition. When combined with Warrior it adds the finishing touches to an overall more enjoyable and engaging system for melee.
You can download it for free with the link below. Set the price to $0.
Find this ruleset at: https://www.drivethrurpg.com/product/321322/Better-Shields
Feats Revised
Ability Score Increase (Variant)
Instead of choosing between +2 stat points or one combat feat, you gain +1 stat point and your choice of either one combat or skill feat.
Starting Combat Feat
During character creation, your dungeon master may decide to grant the party one additional combat feat of the player's choice.
Injuries & Exhaustion
"Injuries & Exhaustion" is a PDF with two lightweight rulesets designed to be played together. With a variety of optional rules, the PDF aims to bring depth to 5e combat while avoiding unnecessary complexity. Get the tension and detail of visceral combat, without killing the pace of gameplay.
The optional rules range from the Exhaustion condition (variant) detailed below, all the way to features that give Exhaustion to exert oneself for some benefit. In addition to the more robust Exhaustion interactions, injuries are a new feature that may occur after a critical strike. With luck on ones side, the target just escape with a battle scar! In the face of a debilitating injury, one might consider the heroic resistance feature, where players take a little Exhaustion instead.
Find this ruleset at: https://www.gmbinder.com/profile/Doki
Exhaustion Condition (Variant)
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called Exhaustion. Exhaustion is measured in eleven levels. Effects can give a creature one or more levels of Exhaustion, as specified in the effect’s description.
Exhaustion | Description |
---|---|
Levels of Exhaustion | This condition is cumulative. Each time you receive it, you gain 1 level of Exhaustion. You die if your Exhaustion level exceeds 10. |
d20 Rolls Affected | When you make a d20 Test, you subtract your Exhaustion level from the d20 roll. |
Spell Save DCs Affected | Subtract your Exhaustion level from the Spell save DC of any Spell you cast. |
Hit Points Affected | When your Exhaustion level reaches 8 or higher, you can't be healed above your bloodied value until your level of Exhaustion lowers. |
Finishing a long rest lowers your Exhaustion level by 1, provided they've also had enough food and water for the day. When your Exhaustion level reaches 0, you're no longer Exhausted. If you're revived with a high enough level of Exhaustion to immediately die, your Exhaustion level reduces by 1.
Consecutive Resting
There's a cumulative effect to the reduction of a creature's Exhaustion level for each successive long rest they finish. This continues until they have either 0 levels of Exhaustion, they don't long rest one day, they receive a condition, they become targeted by a negative spell effect, they receive damage, or they become injured.
Example
Situation: Assume a creature has 5 levels of Exhaustion.
Action: This creature relaxes, sufficiently nourishing themself and sleeping comfortably for several nights in a row.
Outcome of Long Resting: The first long rest lowers the creature's Exhaustion level by 1, bringing it to 4. The second long rest lowers their Exhaustion by 2, bringing it to 2. The third long rest lowers their Exhaustion by 3, bringing it to 0. The creatures fourth long rest will only reduce their Exhaustion level by 1.
Enduring More Exhaustion
When you have one or more feature that states "You can endure one more level of Exhaustion before negative effects begin.", add all of them together and subtract that total from your level of Exhaustion. You still have the subtracted levels of Exhaustion, but they don't count against you for the purposes of Exhaustion's negative effects.
Example
You can endure 2 more levels of Exhaustion before negative effects begin. You receive 3 levels of Exhaustion, but subtract 2 from that due to your previously mentioned bonus. You're currently under the effects of 1 level of Exhaustion.
Combat Feats — Weapons
Ambush Artist
Prerequisites: DEX 10 or higher and proficiency in Stealth
You've learned a style of stealthy fighting used to circumvent a target's defenses, granting you the following benefits:
- You gain a +5 bonus to your initiative.
- When you make a weapon attack roll with advantage or hit a surprised target with a weapon attack, the attack's damage ignores the target's damage reduction.
- When you miss a target with a weapon attack while hidden from them, making the attack doesn't reveal your position.
Close Quarters Shooter
Prerequisites: Proficiency with at least one ranged weapon
Training your quick hip firing, you gain the following benefits:
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.
- When you use the Attack action and attack with a one-handed melee weapon, you can use a bonus action to attack with a light ranged weapon you're holding.
- Ignore the loading property on all crossbows.
Crusher
You're practiced in the art of crushing your enemies, granting you the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- Once per turn, when you hit a creature with a melee attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided that 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 start of your next turn.
Defensive Duelist
You know how to exploit simple mistakes in melee combat. Increase your Strength or Dexterity by 1, to a maximum of 20.
While wielding a melee weapon you're proficient with, and another creature you can see hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack. As part of the same reaction, if the attack misses, you can make an opportunity attack against the attacker with a +1 bonus to the opportunity attack's critical chance.
Dual Wielder
You've mastered the art form of fighting with two weapons at once, gaining the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- You can use two-weapon fighting even when a one-handed melee weapon you're wielding isn't light.
- You gain a +1 bonus to AC while you're wielding a separate weapon in each hand.
Great Weapon Master
You've learned to use the weight of a weapon to your advantage, letting its momentum empower you. You gain the following benefits:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- As part of the attack action, before you make an attack with a heavy melee weapon you're proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.
Lancer
You aim for the heart with advanced lance techniques, devastating your enemies. Increase your Strength or Constitution by 1, to a maximum of 20. You gain proficiency with lances.
You gain certain benefits while wielding a lance:
- Your critical strikes with the weapon ignore a creature's resistance to piercing damage.
- The weapon no longer has it's special property.
- The weapon gains the heavy property.
Martial Adept
Prerequisites: STR or DEX 10 or higher
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You gain proficiency with simple weapons.
- You learn two maneuvers of your choice from those available to the battle master subclass (fighter class) or Combat Superiority feature (warrior 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).
- You gain two superiority die, which are a d4. These die are used to fuel your maneuvers and are added to any superiority dice you have from other sources. Use a higher die size if you have a superiority die size greater than d4. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Piercer
You've achieved precision with pointed weapons during 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
You masterfully utilize reach, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- When you take the Attack action and attack with only a glaive, halberd, pike, quarterstaff, spear, or trident, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
- While you're wielding a glaive, halberd, pike, quarterstaff, spear, or trident, other creatures provoke an opportunity attack from you when they enter your reach.
Reactive Shot
Prerequisites: DEX 12 or higher
The delicate talent of firing ranged weapons lightning quick has shown itself in you, granting you the following benefits:
- When a hostile creature's movement provokes an opportunity attack from you, you can make the attack with a ranged weapon, ignoring the loading property and reload action. The attack must only target that creature.
- If you miss an opportunity attack made with a ranged weapon, you can choose a new target within 10 feet of the original target and make a new attack roll. Once you do, you must wait until the start of your next turn to do so again.
- When you make more than two attacks with primitive firearms during your turn, it's misfire count does not increase by 1.
Revenant Blade
You achieve mastery over a unique weapon. Increase your Strength or Dexterity by 1, to a maximum of 20. You gain proficiency with double-bladed scimitars from "Eberron: Rising from the Last War".
You gain certain benefits while wielding a double-bladed scimitar:
- Your AC increases by 1.
- The weapon has the finesse property.
- The weapon's damage die becomes 3d4.
- The weapon no longer has it's special property.
Savage Attacker
"Vicious" succinctly describes your ruthless nature in melee combat. Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
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, you either gain a +5 bonus to the attack's damage roll (if you had chosen to make a melee attack) or push the target up to 10 feet away from you (if you chose to shove).
Sharpshooter
You've 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 treat three-quarters cover as normal half cover.
