Renriched Feats: 5e

by Marz97531

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ReEnriched Feats

Contents

Part 1 | Introduction

Introduction

Enriching The Game

The following list details over 150 homebrew feats as well as adjusted, core feats from the 5th edition of Dungeons and Dragons. In essence, feats offer immense variation, customization, and what truly differentiates characters. With that in mind, the list attempts to offer unique and powerful options for the variant feat rule when a character would be subject to Ability Score Improvement.

Comparatively, the following feats provide a greater power increase when utilized. However, every Dungeon Master may freely tweak and adjust these feats as needed for their game and what suites their play style. The main intent behind the following is to allow player characters greater control over shaping their ideal avatar for the world their DM constructs.

A Compendium of Feats

Rather than simply list the homebrew and altered feats only, this list will contain all feats that have been left untouched as well in order to offer a complete compendium of possible feat options. For official feats that have been altered, a marking of (Enriched) will appear next to the feat title. Keep in mind, not all the official feats are tweaked; as such, they will not be marked with the (Enriched) tag.

As a note, each feat has been given the ability to grant the player characters an increase in ability scores. This aims to focus on the variant feat rule as the main benefit of a character reaching a level where they would improve their Ability Scores. In this sense, a character with poor stats still has an incentive to choose a feat as they will still be able to increase an Ability Score. If this addition to each feat does not suite your game, simply ignore the initial Ability Score increase options on feats you wish to remove it from. As detailed below in variant options, you may increase the 1 point Ability Score increase to 2 to truly focus on feats rather than increasing Ability Scores. Of course, this means the player characters will be relatively more powerful, but this choice lies with the DM and the level of power they wish to grant their players.

Embracing The Variant Rule

A secondary purpose in using this resource is for Dungeon Masters and Players that wish to fully engage in the variant feat rule. If your group wishes to fully utilize feats, you might consider offering 2 ability score increases rather than 1 wherever detailed in a feat. If this power spike is too great, consider reducing the damage bonuses from a feat, offering the player's less uses of an ability that a feat grants, or limiting character ability scores to 14 or 15 when creating a character. Ultimately, these feats are simply further ideas and options for the Dungeon master to offer their players, and in whatever way they must be altered for your game should focus on the enjoyment your group gets from playing.

Part 2| Enriched Neutral Feats (A-Z)

Enriched Neutral Feats (A-Z)

Abberrant Dragonmark (Enriched)

Constitution, Intelligence

  • You learn a cantrip from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. This is your aberrant spell. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a short or long rest before you can cast it again. Constitution is your spellcasting ability for these spells, and any spells of 1st level or lower that you cast may also use Constitution as your spellcasting ability. When you reach 8th level, you can use Constitution as your spellcasting abiltiy for any spells of 3rd level or lower, and at 15th level, spells of 5th level or lower.
  • When you cast your first level spell with your aberrant mark, you may roll and expend one of your Hit Dice; if you roll an even number, you gain temporary hp equal to the number rolled; if you roll an odd number, one random creature within 30feet of you (determined by the DM, but not including you) takes force damage equal to the number rolled
  • Optional DM Choice (Growing Aberrant Power): Whenever a character reaches 10th level with this feat in their possession, the DM may grant that character an epic boon of the DM’s choice; the character either immediately gains the epic boon or has a 10% chance to gain it when they reach tenth level; if they do not get it at 10th level, they have a 10% chance every level thereafter until they receive an epic boon.

Actor (Enriched)

Charisma, Wisdom

  • You have advantage on Charisma (Persuasion), Charisma (Deception), and Charisma (Performance) checks whenever you attempt to pass for a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or heard the creature make the sound for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
  • You gain proficiency with the Disguise Kit and one of the above skill checks; if you already have proficiency in either, you gain expertise.

Alert (Enriched)

Dexterity, Wisdom

  • You gain a +5 bonus to initiative.
  • Creatures cannot have advantage on attack rolls against you as a result of being hidden from you.
  • When you are above initiative count 20, your movement speed increases by an amount equal to 5 times your proficiency bonus during the first round of initiative.
  • You cannot be surprised while you are conscious.
  • During a surprise round, you may add a +5 bonus to one ability check, saving throw, or attack roll you make.
Part 2| Enriched Neutral Feats (A-Z)

Arbalest

Prerequisite: Character Level 4th or higher and proficiency with a heavy, two-handed, ranged weapon Dexterity, Strength

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • You ignore the loading quality of crossbows with which you are proficient.
  • Once each turn, when you attack a creature of size large or smaller with a heavy, two-handed, ranged weapon, you push them 5 feet away from you to the nearest unoccupied space. This movement provokes opportunity attacks.
  • When you make an attack with a heavy, two-handed, ranged weapon and your attack exceeds the target's AC by 5 or more, you may choose to deal half the damage you would normally and reduce the target's AC by 1d4 to a minimum of 10. This reduction increases to 1d6 at 15th level. The AC reduction lasts until the end of the creature's next turn, and a creature cannot be affected by more than one AC reduction.

Arcane Infusion

Prerequisite: Intelligence, Wisdom, or Charisma 13 or higher
Intelligence, Wisdom, Charisma

  • You gain the knowledge to infuse your spells with combined power: whenever you cast a spell using a spell slot, you can replace the spells damage type with the damage type of another spell you have prepared. Either spell must be a spell attack or force a creature to make a saving throw. You can change spells' damage types in this way a number of times equal to your proficiency bonus each long rest.
  • After you finish a long rest, choose two spells of 3rd level or lower that you know, can cast, and have a casting time of 1 action; these two spells can, once each short or long rest, be cast using the same action, expending one spell slot of a level equal to the highest level spell chosen.