- Before you make an attack with a ranged weapon that you're proficient with, you can choose to forgo the benefits of the Archery Fighting Style and take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.
- Starting at 16th level, if you have the Extra Attack or Bulletstorm features, you can use a single one of those attacks with a bulky firearm. Ignore the reload action once per turn when making attacks with bulky firearms.
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.
Class Gun Proficiency
At your dungeon master's discretion, some classes have proficiency with specific firearms from "Arcane Artillery the Gun Nut's Guide":
Barbarians: Nothing.
Bards: Sidearms, muskets, rifles and carbines.
Clerics: Sidearms and firearms with scatter.
Druids: Nothing.
Fighters: Longarms and sidearms.
Monks: Primitive firearms. (Not considered monk weapons)
Mystics: Primitive firearms and pistols.
Paladins: Longarms and sidearms.
Rangers: Longarms and sidearms.
Sorcerers, Warlocks, and Wizards: Sidearms.
Rogues: Sidearms, muskets, wheellock guns, carbines, and rifles.
Warrior: Longarms and sidearms.
Combat Feats — Firearms
Akimbo Master
Your natural muscle memory wielding two firearms at once is quite impressive, granting you the following benefits:
- You gain proficiency in sidearms.
- You can draw or holster two sidearms when you would normally only one. Additionally, sidearms don't require the light property for you to wield them in your offhand.
- As part of the attack action, before you make an attack with two sidearms that you're proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage. You can't use your bonus action to attack with the offhand firearm in the same turn you use this feature.
Firearms Duelist
Prerequisite: Dueling fighting style or gun duelist gun tactic
You've dedicated time mastering duels with firearm and sword. You gain the following benefits:
- When you use the attack action with a one-handed melee weapon, you can spend a bonus action to fire a light firearm you wield in your other hand. You can use this bonus action to attack with a one handed melee weapon if you use your attack action with a light firearm.
- Wielding a light firearm or finesse melee weapon in your offhand doesn't count against the Dueling Fighting Style and Gun Duelist Gun Tactic.
- Ignore the loading time and reload action for light firearms.
Firearms Skirmisher
Specializing in single shot firearms, you've trained quick hands to reload them faster and use them as melee weapons when necessary. You gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You gain proficiency in firearms with the loading property, and you ignore the loading time for these firearms. Additionally, you gain a +2 bonus to damage rolls with these same firearms.
- You're now proficient with firearms you use as a melee weapon. Light firearms deal 1d6 bludgeoning damage and are considered finesse weapons, two-handed firearms deal 1d8 bludgeoning damage, and heavy firearms deal 1d10 bludgeoning damage.
Shock Troop
Prerequisite: Proficiency in firearms
You have mastered the art of fighting with extras attached to the barrel of your firearm. As a bonus action, you can make an attack with your firearm attachment, which has a +2 bonus to hit.
You can use your reaction to assume a parrying stance that utilizes your firearms attachment. When you do, add your proficiency bonus to your AC against a single melee attack that would hit you, potentially causing the attack to miss.
After successfully hitting a target with a firearm's weapon attachment, your ranged firearm attacks ignore disadvantage against hostile targets within 5 feet of you until the start of your next turn.
Tricky
Prerequisite: Proficiency in firearms
You've trained in a performance art with firearms, opening up possibilities to use special tricks during combat. You gain the following benefits:
- You learn two tricks of your choice from among those available to the Virtuoso (gunslinger class), except for Cheat Death. If a trick requires your target to make a saving throw to resist the trick's effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.
- You gain two superiority die, which are a d4. These dice are used to fuel your tricks and are added to any superiority dice you have from another source. Use a higher die size if you have a superiority die size greater than d4. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- If a trick's effect includes a modifier that equals your gunslinger level, you instead treat that modifier as equal to your highest class level instead.
Combat Feats — Armor
Optional: A class' 1st level grants all of their armor trainings. Training in heavy armor is restricted to class and subclass sources only. Otherwise, the Heavy Armor Master feat provides training in heavy armor and has training with medium armor as a prerequisite.
Heavy Armor Master
Prerequisites: Training with heavy armor
You can use your armor to mitigate damaging strikes. Increase your Strength or Constitution by 1, to a maximum of 20. While you're wearing heavy armor, you gain a +2 bonus to your damage reduction. At 10th level, the damage reduction bonus increases to +3.
Medium Armor Training
You've trained to wear medium armor with prowess. You gain the following benefits:
- Increase your Dexterity or Constitution by 1, to a maximum of 20.
- You gain training with medium armor.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Riot Control
Prerequisite: Training with shields
You've trained a disciplined shield hand. Increase one ability score by 1, to a maximum of 20. While wielding a shield and attempting an attack that only targets one creature, you're considered to be in half cover against your target until the start of your next turn.
Additionally, while you benefit from this half cover, your target has disadvantage when attempting to disarm you.
Shield Master
Prerequisites: Training with shields
You use shields not just for protection but as a tool of war. You gain the following benefits while you're wielding a shield:
- You can use a bonus action to try to shove a creature within 5 feet of you with your shield. After using the Dash action and moving at least 10 feet, this shove has advantage until the end of your turn.
- 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.
- When an effect 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.
Shield Training
Hours of conditioning grant you the following benefits:
- Increase one ability score by 1, to a maximum of 20.
- You gain training with shields.
- If Better Shields is used: You gain training with light and medium shields. If you already have training with shields, but not heavy armor, you instead gain training with heavy shields.
Combat Feats — Utility
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're conscious.
- Other creatures can't gain advantage on attack rolls against you as a result of being unseen by you.
- Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
Biohazard
You're able to rot enemies from the inside out with seemingly magically corrosive poisons, granting you the following benefits:
- You gain proficiency with the poisoner's kit.
- When you make a damage roll that deals poison damage, it ignores resistance to poison damage, and deals half damage to targets with immunity to poison damage.
- With one hour of work using a poisoner's kit and expending 1 gp worth of materials, you can create a single dose of potent poison. Once applied to a weapon or quiver of ammunition, the poison retains its potency for 10 days. Once per round when a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw with a DC equal to 12 + your proficiency bonus. If they fail, they take 2d8 poison damage and become poisoned until the end of your next turn. At 10th level, the poison damage dealt increases to 4d8.
Fighting Initiate
Rigorously refining your combat form has helped you develop a unique martial fighting style. Increase one ability score of your choice by 1, to a maximum of 20. You also learn one Fighting Style option of your choice from the fighter class (or warrior class). If you already have a Fighting Style, the one you choose must be different. At the end of a long rest you may change your chosen Fighting Style with another option from the Fighting Style list.
You can choose this feat multiple times. Each time you do so, you must choose a different Fighting Style.
Fortitude
Prerequisites: CON 10 or higher
You persevere easier than most, granting you the following benefits:
- You can endure two more levels of Exhaustion before negative effects begin.
- You have advantage on saving throws caused by traps.
- You gain a +3 bonus to your death saving throws.
Hardened
Prerequisites: CON 8 or higher
Your body is toughened up, granting you the following benefits:
- Your hit point maximum increases by an amount equal to twice your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
- The minimum number of hit points you can regain from rolling Hit Die equals your proficiency bonus.
Immovable
Your impressive fortitude grants you the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- You have advantage on Strength and Constitution checks and saving throws against being knocked Prone or moved.
- When a hostile creature that you can see attacks you, provided they're no larger than one size above yourself, you can use your reaction to shove it. On success, you can push it 15 feet away from you and knock it Prone.
Mage Slayer
You've practiced against spellcasters, gaining the following benefits:
- When a creature within 60 feet of you casts a spell, but before the spell takes effect, you can use your reaction to shift half your speed. You must end this move closer to the target than you started. If they're within range, you can use the same reaction to make one special weapon attack targeting only them. If this weapon attack critically strikes, the target's spell is interrupted and they lose the spell slot and consumed material components.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw they make to maintain their concentration.
- If you aren't Incapacitated, you have advantage on saving throws against spells cast by creatures within 10 feet of you.
Magic Item Specialist
You've practiced with a variety of magical items, all in service to aiding your survival. You gain the following benefits:
- Increase one ability score by 1, to a maximum of 20.
- You can attune to one additional magic item at one time.
- For every two magical items you're attuned to, you gain a +1 bonus to your damage reduction.
Mobile
Prerequisites: DEX 10 or higher
You're exceptionally speedy and agile. All your balance training in sketchy places has granted you the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement, and you gain the ability to move across liquids on your turn without falling during the move.
- When attempting 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.
Mounted Combatant
You're a dangerous foe to face while mounted. While you're mounted and aren't Incapacitated, you gain the following benefits:
- While mounted and melee attacking creatures smaller than your mount, you gain a bonus to hit equal to your proficiency bonus.
- You can force attacks targeting your mount to target you instead.
- If your mount is forced 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.
Mounted Defense
You have adapted to the jostling of mounted travel. While you're mounted and aren't Incapacitated, you gain the following benefits:
- Increase your Dexterity or Wisdom by 1, to a maximum of 20.
- While mounted and within 5 feet of a hostile creature, you ignore disadvantage on ranged attack rolls against the hostile creature.
- While mounted, your critical chance increases by 2 when making attack rolls against creatures grappling or climbing your mount.
Resilient
Through thick and thin you've endured everything. Increase one of your ability scores by 1, to a maximum of 20. You gain proficiency in saving throws using the ability score you chose to increase.
Additionally, you gain temporary hit points equal to twice your Constitution modifier (minimum 2) when you fail a saving throw.
Sentinel
Your eyes are trained to take advantage of any faults in an enemy's guard, granting you 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 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.
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 by 1, to a maximum of 20.
- You have proficiency with improvised weapons.
- Your unarmed strikes may deal bludgeoning damage equal to 1d4 + your Strength modifier.
- 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.
- You have advantage on attack rolls against grappled creatures.
- When a hostile creature's movement provokes an opportunity attack from you and is within reach of your unarmed strike, you can use your reaction to attempt to grapple the creature.
Twist of Fate
Your inexplicable luck seems to always kicks in at the perfect moment, blessing you with merciful fate. 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.
Combat Feats — Magic
Artificer Initiate
You've learned some of an artificer's inventiveness:
- 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.
- 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 choice as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
Chaos Weaving
Prerequisites: The ability to cast at least one spell
Your spellcasting can unleash surges of untamed magic. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. Immediately after you cast a spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1 or 20, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn and uses the spellcasting ability of the ability increased by this feat.
Refer to page 103 in the player's handbook for the Wild Magic Surge table. If a Wild Magic effect is a spell and normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
Eldritch Adept
Prerequisites: Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself: You learn the eldritch blast cantrip, using either your Intelligence or Charisma modifier as your spellcasting ability. You can change your spellcasting ability once after a long rest.
Additionally, you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Elemental Adept
Prerequisites: The ability to cast at least one spell
You've dedicated time to mastering a specific element of magic. When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Your chosen damage type gains the following benefits:
- Spells you cast ignore resistance to damage of the chosen type.
- 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 choose this feat multiple times. Each time you do so, you must choose a different damage type.
Fey Touched
Exposure to Feywild magic has altered you, granting you benefits:
- Increase one ability 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. The spells' spellcasting ability is the ability increased by this feat.
Gift of the Chromatic Dragon
Power of the chromatic dragons grants you the following benefits:
Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of these damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Gem Dragon
Power of gem dragons grants you the following benefits:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Metallic Dragon
Power of metallic dragons grants you the following benefits:
Draconic Healing. You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Hemomancy
Prerequisite: CON 10 or higher
You've weaponized control over your blood, utilizing rare magics that take only your mind to draw upon. You gain the following benefits:
- After you hit with an attack that targets only one creature, you may expend one hit die and add it's roll to your damage.
- As an action, you can make a melee spell attack against one creature within reach using your Constitution modifier as your spellcasting ability. If you hit, you regain one expended hit die and the target is Stunned until the start of their next turn. Once you use this action, you can't use it again until you finish a long rest.
Magic Initiate
The opportunity to learn magic was presented to you, and you took it. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
Then, 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 using this feat.
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 or warlock.
You can choose this feat multiple times. Each time you do so, you must choose a different class.
Metamagic Adept
Prerequisites: Spellcasting or Pact Magic feature
You've learned how to enhance your spellcasting with a technique:
- You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of your Metamagic options with another one.
- You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Shadowbringer
Prerequisites: A source of darkvision (racial, spell, etc)
You see darkness simply as a tool to be manipulated. Toiling away with shadowy forces has granted you the following benefits:
- You don't have to concentrate on the darkness spell.
- Any source of darkvision you have can see through magical darkness created by spells of 3rd level or lower.
- You learn the darkness spell. You can cast this spell once without expending a spell slot or requiring material components, and once you do, you must finish a long rest to do so again.
- By the 9th level, you learn the shadow of moil spell (Xanathar's). You can cast this spell once without expending a spell slot or requiring material components, and once you do, you must finish a long rest to do so again.
Shadow Touched
Exposure to Shadowfell magic has altered you, granting you benefits:
- Increase one ability score by 1, to a maximum of 20.
- You learn the invisibility 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 spell in this way, you must finish a long rest to do so again. The spells' spellcasting ability is the ability increased by this feat.
Spell Sniper
Prerequisites: 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 treat three-quarters cover as normal half 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.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.
Strixhaven Initiate
You have studied some magical theory and have learned a few spells associated with Strixhaven University. Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 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.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Strixhaven Spells
College | Cantrips | 1st-Level Spell |
---|---|---|
Lorehold | Choose two from light, sacred flame, and thaumaturgy. | Choose one 1st-level cleric or wizard spell. |
Prismari | Choose two from fire bolt, prestidigitation, and ray of frost. | Choose one 1st-level bard or sorcerer spell. |
Quandrix | Choose two from druidcraft, guidance, and mage hand. | Choose one 1st-level druid or wizard spell. |
Silverquill | Choose two from sacred flame, thaumaturgy, and vicious mockery. | Choose one 1st-level bard or cleric spell. |
Witherbloom | Choose two from chill touch, druidcraft, and spare the dying. | Choose one 1st-level druid or wizard spell. |
Strixhaven Mascot
Prerequisites: 4th level and Strixhaven Initiate
You have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:
- You can cast the find familiar spell as a ritual. Your familiar can take the form of the mascot associated with the college you chose for the Strixhaven Initiate feat: a spirit statue mascot (Lorehold), an art elemental mascot (Prismari), a fractal mascot (Quandrix), an inkling mascot (Silverquill), or a pest mascot (Witherbloom).
- When you take the Attack action on your turn, you can forgo one attack to allow your mascot familiar to make one attack of its own with its reaction.
- If your mascot familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.
Telekinetic
Learning telekinetic mind abilities grants you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, it's range increases by 30 feet when you cast it. It's spellcasting ability is the ability increased by this feat.
- As a bonus action, you can telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Telepathic
You awaken the ability to mentally connect with others, achieving a deeper understanding of them. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
- You can cast the detect thoughts spell requiring no spell slot or verbal, somatic, or material components. Your spellcasting ability for this spell is the ability increased by this feat. You must finish a long rest before you can cast detect thoughts in this way again, but if you have spell slots of 2nd level or higher you can cast this spell with them.