Arcane Defenses

Prerequisite: Intelligence, Wisdom, or Charisma 15 or higher
Intelligence, Wisdom, Charisma

  • You gain a pool of d6's that can be used to bolster your defenses against arcane effects. The total number of d6's is equal to your proficiency bonus. You regain all expended d6's when you finish a long rest.
  • When you are forced to make a saving throw against a spell or magical effect, you may use your reaction to expend a d6 and add the number rolled to your saving throw.
  • When you are targeted by a spell attack, you may use your reaction to expend up to two d6's and increase your AC by the total rolled until the start of your next turn.
  • A d6 is only expended if you succeed the saving throw or the triggering attack misses.

Arcane Savagery

Prerequisite: Character Level 4th or higher and the ability to cast at least one spell
Intelligence, Wisdom, Charisma

  • Once each turn when you roll damage for a spell attack, you can reroll the spell's damage dice and use either total.
  • Your spell attacks are considered critical strikes on a roll of 19 or 20.

Arcane Shield

Prerequisite: Character Level 4th or higher and The ability to cast at least one spell
Intelligence, Wisdom, Charisma

  • As a reaction to an incoming attack, you may expend a spell slot of 1st level or higher to increase your AC by an amount equal to 4 + the level of the spell, up to a maximum of 10. The shield lasts until the start of your next turn.
  • After the triggering attack, you have resistance to damage resulting from any spell or magical effect that affects you while the shield remains.

Arcane Smith

Prerequisite: Proficiency with Smith's tools and ability to cast at least one spell

Intelligence, Strength

  • You gain proficiency in Intelligence (Arcana) checks. Furthermore, you gain expertise in Smith's Tools.
  • During a short or long rest, you may combine your arcane and smithing knowledge to inscribe runes on weapons or Armors, magical or nonmagical. When you inscribe the rune, choose from Acid, Lightning, Fire, Cold, Thunder, or Poison. If your rune is placed on a weapon, the first successful attack made with that weapon during a round in initiative deals an additional d6 of the damage type chosen. This damage bonus lasts until you next rest and increases to 2d6 at 15th level. If your rune is placed on armor, the wearer may choose to use their reaction upon taking the chosen damage type to gain resistance to that damage type. The resistance lasts for 1 hour and increases to 8 hours at 15th level.
  • You may inscribe a number of runes during a rest equal to half of your proficiency bonus (rounded down).

Arcane Warrior

Prerequisite: Character Level 8th level or higher and the ability to cast at least one spell
Intelligence, Wisdom, Charisma, Strength, Dexterity

  • When you take the attack action, you can cast a cantrip in place of one attack. Moreover, once each short or long rest, you can instead cast a spell of 3rd level or lower with a casting time of 1 action in place of one attack. This increases to a spell of 5th level or lower at 15th level.
  • You can use your spellcasting ability in place of Dexterity for any AC calculations.

Archer's Dance

Dexterity, Wisdom

  • When you use your reaction to make a ranged weapon attack, the attack deals an additional weapon die of damage.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Moreover, when you attack a creature within 15 feet of you with a ranged weapon with which you are proficient, your movement for the rest of your turn does not provoke opportunity attacks.
  • When an enemy makes an attack targeting you within 60 feet, you may use your reaction to make a ranged attack against the attacker and move up to half your movement speed as part of the same reaction. This movement does not provoke opportunity attacks. After using this reaction, attacks against you have disadvantage until the start of your next turn.
Part 2| Enriched Neutral Feats (A-Z)

Armor Breaker

Prerequisite: Character Level 4th or higher and proficiency with a heavy, two-handed, melee weapon
Strength, Constitution

  • Once each turn, when you attack a creature with a heavy, two-handed, melee weapon, you deal additional bludgeoning damage equal to half your proficiency bonus (rounded down).
  • When you make an attack against a creature with a heavy, two-handed, melee weapon and your attack exceeds the target's AC by 3 or more, you may choose to deal half the damage you would normally and reduce the target's AC by 1d4 to a minimum of 10. This reduction increases to 1d6 at 15th level. The AC reduction lasts until the end of the creature's next turn, and a creature cannot be affected by more than one AC reduction.
Expertise

Expertise is a shorthand simply meaning if you have expertise in any skills, saving throws, tool sets, or instruments you add double your proficiency bonus to any checks you make with those skills, saving throws, tool sets, or instruments. It's a Rogue and Bard class exclusive, but now your Cleric can be an expert with a Disguise Kit too.

Arrow Flurry

Prerequisite: Character Level 8th or higher and Dexterity 15 or higher
Dexterity, Wisdom

  • When you take the attack action during the first round of initiative while wielding a ranged weapon with which you are proficient, you may make one additional attack as part of the same action.
  • On any round after the first round of initiative, while wielding a ranged weapon, you may choose to take a penalty to have your attack target a second creature or three creatures. You take a -5 penalty to target a second creature and a -8 penalty to target three creatures. You may only take a penalty in this way once per turn.

Artificer Initiate (Enriched)

Intelligence, Dexterity

  • 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. When you reach 8th level, you can cast the spell without a spell slot twice each long rest, and at 15th level, you learn a 2nd level spell from the artificer spell list that you can also cast twice each long rest without a spell slot.
  • You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

Artisan

Any Ability

  • You gain proficiency in any two tool sets of your choice and expertise in any two tool sets with which you are already proficient.
  • The time it would normally take to use any of your tool sets with which you are proficient or have expertise is halved.

Assassin

Prerequisite: Character Level 8th or higher and Dexterity 15 or higher
Dexterity, Intelligence, Charisma

  • When you are hidden from a creature outside of initiative or during a surprise round, the first attack you make against that creature with a finesse or light weapon, your attack is considered a critical strike.
  • If you attack a target during initiative or a surprise round that has not yet taken a turn, you may add your proficiency bonus to the damage roll of the attack.
  • Your weapon attacks with finesse and light weapons are considered critical strikes on a roll of 19 or 20.