War Caster
Prerequisites: 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:
- Increase one ability score by 1, to a maximum of 20.
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- When a creature provokes an Opportunity Attack from you by moving out of your Reach, 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 one Action and must target only that creature.
Combat Feats — Racial
Bountiful Luck
Prerequisites: Halfling
Your people have extraordinary fortune, which you have learned to mystically lend to your companions when you see them falter. You're not sure how, you just wish it. Surely a sign of fortune's favor!
When an ally you can see within 30 feet of you rolls a 1 on a d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll it. The ally must use the new roll.
Additionally, 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.
Draconic Adept
Prerequisites: Dragonborn
Your scales are harder than normal dragonborn, and when angered, you radiate menace. You gain the following benefits:
- Increase one ability score by 1, to a maximum of 20.
- 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.
- Instead of exhaling destructive energy, you can use 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.
Draconic Calling
Prerequisites: Dragonborn
Iconic traits found in full dragons now manifests within you, granting the following benefits:
- Increase one ability score by 1, to a maximum of 20.
- Choose a second Draconic Heritage from your race.
- You're a dragon creature, in addition to being a humanoid.
Drow High Magic
Prerequisites: 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 long rest. Charisma is your spellcasting ability for all three spells.
Dwarven Fortitude
Prerequisites: Dwarf or half-dwarf
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- You regain one expended hit die whenever you're critically struck.
- 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).
Elven Accuracy
Prerequisites: 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 by 1, to a maximum of 20.
- Whenever you have advantage on an attack roll not using Strength or Constitution, you can reroll one of the dice once.
- As a bonus action, your next attack roll made this turn not using Strength or Constitution has advantage. Once you use this ability, you can't use it again until you finish a short or long rest.
Eyes of Trophonius
Prerequisites: Aasimar
Blessed vision of Trophonius allows you to pierce through illusion and protect yourself from radiant energies:
- Increase one ability score by 1, to a maximum of 20.
- As a bonus action, you can cause radiant energy to glow brightly from your eyes, illuminating your face. Until the end of your next turn, you have 60 feet of truesight and resistance to radiant damage. Once you use this feature, you can't use it again until you finish a short rest.
- Starting at the 7th level, while conscious, you can maintain this divine power and all of its effects for 1 minute.
Fade Away
Prerequisites: 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, Intelligence, or Wisdom by 1, to a maximum of 20.
- Immediately after you take damage, you can use a reaction to magically become invisible for 30 seconds or until you attack, deal damage, or force someone to make a saving throw. Only truesight can see through this invisibility. 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.
Ferocity
Prerequisites: Orc or half-orc
Your orcish blood burns without end, fueling your violence in a way only an orc could experience. Your critical chance increases by 1.
Fey Traveler
Prerequisites: Elf (high)
Your study of high elven lore has unlocked power that few elves possess, except your eladrin cousins. You gain the following benefits:
- Increase your Intelligence or Charisma by 1, to a maximum of 20.
- You learn the Sylvan language.
- 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
Prerequisites: Tiefling or maeluth
You learn to call on hellfire to serve your commands. You gain the following benefits:
- Increase your Intelligence or Charisma 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.
- 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 2d4 fire damage.
Infernal Constitution
Prerequisites: Tiefling or maeluth
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
- Increase your Constitution by 1, to a maximum of 20.
- You're a fiend creature, in addition to humanoid.
- You gain resistance to cold and poison damage.
- You have advantage on saving throws against being poisoned.
Little Titan
Prerequisites: Tiny race
Roughly two feet tall and ready to flex on something! Your deceptively strong frame grants you the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- If your walking speed is 25 feet or less, it increases by 5 feet.
- You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
- You count as one sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
Additionally, if you're using the Variant Heavy Property rule, Medium sized weapons you wield require 14 Strength instead of 20.
Stout & Sturdy
Prerequisites: Small race
Through raw strength you've offset the drawbacks of a smaller stature and now leverage it. You gain the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- If your walking speed is 25 feet or less, it increases by 5 feet.
- You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
- You count as one sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
Additionally, if you're using the Variant Heavy Property rule, Large sized weapons you wield require 14 Strength instead of 20.
Sun Touched
Prerequisites: Sunlight Sensitivity
By either your birthright, a medical intervention, or some strange magical influence, you've managed your sensitivity to natural sunlight. You gain the following benefits:
- Increase your Constitution by 1, to a maximum of 20.
- You ignore the effects of Sunlight Sensitivity.
- You have resistance to radiant damage.
Svirfneblin Magic
Prerequisites: Gnome (deep)
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.
Wings of Icarus
Prerequisites: Aasimar
The fabled blood running through your veins brings out imperfect divine qualities, granting you the following benefits:
- You're a celestial creature, in addition to humanoid.
- You have resistance to fire damage.
- As a bonus action or reaction, you can instantaneously grow wings of magnificent flame. These flames are harmless to the touch and take your desired color. While your wings are active, you have a flying speed equal to your walking speed, but you lose the fire resistance from this feature. You can dismiss your wings on you turn (no action required), regaining the resistance to fire.
Wood Elf Magic
Prerequisites: 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.
Skill Feats — Trades
Actor
Prerequisites: CHA 10 or higher
Skilled at mimicry and acting, wrapped up with a flair for the dramatic, you gain the following benefits:
- You gain Expertise with your choice of either the Deception, Performance, or Persuasion skill.
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can effortlessly mimic both the speech of another person and the sounds made by creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. Creature's able to hear your voice can attempt to discern that it's you by making a Wisdom (Insight) skill check contested against a Charisma (Deception) or Charisma (Performance) check of your own. You have advantage on this skill check contest.
Adept Chef
You've learned to prepared impeccable cooking of both functional and fantastical meals. You gain the following benefits:
- You gain Expertise with cook's utensils.
- You have advantage on all rolls dealing with cooking and food prep with cook's utensils.
- You may brew potions with cook's utensils, as if you'd used alchemist's supplies or a herbalism kit
You're able to cook special meals, which include the following:
- With 1 hour and 1 gp worth of material, you can create 8 rations that do not spoil.
- With 8 hours and 50 gp worth of material, you create 1 magical food item that does not spoil. When consumed, after 6 seconds, this food bestows the Fire Bolt or Ray of Frost cantrip as a breath attack until the next short rest.
- With 16 hours and 100 gp worth of material, you create 1 magical food item that does not spoil. When consumed, after 1 minute, this food imposes disadvantage on all saving throws until the next long rest. The stomach knots and twists as it is digested.
Adept Criminal
Prerequisite: DEX 10 or higher
You manage a notorious skillset. When attempting the Downtime Activity: Crime, you gain the following benefits:
- Starting a crime takes you only 3 workdays and at least 15 gp gathering information on targets.
- If a complication ensues, you can increase your Exhaustion by 2 levels to halt the complication from happening.
- If you fail all three checks when attempting a crime, you can increase your Exhaustion by 2 levels to immediately flee capture.
- When halting complications or fleeing capture, other able bodied characters with this feat can assist you. Each assisting character lowers the amount of Exhaustion you receive by 1 (minimum 0).
Adept Repairman
You've spent years honing your talent with special tools and have picked up a few tricks along the way. You learn the mending cantrip and gain Expertise in two tools of your choice.
Additionally, the breaks and tears fixed by your mending cantrip can be as large as 3 feet in any dimension.
Archaeomancer
Prerequisites: Proficiency in History
If it belongs in a museum, you might be able to find that out! You gain a +1 bonus to your Investigation skill checks. You also learn the spell Identify, which you can cast using 'a gem worth at least 50 gp and an owl feather' as the material components.