Assault Adept

Prerequisite: Chracter level 8th and proficiency with any axe, hammer, mace, morningstar, or flail
Dexterity, Strength, Constitution

  • While wielding any axe, hammer, mace, morningstar, or flail with which you are proficient, you gain the following benefits:
  • When you take the attack action, you may assume a defensive stance granting you +1 AC or an offensive stance granting you +1 to attack rolls with these weapon; the stance bonuses last until the end of your turn.
  • When you land a critical strike with one of these weapons, you roll two additional damage dice.
  • When you take the attack action, you may make an attack with one of theses weapons as a bonus action.
  • The first successful attack you make during the round with these weapons deals additional damage equal to half your proficiency bonus (rounded down).

Astute

Intelligence, Wisdom

  • You may use your Intelligence or Wisdom score to calculate your Initiative bonus rather than your Dexterity.
  • During a short or long rest, you may choose between Intelligence or Wisdom saving throws to grant yourself proficiency in that type of saving throw until you next rest.

Athlete (Enriched)

Dexterity, Strength

  • You gain proficiency with Dexterity (Acrobatics) and Strength (Athletics) checks; if you already have proficiency, you gain expertise in one of these skills.
  • When you are prone, standing up uses only 5ft of your movement.
  • Climbing doesn’t cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. You add half your proficiency bonus to your high jump distance and your proficiency bonus to your long jump distance.

Balanced Grip

Prerequisite: Character Level 4th or higher, proficiency with a finesse weapon, and Dexterity and Strength 13 or higher
Dexterity, Strength

  • Once each round while wielding a finesse weapon with which you are proficient, you may add both your Dexterity modifier and Strength modifier to either your attack roll or damage roll. If you choose an attack roll, you must do so before you know the outcome of the attack.
  • Your weapon attacks with finesse weapons are considered critical strikes on a roll of 19 or 20.
Part 2| Enriched Neutral Feats (A-Z)

Battlefield Berserker

Prerequisite: Character Level 4th or higher and Strength 15 or higher
Constitution, Strength

  • When you engage in two-weapon fighting, you may ignore the two-handed and heavy weapon properties on one of the weapons you are two-weapon fighting with.
  • Before you make an attack roll while engaging in two weapon fighting, you may take a -5 penalty to your AC to gain a bonus equal to half your proficiency bonus (rounded down) to both your attack rolls and damage rolls until the end of your turn with both weapons; your AC remains reduced until the start of your next turn.

Battering Brute

Prerequisite: Strength 13 or higher
Strength, Constitution

  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it up to 5 feet to an unoccupied space, provided the target is no more than one size larger than you. This movement provokes opportunity attacks.
  • Once per turn, when you deal bludgeoning damage, you deal additional bludgeoning damage equal to half your proficiency bonus (rounded down).

Battlefield Focus

Prerequisite: Character Level 12th or higher and Intelligence, Wisdom, or Charisma 15 or higher Intelligence, Wisdom, Charisma

  • While concentrating on a spell, you may cast a second spell that requires concentration. When you do so roll 1d4 + 1; you may concentrate on both spells for a number of rounds equal to the total rolled, and while concentrating on two spells, you may not take reactions. When the number of rounds is reached, you may choose which spell you lose concentration on. When you roll to make concentration checks, you roll a separate concentration check for each spell you are concentrating on
  • Once per round, you may add the modifier of whichever ability score you used to take this feat to Constitution saving throws required to maintain concentration over your spells.

Battlemage

Prerequisite: Character Level 4th or higher and Intelligence, Wisdom, or Charisma 15 or higher
Intelligence, Wisdom, Charisma

  • Your magics bolster your own vitality: Whenever you take this feat, your hit point maximum increases by an amount equal to the total number of spell slots you have available from any spellcasting feature. This bonus increases with additional spell slots that you gain.
  • When you roll to increase your maximum hit points during a level increase, and the roll of your hit die is less than the average roll, you may use your spellcasting ability modifier instead of your Constitution modifier to add to the roll.

Battlewise

Constitution, Wisdom

  • You add your Wisdom modifier to your Initiative bonus.
  • Once per round, you can make a Wisdom (Perception), Wisdom (Survival), Wisdom (Insight), or Wisdom (Medicine) check as a free action.
  • Once per round, you may add your Wisdom modifier to one saving throw you make or any hit points you restore to yourself or another creature.

Berserking Arcanist

Prerequisite: The ability to cast at least one spell Intelligence, Wisdom, Charisma, Strength

  • Once per round, you may add your Strength modifier to the attack or damage roll of a spell attack. If you choose an attack roll, you must do so before you know the outcome of the attack.
  • Whenever you cast a spell with a spell attack roll that does not have a range of touch, you may instead make the range touch. When you change the range to touch in this way, you may make the attack Reckless as in the Reckless Attack ability of the Barbarian: you gain advantage on the attack roll, but creatures have advantage on attack rolls against you until the start of your next turn.
  • If you choose to make a spell attack Reckless, the spell deals additional damage equal to half your proficiency bonus (rounded down).

Blacksmith

Dexterity, Intelligence, Strength

  • You gain proficiency in smithing tools; if you already have proficiency, you gain expertise.
  • The time it would normally take to use smithing tools is halved.
  • During a short or long rest, you may sharpen one weapon or up to 15 pieces of ammunition, nonmagical or magical. A sharpened weapon deals additional damage equal to half your proficiency bonus (rounded down). The weapon is sharpened until you next rest.
  • During a short or long rest, you may bolster a set of armor that is made of metal. Bolstered armor reduces bludgeoning and slashing damage the wearer would take by an amount equal to half your proficiency bonus (rounded down). The armor is bolstered until you next rest.

Blade Dancer

Prerequisite: Dexterity 13 or higher
Dexterity, Strength

  • During your turn, when you strike a creature with a melee weapon that lacks the two-handed and heavy properties, your walking speed increases by 10 feet and your movement does not provoke opportunity attacks until the end of your turn. When you successfully land two attacks in this way, you can make an additional attack as part of the same attack action, but it must target a creature you have not damaged this turn.
  • If you hit at least two different creatures with melee weapon attacks that lack the two-handed and heavy properties during your turn, you can use your bonus action to deal piercing damage to each creature you have hit with an attack this turn. The damage equals twice your proficiency bonus.
  • Your melee weapon attacks are considered critical strikes on a roll of 19 or 20.
Part 2| Enriched Neutral Feats (A-Z)

Blade Master

Prerequisite: Character level 4th or higher, proficiency with a bladed weapon, and Dexterity or Strength 13 or higher
Dexterity, Strength

  • Once per round, while wielding a melee weapon that deals slashing or piercing damage, you may add half your proficiency bonus (rounded down) to an attack roll or damage roll made with this weapon as an additional bonus to either roll. If you choose an attack roll, you must do so before you know the outcome of the attack.
  • When you are targeted by a melee attack, you may use your reaction to parry the blow, increasing your AC by an amount equal to your proficiency bonus until the start of your next turn.
  • You have advantage on all opportunity attacks while wielding a melee weapon that deals slashing or piercing damage with which you are proficient.

Blader's Arc

Prerequisite: Character Level 4th or higher and Dexterity or Strength 13 or higher Dexterity, Strength

  • When two or more creatures have advantage on attacks targeting you as a result of flanking, you have advantage on attacks targeting those creatures.
  • When you take the attack action, you may forgo one attack to arc your melee weapon in a spinning attack to strike all creatures within your melee range. All creatures within this range must make a Dexterity saving throw of a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If failed, creatures take the weapon's damage + an additional roll of the weapon's damage die. On a success, creatures take half of the weapon's damage. You can use this feature each long rest a number of times equal to your proficiency bonus. At 8th level, the damage increases to 2 additional rolls of the weapon's damage die, and at 15th level, 3 additional rolls of the weapon's damage die.

Blood Brothers

Prerequisite: Two characters must take this feat together
Constitution, Charisma

  • The two characters that take this feat together become blood brothers and gain the following benefits: When your blood brother is restored hit points, you restore an half the number of hit points.
  • When you are within 60ft of your blood brother, you may use your reaction in response to them taking damage: Each of you takes half the damage your blood brother would have taken.
  • When your blood brother drops to 0 hit points, you may us your reaction to take necrotic damage equal to half your current hit point value. This damage cannot be reduced in any way. Your blood brother then regains a number of hit points equal to the necrotic damage you take.

Bloodmage

Prerequisite: The ability to cast at least one spell
Intelligence, Wisdom, Charisma, Constitution

  • You have learned to manipulate blood as a tool for spellcasting and protection: Your AC is increased by an amount equal to your Constitution modifier when you are not wearing armor or wielding a shield.
  • Whenever you cast a spell attack that deals damage, you may choose to expend up to half of your hit dice: The damage of the spell increases by the total rolled, and you take necrotic damage equal to half the total rolled. This damage cannot be reduced in any way.
  • Whenever you use one or more of your hit dice to empower a spell attack, you may change the damage type of the spell to necrotic. When you do so, a creature affected by the spell cannot regain hit points until the start of your next turn.
  • If you roll a critical strike when casting a spell with an attack roll, you regain a number of expended hit dice equal to the level of the spell (minimum of 1).

Brain and Brawn

Intelligence, Strength

  • You gain proficiency with one Intelligence and one Strength skill. If you are already proficient in a chosen one, you gain expertise.
  • You gain proficiency in Intelligence and Strength saving throws.
  • Once per round, you may add your Strength modifier to an Intelligence saving throw or ability check you make or add your Intelligence modifier to a Strength saving throw or ability check you make.

Calculated Clinch

Dexterity and Strength

  • While you and an enemy creature are within 5ft of each other an no other creatures, your AC is increased by an amount equal to half your proficiency bonus (rounded down).
  • When you take the attack action, you can forgo one attack and consume your reaction to take a defensive stance: until the start of your next turn, any creature that misses you with a melee attack takes damage equal to twice proficiency bonus. Any melee attacks that land have their damage reduced by an amount equal to twice proficiency bonus.
Part 2| Enriched Neutral Feats (A-Z)

Camp Master

Constitution, Wisdom

  • Your passive perception and passive investigation increase by +5.
  • You have advantage on any Wisdom (Survival), Intelligence (Nature), Wisdom (Perception), or Intelligence (Investigation) checks when looking for a safe location to camp.
  • When you take watch while camping, you have gain a +5 bonus to Wisdom (Perception) checks you must make.
  • Your expertise in camping maximizes comfort while resting: you may grant any number of friendly creatures temporary hit points equal to your proficiency bonus + your Wisdom modifier that have taken a short or long rest within 30ft of you; the temporary hit points last until you next rest.

Cantrip Collegiate

Prerequisite: The ability to cast at least two cantrips Intelligence, Wisdom, Charisma

  • Once per round, when you deal damage with a cantrip, you may add half your proficiency bonus (rounded down) to the cantrip's damage roll.
  • Cantrips you cast that have a casting time of 1 minute have a reduced casting time of 1 action.
  • If you cast a cantrip as an action, you may cast a different cantrip that has a casting time of 1 action as a bonus action.

Channeler

Prerequisite: Character Level 12th or higher and Intelligence, Wisdom, or Charisma 15 or higher Intelligence, Wisdom, Charisma

  • While concentrating on a spell, you may cast a second spell that requires concentration. When you do so roll 1d4 + 1; you may concentrate on both spells for a number of rounds equal to the total rolled, and while concentrating on two spells, you may not take reactions. When the number of rounds is reached, you may choose which spell you lose concentration on. When you roll to make concentration checks, you roll a separate concentration check for each spell you are concentrating on.
  • When you fail a Concentration check, you may choose to maintain concentration instead and gain 1 point of exhaustion. This ability cannot be used to extend the duration of a spell or effect.
Concentration Checks

Concentration checks are constitution saving throws you make while concentrating on a spell. You make concentration checks when you take damage. The DC of the saving throw is either 10 or half the damage you receive, whichever is higher.