After casting Identify in this way, you can't do so again until you expend a spell slot or finish a long rest.
Athlete
Prerequisites: STR 10 or higher
Your daily routine has you undergo intensely rigorous physical training, granting you the following benefits:
- You have advantage with Constitution saving throws made to avoid gaining levels of Exhaustion from long distance climbing, running, and swimming.
- Climbing and swimming doesn't cost you extra movement.
- While Prone, standing up uses only 5 feet of your movement.
Earthen Laborer
You learn the mold earth cantrip, if you didn't already, and it gains the following benefits when you cast it:
- The targeted portion of dirt or stone may fit within a 10-foot cube.
- You have enough force to excavate loose stone as well as dirt, which can both be moved up to 10 feet away.
Additionally, your casting of mold earth gains the following option:
- You can spend time focusing on loose dirt (as well as mud or loose stone) within a 5-foot cube. After concentrating for 1 minute, all of the loose dirt, stone, and mud becomes fragile stone with 4 hit points and an AC of 15. If you instead concentrated on fragile stone for 1 hour, it becomes solid stone with 18 hit points and an AC of 17. Structures made by you in this way aren't limited by how many effects can be active at once.
Eldritch Psychologist
Prerequisite: INT 8 or higher
You understand how to navigate the inner workings of a creature's psyche. Your Sanity score increases by your proficiency bonus, to a maximum of 20 (Dungeon Master's Guide pg. 265).
If a creature within 20 feet of you fails a Sanity saving throw, you can move to a space adjacent to them and attempt to calm their psyche. The target rerolls the failed Sanity save throw and adds your Sanity modifier, after which the target can choose to use either Sanity saving throw result.
Fisherman
If it swims, you can catch it! You gain the following benefits:
- Add your proficiency bonus to any rolls made while fishing with a line, net, harpoon, or flying bait.
- You know if living creatures are currently in a body of liquid by observing it's surface from up to 60 feet away for 1 minute.
- You have advantage on knowledge checks made for catching swimming creatures in any liquid. Some examples include: Learning what type of bait to use, what diet the creature may have, how large a cage you may need to contain it, or even the Strength required to haul it onto a boat after netting it.
Gunsmithing
Prerequisite: INT 10 or higher
"Good, bad, I'm the guy with the gun." You can now craft Primitive Firearms (Arcane Artillery, the Gun Nut's Guide pg. 5). In order to craft them, you must have a set of smith's tools or tinker's tools on you. You are presumed to have the raw materials and schematics for these firearms on you when you choose this skill feat. The cost to create a primitive firearm is equal to it's cost in gp.
When you're crafting a primitive firearm, you make progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days.
Gunsmithing Master
Prerequisite: 14th level and Gunsmithing
You can now craft Advanced Firearms (Arcane Artillery, the Gun Nut's Guide pg. 5), ask your Dungeon Master about crafting special firearms, attachments, and custom parts. During a short rest, but only once per long rest, you can make an Intelligence check with your proficiency bonus. If you succeed, you manage to craft blueprints for a firearm or it's accessories (the DCs are listed on pages 5 through 8 of the Arcane Artillery the Gun Nut's Guide). If you fail, the DC goes down by 1 for subsequent checks (minimum of 10).
In order to craft an advanced firearm (or special firearms, attachments, and custom parts), you must have a set of smith's tools or tinker's tools on you and a finished blueprint of the object. The cost to create these objects is equal to it's cost in gp. When you're crafting an advanced firearm, you make progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days.
When crafting a primitive firearm, the progress you make increases by 25 gp per increment (to at least 50 gp per increment), and the total cost to craft primitive firearms is now cut in half for you (rounded up). Additionally, you can now reduce a primitive firearm's misfire number to a minimum of 1, regardless of its original misfire number.
Linguist
You've studied languages and codes, gaining the following benefits:
- You learn two 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.
- The time investment and cost to learn a new language (from Xanathar's Guide to Everything) is reduced by half.
- When listening to a spoken language you don't understand for an hour or more, you can pick up the basic gist of what is being said.
Master Chef
Prerequisite: DEX and WIS 8 or higher and Adept Chef
Your legendary prowess in the kitchen has enlightened you to even more special recipes, granting you the following options:
- With 16 hours and 1,000 gp worth of material, you can create 1 magical container of food that weighs 20lbs and doesn't spoil. When unpacked, the heroes' feast spell is cast and your crafted meal is consumed.
- With 5 workdays and 1,000 gp worth of material, you can create 1 magical container of food that weighs 12lbs and doesn't spoil. When unpacked, a great feast of food and drink appears. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast, and any that do gain the benefit of requiring two additional failed death saves before they die. The effects of this feast last for 30 days.
- With 300 workdays and 20,000 gp worth of material, you can create 1 magical food item that doesn't spoil. When consumed, this food reduces the eater's age by 10 years, to a minimum of 25% of their races life expectancy.
The dungeon master might add specific ingredients to these recipes, potentially taking you and your party on an adventure.
Master of Disguise
Prerequisite: INT or CHA 8 or higher
You have perfected the craft of nonmagical costumes and deceptive makeup. You have Expertise with the disguise kit.
After at least 1 hour of preparation with a disguise kit, you make yourself—including your clothing, armor, weapons, and other belongings on your person—look strikingly different with makeup and props. This effect lasts until you change your disguise in this way or end it with an action.
You can seem shorter or taller and can appear thin, fat, or in between. You can change your body type, but any extra body parts to your form have no real function or control.
Additionally, you can cast the nondetection spell with a duration of 1 hour. Once you cast nondetection in this way, you can't do so again until you finish a long rest.
Merchant
Prerequisite: WIS or CHA 8 or higher
Your notoriety for shrewd dealings has, possibly, reached far and wide! Others may notice this while bartering with you.
- Your businesses always have a +10 bonus when rolling on the Downtime Activity: Running A Business table (Dungeon Master's Guide pg. 129). The effects of this feat don't stack with another creature also having this feat.
- You have a +5 bonus on any Deception, Intimidation, and Persuasion checks made when attempting to sell wares.
- When you barter with a creature that doesn't trust you, you can roll a Charisma check against a DC set by the Dungeon Master. This roll isn't effected by advantage or disadvantage. If you succeed, the target recalls a positive view of your reputation and is more willing to trust you. When dealing with more than one creature, outright hostility, or a crowd, the Dungeon Master may ask for multiple charisma checks or one particularly difficult one.
Trained Blacksmith
Prerequisite: Proficiency with smith's tools
Producing weapons and armor is your forte (Crafting A Magic Item, Dungeon Master's Guide pg. 128). You gain the following benefits:
- Common rarity magical items may be crafted at 1st level.
- The total cost you pay to craft a single mundane weapon, shield, or armor is reduced by half.
- When crafting magical weapons, shields, or armor, the progress you make increases by 25 gp per increment.
Trained Enchanter
Prerequisite: Proficiency with tinker's tools and in Arcane
You're able to better produce magical objects (Crafting A Magic Item, Dungeon Master's Guide pg. 128). You gain the following benefits:
- Common rarity magical items may be crafted at 1st level.
- When crafting spell scrolls, the progress you make increases by 25 gp per increment.
- When crafting magical foci or robes, the progress you make increases by 25 gp per increment.
Skill Feats — Magic
Dark Passage
Prerequisites: 10th level
While within the Inner Planes or the Shadowfell, you can spend 10 minutes attuning your natural state to the Shadowfell. At the end of these 10 minutes, you instantaneously transport yourself to a corresponding location in the Shadowfell, or from the Shadowfell to a corresponding location in the Material Plane.