Charger (Enriched)

Dexterity, Strength

  • You may take the Dash action as a bonus action.
  • When you use all your movement during your turn or dash as an action, you can use a bonus action to make one melee weapon attack or to shove a creature. If you dash as a bonus action, you have advantage on your next melee weapon attack during the same turn.
  • If you move at least 10 feet in a straight line immediately before making an attack as a bonus action in this way, you either gain a +5 bonus to the attack's damage roll (if you choose to make a melee attack and hit) or push the target up to 10 feet away from you (if you choose to shove and you succeed).

Chef (Enriched)

Constitution, Wisdom

  • You gain proficiency with cook’s utensils. If you already have it, you gain expertise.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 4d4 + your Wisdom or Constitution modifier (your choice) hit points. This increases to 8d4 at 15th level.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus + your Wisdom or Constitution modifier (your choice).

Coldheart

Intelligence, Wisdom, Charisma, Constitution

  • You ignore resistance to cold damage.
  • When you deal cold damage, as a reaction, you may force one creature damaged to make a Strength saving throw against your spell save DC; on a failure, the creature's movement speed is 0 until the start of your next turn. If you do not have a spell save DC, the DC is equal to 8 + your proficiency bonus + your Constitution modifier.
  • Once per turn, when you deal cold damage, you may deal an additional amount of cold damage equal to half your proficiency bonus (rounded down).

Commando

Prerequisite: Character Level 12th or higher and must have taken one of Archer's Dance, Arbalest, Arrow Flurry, Crossbow Expert, Deadeye, Gunner, or High Noon feats

Dexterity, Constitution, Intelligence

  • When you roll damage for a ranged weapon attack, the minimum you can roll on the dice is equal to the average roll of the dice.
  • You can make a ranged attack as a bonus action with a ranged weapon you are wielding.

Concentrationist

Prerequisite: Character Level 12th or higher and Intelligence, Wisdom, or Charisma 15 or higher Intelligence, Wisdom, Charisma

  • While concentrating on a spell, you may cast a second spell that requires concentration. When you do so roll 1d4 + 1; you may concentrate on both spells for a number of rounds equal to the total rolled, and while concentrating on two spells, you, may not take reactions. When the number of rounds is reached, you may choose which spell you lose concentration on. When you roll to make concentration checks, you roll a separate concentration check for each spell you are concentrating on.
  • While concentrating on two spells, you gain resistance to all damage but psychic damage.

Crossbow Expert (Enriched)

Dexterity, Intelligence

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5ft of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon or any type of crossbow, you can use a bonus action to attack with any loaded crossbow you are holding.
  • Once per turn, an attack you make with a crossbow deals additional damage equal to half your proficiency bonus (rounded down).

Crusher

Strength, Constitution

  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
  • Once per turn, when you deal bludgeoning damage, you deal additional bludgeoning damage equal to half your proficiency bonus (rounded down).

Dart Lord

Dexterity, Wisdom

  • Once per round while wielding darts you are proficient with, you may add half your proficiency bonus (rounded down) to an attack roll or damage roll made with this weapon as an additional bonus to either roll. If you choose an attack roll, you must do so before you know the outcome of the attack.
  • You may take a -3 penalty to your attack roll to throw three darts or a -5 penalty to throw five darts that can target the same creature or different creatures. You may only take a penalty in this way once per turn.
  • Any darts with which you are proficient gain double their normal range.
  • When an enemy moves within range of any darts you are wielding, you may use your reaction to make an attack against that creature with a dart.
Part 2| Enriched Neutral Feats (A-Z)

Deadeye

Prerequisite: Proficiency with a ranged weapon
Dexterity, Wisdom, Intelligence

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • You ignore the effects of half cover and three-fourths cover when targeting a creature with a ranged weapon attack.
  • When you miss a ranged weapon attack, you can use your bonus action to target a different creature within 5 feet of the original target.
  • Once per round, you can treat any 1 you roll on a ranged weapon attack as if you rolled a 19.

Death Defier

Prerequisite: Constitution 13 or higher
Constitution, Charisma

  • Your maximum hit points increase by an amount equal to five times your proficiency bonus. Moreover, when you level up and roll to increase your maximum hit points, you may add half your proficiency bonus (rounded down) to the number rolled.
  • Once each short or long rest, when you have failed two death saving throws, you may stabilize to 1 hit point instead of rolling another death saving throw, and you gain 1 point of exhaustion.

Defensive Duelist (Enriched)

Prerequisite: Dexterity, Constitution, or Strength 13 or higher
Dexterity, Constitution, Strength

  • When you are wielding a one-handed weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. The AC bonus lasts until the start of your next turn.
  • While wielding a singular one-handed weapon, no shield, and no heavy armor, you add a bonus to your AC equal to half of your proficiency bonus (rounded down).

Devilish Diplomat

Prerequisite: Charisma 13 or higher
Charisma, Intelligence

  • You gain proficiency in two Charisma skills of your choice when you take this feat. If you are already proficient in a chosen one, you gain expertise.
  • When you maintain a conversation with a creature for 1 minute or longer, you may force the creature to make a wisdom saving throw against your choice of a Charisma (Persuasion) or Charisma (Deception); if the creature fails, they become Charmed by you for 1 hour. The creature does not know they were charmed by you on a failure or a success.

Divine Channeler

Prerequisite: Character Level 8th or higher and must be a Cleric, Paladin, or Warlock
Wisdom, Charisma

  • You may prepare 1 additional spell or you learn 1 additional spell from your class's spell list.
  • You gain 1 additional usage of your Channel Divinity each short rest, or you gain 1 additional usage of your 11th level Mystic Arcanum each long rest (if you do not yet have either ability, you gain this effect once you reach the class level that grants you this ability).
  • You may make Intelligence (Religion) checks using either your Charisma modifier or your Wisdom modifier instead of your Intelligence modifier.
  • Once on each short or long rest, when you cast a spell that contacts your Deity or Patron, roll a percentile die; on a roll of 33 or lower, your spell save DC gains a +2 bonus until you next rest.

Double Team

Prerequisite: Two characters must take this feat together
Any Ability

  • The two characters that take this feat together become counterparts and gain the following benefits:
  • When you and your counterpart are within 60 feet of each other, you may forgo one of your weapon attacks and use your bonus action to have your counterpart make a weapon attack instead.
  • When your counterpart strikes a creature with a critical strike within 60 feet of you both, you may use your reaction to move up to your speed and make a weapon attack at advantage against the same creature if they are within range.
  • When you and your counterpart strike the same creature consecutively, that creature takes additional damage equal to the highest proficiency bonus of either counterpart.
The Charmed Condition: not mind control

A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.

Part 2| Enriched Neutral Feats (A-Z)

Dual Wielder (Enriched)

Dexterity, Strength, Wisdom, Charisma

  • You add your ability modifier to your offhand strikes.
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dual Wielding Paragon

Prerequisite: Character Level 8th or higher and must have taken Dual Wielder feat
Dexterity, Strength, Wisdom, Charisma

  • Your mastery of two-weapon fighting grants you the following benefits while engaged in two-weapon fighting:
  • If you land a critical strike while engaged in two-weapon fighting, your next offhand attack gains advantage.
  • Once per round, while engaged in two-weapon fighting, you may add half your proficiency bonus (rounded down) to an attack roll or damage roll made with one of your weapons as an additional bonus to either roll. If you choose an attack roll, you must do so before you know the outcome of the attack.
  • When you are targeted by a melee attack, you may use your reaction to increase your AC by an amount equal to your proficiency bonus and make an offhand strike against the attacker. The AC bonus lasts until the start of your next turn.

Dungeon Delver (Enriched)

Constitution, Wisdom

  • When you first enter a dungeon, you and any number of friendly creatures of your choice within 30 feet of you gain temporary hit points equal to your character level + your Wisdom modifier + 1d10. The dice increase to 3d10 at 15th level.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors, traps, or hidden treasures.
  • You have advantage on saving throws made to avoid or resist traps. Moreover, when you enter a dungeon, choose from fire, cold, lightning, acid, and poison damage. You have resistance to the damage type chosen while in a dungeon.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.

Dungeon Devout

Prerequisite: Character level 4th or higher and must have taken Dungeon Delver feat
Constitution, Wisdom

  • All friendly creatures within 60 feet of you gain the benefits of the Dungeon Delver feat (except temporary hit point bonuses) while you are within a dungeon.
  • You have advantage on all saving throws against being Charmed, Frightened, Paralyzed, Stunned, Restrained, or Incapacitated while in a dungeon. Moreover, you can add your Wisdom or Constitution modifier (your choice) to one saving throw you make each round of combat while in a dungeon.

Durable (Enriched)

Constitution, Wisdom

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). Moreover, when you roll a hit die, you regain additional hit points equal to your proficiency bonus.
  • All incoming damage you take is reduced by an amount equal to your proficiency bonus.

Drunk Luck

Constitution, Charisma

  • When you take this feat, you are irrationally drawn toward alcohol, and you become drunk after drinking for 10 minutes. You may remain drunk for up to 1 hour without drinking further. To maintain your drunk condition, you must consume an alcoholic drink once every 10 minutes. You can make a constitution saving throw of a DC determined by the DM based on how long your were drunk and how many drinks you've had to begin to sober, and you sober after 10 minutes.
  • While drunk, 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 1d20. 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 1d20, 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. Your regain luck points after a long rest or after sobering, at which points you must become drunk again to use your luck points.
  • Optional DM Choice: Drinking any alcoholic drink grants you temporary hit points equal to your Constitution modifier + 1d4. The number of d4s may increase based on the quality of the alchohol.
Temporary Hit points

When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. A character can be at full hit points and receive temporary hit points. Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. Normally, they last until they're depleted or you finish a short or long rest.

Part 2| Enriched Neutral Feats (A-Z)

Eldritch Adept (Enriched)

Prerequisite: Spellcasting or Pact Magic feature
Charisma, Intelligence, Wisdom

  • Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite that requires a warlock pact feature, 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.
  • You learn the Eldritch Blast cantrip; if you already know the Eldritch Blast cantrip, you may choose a different cantrip from the Warlock spell list. Your spellcasting ability for the cantrip is Intelligence, Wisdom, or Charisma (choose when you gain this feat).

Eldritch Overlord

Prerequisite: Character Level 4th or higher and must have taken Eldritch Adept feat
Charisma, Intelligence, Wisdom

  • You learn one additional Eldritch Invocation option of your choice from the Warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind that you meet, you may take that invocation. Any prerequisite of the invocation that requires a warlock pact feature can be ignored. If the invocation chosen requires a Warlock spell slot, you may use a spellcasting spell slot instead. Whenever you gain a level, you can replace the invocation with another one from the warlock class.
  • Additionally, You learn the Hex spell and can cast it once each short or long rest without consuming a spell slot. When you reach 8th level, you no longer need to concentrate on the Hex spell when you cast it in this way. At 15th level, you can cast Shadow of Moil in the same way.

Elemental Adept (Enriched)

Prerequisite: The ability to cast at least one spell Intelligence, Wisdom, Charisma

  • When you take this feat, choose two of the following damage types: acid, cold, fire, lightning, or thunder.
  • Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell or ability you use that deals damage of that type, you can treat any 1 on a damage die as a 2.
  • You can select this feat multiple times. Each time you do so, you must choose one additional damage type.