During this attunement you can choose to take up to eight allies with you. For each additional ally, you must spend an extra 10 minutes attuning and a tribute of 50 gold pieces must be payed. The gold is consumed in the process.
Fey Passage
Prerequisites: 10th level
While within the Inner Planes or the Feywild, you can spend 10 minutes attuning your natural state to the Feywild. At the end of these 10 minutes, you instantaneously transport yourself to a corresponding location in the Feywild, or from the Feywild to a corresponding location in the Material Plane.
During this attunement you can choose to take up to eight allies with you. For each additional ally, you must spend an extra 10 minutes attuning and a tribute of 50 gold pieces must be payed. The gold is consumed in the process.
Leomund's Renovation
Prerequisites: 6th level and the ability to cast Leomund's Tiny Hut
When you cast the spell Leomund's Tiny Hut, the radius of the immobile dome remains 10 feet on the outside, but the area inside the hut becomes a 20 foot cube origination from you. The maximum size a creature inside the hut can be is Huge or smaller. The spell ends early if more than 18 creatures, or more than 3 Huge and/or 10 Large creatures, occupy the area inside the hut.
When your cast of Leomund's Tiny Hut ends, creatures and objects that were inside the expanded inner area are pushed out into the nearest adjacent spaces.
Lightbringer
Bathed in the sun, a great gift has illuminated your mind with the ability to conjure forth light. You gain the following benefits:
- You learn the light cantrip.
- Beginning at 3rd level, you learn the daylight spell, which you can cast twice before needing to long rest.
- When you cast the daylight spell at higher levels, dispel darkness created by a spell of lower level than your daylight's spell level.
Lucid Dreamer
You're able to control a dream phenomenon while slumbering. You can choose to incite or suppress your dreams while unconscious, and you're incapable of having nightmares unless you allow them to happen. At will, you can control both the fantastical and mundane details of your dream; details such as the environment, nearby objects, and even yourself or other creatures (but not other players).
While you're dreaming, you can choose any number of unconscious creatures within 30 feet of you to share your dream. If the target is unwilling, they must make a Charisma saving throw. This saving throw has a DC equal to 8 + double your proficiency bonus. If they fail, they slip into your dream and may repeat the saving throw once every minute in the waking world.
While you're dreaming, you and your chosen targets see the dreamland you imagine and are able to interact with one another within it. No damage, conditions, or other effects carry over to targets in the waking world. Everything in the dream is psychological. Your target's retain control over their actions and can adjust how they present themselves; they must retain their basic size and shape, but they can change any cosmetic detail within that boundary.
Messenger
While not implicit telepathy, your inner voice now provides you many benefits. You learn the message cantrip and can cast it as a bonus action. Additionally, you learn one language of your choice.
At the 6th level, you learn the sending spell and can cast it a number of times equal to your proficiency bonus without expending a spell slot. You regain the ability to cast sending in this way when you finish a long rest.
Minstrel
Prerequisite: Proficiency with at least one musical instrument
You've found a unique rhythm to your movements while playing music, granting you the following benefits:
- Choose one musical instrument you have proficiency with, you gain Expertise with the chosen instrument.
- You can use an instrument you have proficiency with as a spellcasting focus for any spell you cast.
- As an action, you can concentrate to produce an ethereal version of an instrument you have proficiency with. This ethereal instrument gives off 10 feet of dimlight in a color of your choice and disappears when you lose concentration.
Pilgrim Ritualist
Prerequisites: Proficiency in Religion
Travel has enlightened your mind to worldly services. You learn the ceremony and gentle repose spells. You can cast both of these spells once, without a spell slot or material components, and you must finish a short or long rest before you can cast it in this way again. You can also cast these spells using any spell slots you have.
Ritual Caster
Prerequisites: INT or WIS 8 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. The spells you choose must have the ritual tag. Then determine your spellcasting ability for these spells: Charisma, Wisdom, or Intelligence. You can change your spellcasting ability once after a long rest.
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'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.
Runic Eyes
Ancient lore has somehow come into your possession, sharing with you a lost art. You gain the following benefits:
- You learn one language of your choice.
- You're able to magically read any written language without eyesight, provided the text is within 10 feet of you and not physically obscured or carved into the flesh of a creature or plant. Ghostly glowing symbols appear over the top of the original text. These symbols are in a language you understand, resonating in a color of your choice.
- Your writing is clearly legible when you want it to be, all without you being able to see, provided it's not carved into the flesh of a creature or plant.
Paper & parchment isn't considered flesh for this feat's purposes.
Storm Chaser
Prerequisites: 16th level and WIS 16 or higher
Every step you've taken through nature has brought you deeper understanding. You learn the druidcraft cantrip. You also learn the control weather spell, which you can cast once without expending a spell slot or requiring material components. You regain the ability to cast control weather in this way when you finish a short or long rest.
Skill Feats — Movement
Aerobatics
Prerequisites: DEX 12 or higher and proficiency in Athletics
You're able to propel your body off of walls, ceilings, or even larger creatures! As part of your movement, or as a reaction, you can push yourself off any surface adjacent to you by performing the Jump action. This Jump ignores disadvantage from not moving at least 10 feet before the Jump is made.
A creature must be at least your size or larger to be used as a surface. If you leap off a creature that is only one size larger than you, it must succeed on a Strength saving throw with a DC equal to your Strength score or be knocked Prone.
You can use this feat once per turn. By 3rd level, you can use this feat a number of times per turn equal to your proficiency bonus, using the same movement or reaction for all of the Jumps.
Diving Adept
Prerequisite: CON 8 or higher
You've learned to dive and swim into a variety of lakes, rivers, and ocean shores. You gain the following benefits:
- You gain a swimming speed equal to your walking speed.
- You can hold your breath for twice as long as normal.
Natural Climber
Prerequisites: STR 10 or higher and a climbing speed
- You're able to climb ceilings without requiring extra skill checks.
- You can comfortably rest, as well as fall sleep, while clinging to a surface or hanging upside down.
Piloting Ace
Prerequisite: STR 8 or higher and proficiency with air vehicles
You naturally seek the thrill of flight. You have a +5 bonus to rolls made for maintaining your balance on a flying vehicle. While you're piloting an air vehicle, the following applies:
- Rolls you make to pilot the vehicle have advantage.
- You ignore disadvantage from controls you're unfamiliar with.
Pole Vaulter
Prerequisites: STR and DEX 8 or higher and bipedal only
While you're wielding a polearm (glaive, halberd, pike, quarterstaff, spear, or trident) you can use it to vault great distances.
As a bonus action, you can double the length of your next high or long jump (after all other bonuses). If your jump clears a distance of at least 15 feet and you end your movement in reach of hostile creatures, those creatures have disadvantage on the first attack roll against you before the end of your next turn.
Sea Dog
Prerequisite: STR 8 or higher and proficiency with sea vehicles
The oceans call. You have a +5 bonus to rolls made for maintaining your balance on a vehicle sailing on the seas. While you're sailing a sea vehicle or piloting a submersible vehicle, the following applies:
- Rolls you make to sail and pilot the vehicle have advantage.
- You ignore disadvantage from controls you're unfamiliar with.
Skillful Driver
Prerequisite: STR 8 or higher and proficiency with land vehicles
Your talents extend from chariots to trains. You have a +5 bonus to rolls made for maintaining your balance on a land vehicle. While you're driving a land vehicle, the following applies:
- Rolls you make to drive the vehicle have advantage.
- You ignore disadvantage from controls you're unfamiliar with.
Vehicle Training
A vehicle's controls make you feel at ease. You gain proficiency in your choice of either land, sea, or air vehicles. You have advantage on initiative rolls while operating your chosen vehicle.