Elixicologist

Prerequisite: Proficiency with Alchemist's Supplies
Intelligence, Wisdom

  • You may use Alchemist's supplies as an arcane focus.
  • The time and gold you spend to create and brew potions using the Alchemy kit is halved.
  • Whenever you consume a potion or elixir, you regain hit points equal to either your Intelligence or Wisdom modifier.
  • You can create 1 Experimental Elixir as detailed in the Artificer (Alchemist) class each long rest. If you are an Artificer (Alchemist), you can create 1 additional Experimental Elixir each long rest without expending a spell slot. creatures that drink your experimental Elixirs gain 2d6 temporary hit points. If you are an Artificer (Alchemist), the Restorative Reagents ability increases this to 4d6 + your Intelligence modifier. When you reach character level 8th, you can create 1 additional experimental elixir, and at 15th level, you can create 3 in this way.

Elementalist

Prerequisite: Must have taken Elemental Adept feat Intelligence, Wisdom, Charisma

  • When you take this feat, choose one of the damage types you chose when gaining the Elemental Adept feat.
  • When you roll damage for a spell or ability you use that deals damage of that type, you can treat any 1 or 2 on a damage die as a 3.
  • When you cast a spell that deals the chosen damage type with a higher level spell slot, you roll double the additional dice you normally would for casting the spell at a higher level (For example: Fireball cast at 4th level would deal 10d6 Fire damage rather than 9d6 Fire damage). Abilities that deal the damage type deal and additional die of damage.

Emboldened

Any Ability

  • When you roll a 20 on any attack, ability check, or saving throw, or you land a critical strike with an attack, you regain hit points equal to 2 rolls of your hit dice, without consuming any hit dice. As normal, you add your constitution modifier to each die roll. Any excess hit points you would restore over your maximum hit points become temporary hit points.

Energist

Prerequisite: Character Level 8th or higher and the ability to cast at least one spell
Intelligence, Wisdom, Charisma

  • You create an Arcane Ward that surrounds you with protective energy, as in the The Arcane Ward feature of the Wizard (School of Abjuration) class. The Arcane Ward has hit points equal to either your Intelligence, Wisdom, or Charisma score (you choose which of the three when you take this feat) + your proficiency bonus. When you would take damage, the ward takes the damage instead until the ward's hit points are reduced to 0. The ward can only regain hit points when you cast a spell of 1st level or higher, and the ward regains hit points equal to the level of the spell cast. If you cast an abjuration spell, the ward restores hit points equal to twice the level of the spell. Otherwise, the ward restores all its hit points during a short or long rest. The ward is resistant to force damage.
  • If you are a Wizard (School of Abjuration), your ward's hit points increase by the half the amount listed above and gain the benefits that yours does not have that are listed above.
Part 2| Enriched Neutral Feats (A-Z)

Everlasting Vigor

Prerequisite: Constitution 15 or higher
Constitution, Wisdom

  • You have advantage on any ability checks or saving throws that would force you to gain a point of exhaustion.
  • You ignore the effects of the 1st level of exhaustion regardless of the number of points of exhaustion you have.
  • When you take a long rest, you roll a d4; you lose a number of points of exhaustion equal to the value rolled rather than the normal amount of only 1.
  • You can no longer die from gaining a 6th level of exhaustion; instead you stabilize at 0 hit points.

Feast Feller

Prerequisite: Constitution 13 or higher
Constitution, Strength, Charisma

  • You gain a modicum of a Lycanthropy disease, granting you the following benefits:
  • When a creature within 120 feet of you has half its maximum hit points remaining or less, you always know their location as long as they remain within this range.
  • When a creature that is not a Construct or Undead is reduced to 0 hit points within 30 feet of you, you may use your reaction to move up to your movement speed and devour the target's heart if you end within 5 feet of the target, restoring hit points equal to three times your character level. Any excess hit points you would heal become temporary hit points.

Fey Touched

Intelligence, Wisdom, Charisma

  • You learn the Misty Step spell and one 1st level spell of your choice. The 1st level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat. When you reach 15th level, you can cast both spells without expending a spell slot twice each long rest.

Finale

Prerequisite: Character 4th level or higher and Constitution 15 or higher
Constitution, Dexterity, Strength

  • Once each short or long rest, When you are reduced to 0 hit points, you immediately take your turn in the initiative order at the end of the current creature's turn. Instead of rolling death saving throws, you may take your turn as normal, but you remain at 0 hit points. If you reduce a creature to 0 hit points or land a critical strike against a creature during this turn, you regain hit points equal to twice your character level. If you take damage during this turn, it is considered a failed death saving throw. However, even if you reach three failed death saving throws this turn, you only die if you remain at 0 hit points by the start of your next turn. If you do not reduce a creature to 0 hit points or land a critical strike against a creature during this turn, at the end of the turn you fall unconscious at 0 hit points and must roll death saving throws as normal.

Fighting Initiate (Enriched)

Prerequisite: Proficiency with a martial weapon

  • Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.
  • Additionally, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your character level. Once you use this feature, you must finish a short or long rest before you can use it again.

Finessed

Prerequisite: Dexterity 13 or higher
Dexterity, Strength

  • When you land a critical strike with a finesse weapon, you can double the ability modifier added to the damage roll.
  • When you miss an attack with a finesse weapon, you can use your bonus action to target the same creature with another attack.
  • Once per round, you can treat any 1 you roll on a weapon attack with a finesse weapon as if you rolled a 19.

First Bloodletter

Prerequisite: Character Level 8th or higher
Any Ability

  • You gain a +5 bonus to initiative rolls.
  • During your first turn of initiative, your first, singular weapon attack is considered a critical strike if it lands successfully.

Fleet Feet

Prerequisite: Dexterity 13 or higher
Dexterity, Wisdom

  • Your speed increases by 10 feet.
  • While you are not wearing heavy armor, you gain an additional 5 feet of walking speed.
  • If you move at least 60 feet during your turn in initiative, your AC increases by an amount equal to half your proficiency bonus (rounded down) until the start of your next turn.
  • As long as you are not wearing heavy armor, opportunity attacks against you have disadvantage.