You can choose this feat multiple times. Each time you do so, you must choose a different type of vehicle proficiency.
Waterborne
Prerequisites: STR 16 or higher and a swimming speed
With the vigor of a monstrous fish you find a natural calm crashing through waves, granting you the following benefits:
- Your swimming speed is increased by 20 feet.
- You have advantage on Strength (Athletics) checks or Constitution saving throws while swimming.
- While swimming, you can use the Dash action as a bonus action.
- When you use the Dash action while swimming, you're able to swim against the gravity of waterfalls.
Skill Feats — Utility
Artisan of Ruin
There's something about valuable objects that catches your eye, the same eye that occasionally seeks destruction. You have advantage when making Wisdom (Perception) or Intelligence (Investigation) skill checks to locate objects that might appear valuable, as well as Intelligence (History) checks to determine value.
When you attack an object, your attack deals bonus damage equal to half your character level (rounded up).
Efficient Enchanting
Prerequisite: Trained Blacksmith feat or Trained Enchanter feat
All the little details to quickly and cheaply assemble equipment rests within your brain, allowing you to easily outfit adventurers (Crafting A Magic Item, Dungeon Master's Guide pg. 128) (Arcane Artillery, the Gun Nut's Guide pg. 5). You gain the following benefits:
- Double the progress you make in gold per increment when crafting a magic item or firearm.
- The Creation Cost (in gold) on the Crafting Magic Items table, as well as the gold costs on the Primitive and Advanced Firearms tables, are reduced by 10%.
Euphonious Voice
Prerequisite: CHA 10 or higher and the ability to speak
You have exceptional control of your vocal chords, a talent that grants the following benefits:
- You have advantage with all checks related to singing.
- From whispers to shouts, you've mastered the intended volume of your voice. You have a maximum volume range of up to 2 miles.
- You can mimic the speech and singing of another person, but you must have heard the person speaking or singing for at least 1 minute. A successful Wisdom (Insight) check contested by either your Charisma (Deception) or Charisma (Performance) check allows a listener to determine that the effect is faked.
- Any cantrip you cast while singing in at least a whisper doesn't require a somatic component.
Fishy Mutation
Your eyes and lungs have somehow adapted to long exposure diving, granting you the following benefits:
- You can breathe underwater for up to 4 hours before needing air.
- You can clearly see up to 20 feet through the darkest, murkiest, nonmagically obscured waters.
Graceful
Prerequisites: DEX 8 or higher
Every uncanny step you take is a rather quiet one, even while maneuvering in metal armor. You gain the following benefits:
- You gain proficiency with Stealth checks.
- You have advantage on saving throws made to remain standing when landing on difficult terrain.
- Provided you're trained with the armor in question, wearing medium or heavy armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
Hat Trick
Prerequisites: Proficiency in Sleight of Hand
You're normally prepared for the situation. Provided you can afford the gold cost, you can use a bonus action to reach into a container with an empty hand and pull out any mundane object from the Adventuring Gear list (Player's Handbook pg. 150). The container must be sufficiently sized to contain the item, and an amount of gold equal to the cost of the item is consumed (as if you had procured the item at some previous point in time.)
Other objects, such as weapons or even equipment not found in the Player's Handbook, can be considered by your Dungeon Master. After using this feature a number of times equal to half your proficiency bonus (rounded down), you can't do so again until you finish a long rest.
Keen Mind
Prerequisites: INT 10 or higher and proficiency with History
You have a quick mind that can track detail with uncanny precision. You gain the following benefits:
- You gain Expertise with History skill checks.
- You can accurately recall information up to a month old.
- You always know which way is north and the number of hours left before sunrise or sunset, if applicable.
- You have advantage on check made to determine and study unique environmental cycles of a plane of existence, if any.
Observant
Prerequisites: WIS 8 or higher
Quick to notice details, you gain the following benefits:
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what they're saying.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect secret doors.
Prodigy
You have a talented passion for certain topics and a sharp aptitude about them, granting you the following benefits:
- You learn one language of your choice.
- You gain one tool proficiency of your choice.
- Choose one skill you have proficiency with, you gain Expertise with the chosen skill.
Rationalize
Prerequisites: INT or WIS 10 or higher
It was always in your head. You gain the following benefits:
- You gain proficiency in Sanity saving throws (Dungeon Master's Guide pg. 265).
- You have advantage on saving throws made against effects that cause the Madness condition.
Additionally, when you fail a Sanity saving throw, you can choose to succeed instead. After using this effect, you can't do so again until you finish a long rest.
Skulker
Prerequisites: DEX 12 or higher and proficiency in Stealth
You've mastered techniques used to slide between shadows unnoticed, granting you the following benefits:
- While lacking particularly noisy footsteps, such as from hooves or metals, your footsteps are entirely silent (producing no sound).
- You can try to hide when you're lightly obscured from the creature from which you're hiding.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Streetwise
Prerequisites: CHA 8 or higher and proficiency in Deception
Somewhere along the line you picked up a heavy lesson in being smart around city strangers, granting you the following benefits:
- When talking to sapient creatures, your Charisma (Investigation) skill checks have advantage.
- You gain a +1 bonus to Charisma (Deception) checks you make to find hints on if someone is lying or misrepresenting information.
- Using only direct eye contact, you can make Intimidation checks against other creatures.
Skill Feats — War
War feats are for campaigns where players can control armed forces that engage in battles over a campaign map. These feats assume no additional rules for armies other than what is stated, however, the following feats help facilitate some of that war game functionality.
Inspiring Leader
Prerequisites: CHA 8 or higher
Your outgoing presence and aptitude for speech is quite inspiring. You have proficiency in Honor saving throws (Dungeon Master's Guide pg. 265). As a bonus action on your turn, choose up to six friendly creatures (which can include yourself) within 300 feet of you who can see or hear you. Each creature that understood you gains temporary hit points equal to 3 + twice your proficiency bonus.
After using this feature, you must finish a long rest to do so again.
Saving Face
Prerequisites: CHA 8 or higher
Those who challenge your right to leadership will struggle to little avail. Your Honor score increases by your proficiency bonus, to a maximum of 20 (Dungeon Master's Guide pg. 265). When you fail an Honor saving throw, you can choose to succeed instead. After using this feature, you must finish a long rest to do so again.
Wartime Engineer
Prerequisites: INT 8 or higher and proficiency with smith's tools
"Hey look, buddy. I'm an engineer, that means I solve problems. Not problems like "What is beauty?", 'cause that would fall within the purview of your conundrums of philosophy. I solve practical problems! For instance, how am I gonna tear a structurally superfluous new doorway into a castle? The answer? Use siege. And if that don't work, use more siege." You gain the following benefits:
- You gain proficiency with woodcarver's tools.
- You and armed forces under your command can build siege equipment in half the required time.
- You have advantage when crafting vehicle blueprints for land and sea vehicles, as well as repairing them. With an Intelligence of 10 or higher, you have advantage on the same checks for air vehicles.
Wartime Roadways
Prerequisites: WIS 10 or higher
All armed forces under your command, of at least 50 or more soldiers, have additional military engineers embedded within their ranks. These engineers require no upkeep and grant the following benefits:
- Your soldiers build 1 mile of dirt road per increment.
- Your soldiers build 1 mile of stone and brick road per increment, and at half the gold cost per increment.
Refer to the Building Roads Table below. It assumes only nomagical labor is used and that this feat is absent. Sections of road are payed for and constructed in increments of half miles, or 0.6 kilometers.
Building Roads Table
Road Type | Gold Cost per Increment | Build Rate per Increment | Travel Pace Bonus per Minute |
---|---|---|---|
Dirt | 10 gp | 1 Day | — |
Stone | 50 gp | 14 Days | +50 feet |
Brick | 100 gp | 30 Days | +100 feet |
Roads allow land vehicles to ignore difficult terrain while also increasing travel pace. Better roads require less maintenance.
Difficult terrain doubles the Gold Cost and Build Rate. If that difficult terrain is dense vegetation such as jungle, the increment values are instead tripled. Mountains also quadruple the increment value. If the environment is both mountainous and has dense vegetation, then the increment values are first multiplied by the dense vegetation penalty, and then also by the mountain penalty.
Example: When attempting to build a half mile of dirt road over a mountainous jungle, the 10 gp Gold Cost first triples in price to 30 gp, then quadruples in price to 120 gp. The Build Rate follows this same order of operations, going from 1 day, to 3 days, to 12 days.
Feats Appendix
Combat Feats
Weapons (Pages 5-6)
Ambush Artist
Close Quarters Shooter
Crusher
Defensive Duelist
Dual Wielder
Great Weapon Master
Lancer
Martial Adept
Piercer
Polearm Master
Reactive Shot
Revenant Blade
Savage Attacker
Sharpshooter
Slasher
Firearms (Page 7)
Akimbo Master
Firearms Duelist
Firearms Skirmisher
Shock Troop
Tricky
Armor (Page 8)
Heavy Armor Master
Medium Armor Training
Riot Control
Shield Master
Shield Training
Utility (Pages 8-9)
Alert Biohazard
Fighting Initiate
Fortitude
Hardened
Immovable
Mage Slayer
Magic Item Specialist
Mobile
Mounted Combatant
Mounted Defense
Resilient
Sentinel
Tavern Brawler
Twist of Fate
Magic (Pages 11-13)
Artificer Initiate
Chaos Weaving
Eldritch Adept
Elemental Adept
Fey Touched
Gift of the Chromatic Dragon
Gift of the Gem Dragon
Gift of the Metallic Dragon
Hemomancy
Magic Initiate
Metamagic Adept
Shadowbringer
Shadow touched
Spell Sniper
Strixhaven Initiate
Strixhaven Mascot
Telekinetic
Telepathic
War Caster
Racial (Pages 14-15)
Bountiful Luck
Draconic Adept
Draconic Calling
Drow High Magic
Dwarven Fortitude
Elven Accuracy
Eyes of Trophonius
Fade Away
Ferocity
Fey Traveler
Flames of Phlegethos
Infernal Constitution
Little Titan
Stout & Sturdy
Sun Touched
Svirfneblin Magic
Wings of Icarus
Wood Elf Magic
Skill Feats
Trades (Pages 17-19)
Actor
Adept Chef
Adept Criminal
Adept Repairman
Archaeomancer
Athlete
Earthen Laborer
Eldritch Psychologist
Fisherman
Gunsmithing
Gunsmithing Master
Linguist
Master Chef
Master of Disguise
Merchant
Trained Blacksmith
Trained Enchanter
Magic (Pages 20-21)
Dark Passage
Fey Passage
Leomund's Renovation
Lightbringer
Lucid Dreamer
Messenger
Minstrel
Pilgrim Ritualist
Ritual Caster
Runic Eyes
Storm Chaser
Movement (Page 22)
Aerobatics
Diving Adept
Natural Climber
Piloting Ace
Pole Vaulter
Sea Dog
Skillful Driver
Vehicle Training
Waterborne
Utility (Pages 23-24)
Artisan of Ruin
Efficient Crafting
Euphonious Voice
Fishy Mutation
Graceful
Hat Trick
Keen Mind
Observant
Prodigy
Rationalize
Skulker
Streetwise
War (Page 25)
Inspiring Leader
Saving Face
Wartime Engineer
Wartime Roadways
We have purposefully trained him wrong, as a joke.
Special Thanks
Doki: Literally couldn't do it without you, me.
Wizards of the Coast: Thanks for 5th Edition.
Internet / Reddit / Discord: Many great ideas!
Better Shields: Thanks Euan! Awesome content.
Lavernius: Extensive constructive feedback, thanks.
/u/ZowJr (Reddit): "Arcane Artillery the Gun Nut's Guide"
Epilogue Text: Kung Pow! Enter the Fist
↓ Artwork ↓
Cover Art: "Gallows of Madness", LieSetiawan
Pg. 1 Art: "The Portal", Shahabalizadeh
Pg. 3 Art: "Chest Mimic", Unknown
Pg. 4 Art: "Untitled", Flavio Bolla
Pg. 6 Art: "The Enemy Village is Ours", Pervandr
Pg. 7 Art: "The Battle of Waterloo" William Sadler II
Pg. 8 Art: "Nimble Buckler", DungeonStrugglers
Pg. 10 Art: "Dark Souls 1", Max Kostin
Pg. 12 Art: "Beorn S Hall", Jonhodgson
Pg. 16 Art: "Crucible of Worlds", Chris Rahn
Pg. 18 Art: "Goblin Chef", BryanSyme
Pg. 19 Art: "Touhou Goddess of the Frogs", Look-For-The-Hill
Pg. 21 Art: "Serpent Staff", Unknown
Pg. 22 Art: "Airship in the Rain" Tom Shropshire
Pg. 24 Art: "Shrine of Gods, Nele Diel
Pg. 25 Art: "Demon, Balor", Conceptopolis
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Version History
Version 9.1 — February 2023
- Cleaned up PDF page numbers
Version 9 — October 2022
- "Dark Mode" PDF formatting and new art!
- Extensive feat rewording, reworked stat prerequisites
- Skill feats are earned at a faster rate
- You can now choose to take a skill feat instead of a combat feat when assigning an Ability Score Increase
- New Chapter: Keywords & Optionals
- Added: Firearms section for better organization
Combat Feat Changes
- Added (9): Ambush Artist, Gift of the Metallic Dragon, Gift of the Gem Dragon, Gift of the Chromatic Dragon, Lancer, Magic Item Specialist, Shadowbringer, Strixhaven Initiate, Strixhaven Mascot
- Adjusted: Alert, Defensive Duelist, Dual Wielding, Dwarven Fortitude, Fortitude ("Weathered"), Hemomancy, Little Titan, Mage Slayer, Mobile ("Master Dervish"), Mounted Defense, Biohazard ("Poisoner"), Savage Attacker, Stout & Sturdy, & War Caster
- Martial Lord: Removed
Skill Feat Changes
- Renamed the "Trade Skills" category to "Trades"
- Reorganized Skill feats for ease of use
- New Chapters: Magic, Movement, & War
- Added (24): Adept Criminal, Archaeomancer, Diving Adept, Earthen Laborer, Efficient Crafting, Fisherman, Fishy Mutation, Minstrel, Eldritch Psychologist, Graceful, Hat Trick, Leomund's Renovation, Lightbringer, Lucid Dreamer, Rationalize, Runic Blessing, Saving Face, Skillful Driver, Sea Dog, Streetwise, Trained Blacksmith, Trained Enchanter, Wartime Roadways, & Vehicle Training
- Adjusted: Gunsmithing, Inspiring Leader, Intensity, Keen Mind, Linguist, Prodigy, Skulker, & Wartime Engineer
- Adept Repairman: Buffs mending's workable area
- Dark / Fey Passage: Ally attunement costs 50 gp
- Inspiring Leader: Now a Skill feat of War
- Intensity: Removed
- Spell Forge Acolyte: Removed
- Spell Forge Blacksmith: Full rework
- Spell Forge Enchanter: Full rework
- Weathered: Now a Combat feat, renamed
Archived version notes prior to v9