Flesh Carver

Prerequisite: Dexterity or Strength 13 or higher Strength, Dexterity

  • When you make a weapon attack with a melee weapon with which you are proficient and your attack roll misses by 2 or less of the target's AC, you deal half the damage you would normally deal instead of none.
  • You may use your bonus action to make one melee weapon attack you are wielding with which you are proficient when you take the attack action.

Flesh Fortress

Prerequisite: Constitution 15 or higher
Constitution, Strength

  • When you take this feat, your maximum hit points are increased by an amount equal to your character level + your Constitution score. When you reach 15th level, your maximum hit points are increased by an additional amount equal to half your character level.
  • You gain resistance to slashing and bludgeoning damage when your current hit points are less than or equal to half your maximum hit points and you are not wearing armor.
Part 2| Enriched Neutral Feats (A-Z)

Focused Psionic

Prerequisite: Character Level 8th or higher and Intelligence or Charisma 15 or higher
Intelligence, Charisma

  • Once per round, when you would deal psychic damage, you add half your proficiency bonus (rounded down) to your psychic damage dice. Additionally, you ignore resistance to psychic damage.
  • When you deal psychic damage to a creature or a creature you can see within 60ft of you takes psychic damage, you can use your reaction to force that creature to make an Intelligence saving throw of a DC equal to 8 + your proficiency bonus + your Intelligence or Charisma modifier (choose when you take this feat). On a failure, the creature is stunned until the start of your next turn.

Focused Resolve

Prerequisite: Constitution or Wisdom 13 or higher
Constitution, Wisdom

  • You gain proficiency in Constitution or Wisdom saving throws (your choice).
  • Whenever you gain a level after gaining this feat, you may add your Wisdom modifier in place of your Constitution modifier when increasing your maximum hit points. Moreover, when you roll to increase your maximum hit points during a level increase, and the roll of your hit die is less than the average roll, you add both your Wisdom and Constitution modifier to the roll.
  • Once per round, you may add your Constitution modifier to a Wisdom saving throw or ability check you make or add your Wisdom modifier to a Constitution saving throw or ability check you make.

Gladiator

Prerequisite: Character Level 8th or higher
Dexterity, Strength

  • When you and an enemy creature are within 5 feet of each other and no other creatures, you have advantage on all weapon attack rolls against the creature. Moreover, you have a +2 bonus to your AC while you have advantage in this way.
  • When you land a critical strike against a creature that has 75 hit points or less, you kill the target outright.
  • When you land a critical strike against a target, you roll 2 additional damage dice.
  • Your attacks with melee weapons are considered a critical strike on a roll of 19 or 20.

Glaive Dancer

Prerequisite: Dexterity or Strength 13 or higher
Dexterity, Strength

  • When you land two consecutive strikes against a singular creature with a polearm that does not have the heavy property with which you are proficient, you may force the creature to make contested check of your choice between a Dexterity (Acrobatics) check or a Strength (Athletics) check (no action required). On a failed save, the creature has disadvantage on attacks against you until the end of their next turn, and you may make another attack with your polearm as part of the same action.
  • After landing two consecutive attacks against a creature while wielding a polearm that does not have the heavy property and with which you are proficient, your movement for the rest of the turn does not provoke opportunity attacks.
  • Your weapon attacks with polearms are considered critical strikes on a roll of 19 or 20.

Glass Cannon

Prerequisite: The ability to cast at least one spell Intelligence, Wisdom, Charisma

  • When you take this feat, you exchange resolve for power: When you roll to increase your maximum hit points during a level increase, you always take the average value of the hit die and add half your constitution modifier (rounded down) to the roll instead of the entire modifier or bonuses from another feat. Additionally, you gain vulnerability to two of the following: Bludgeoning, Piercing, and Slashing damage (choose when you take this feat).
  • In exchange, your spells become empowered: Creatures have disadvantage on saving throws they must make against your spells that Charm, Paralyze, Stun, Restrain, or Frighten them, you deal additional damage with spell attacks equal to your proficiency bonus, and you may roll one additional damage die on spells that both deal damage and force creatures to make a saving throw.

Grappler (Enriched)

Prerequisite: Strength 13 or higher Dexterity, Strength, Constitution

  • You have advantage on all checks you make to attempt to grapple a target.
  • When you successfully grapple a target, the target is also considered restrained.
  • Once you have grappled a creature, on successive turns you can forgo additional attacks to continue to make grapple checks; if the creature fails twice consecutively, they become unconscious for 10 minutes or until they take damage.
  • You may grapple creatures that are no more than one size larger than you.

Great Weapon Master (Enriched)

Strength, Constitution

  • 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.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage roll.

Grenadier

Prerequisite: Character Level 4th or higher
Dexterity, Intelligence

  • You can take the Use an Object action as a bonus action. When you use your bonus action in this way, you may only use consumable objects or interact with the environment.
  • When you take the Use an Object action using your action, and you use consumable objects or interact with the environment, may make one weapon attack as part of the same action.
  • You may proficiently throw objects or improvised weapons up to 90ft.

Gunner (Enriched)

Dexterity, Intelligence

  • You gain proficiency with firearms if you do not already have it.
  • You ignore the loading property of firearms.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon or any type of firearm, you can use a bonus action to attack with any loaded firearm you are holding.
  • Once per turn, an attack you make with a firearm deals additional damage equal to half your proficiency bonus (rounded down).
Part 2| Enriched Neutral Feats (A-Z)

Havoced Bludgeoner

Prerequisite: Character Level 4th or higher and must have taken either the Crusher or Battering Brute feat
Strength, Constitution

  • When you land a critical strike with a bludgeoning weapon with which you are proficient, the target's movement speed is reduced to 0 until the start of your next turn.
  • Your weapon attacks with bludgeoning weapons are considered critical strikes on a roll of 19 or 20.
  • When you move a creature as a result of hitting them with an attack that deals bludgeoning damage, they are moved 5 additional feet, and the target of your attack, and any creatures within 5 feet of it after being moved then take additional bludgeoning damage equal to your Strength modifier.

Healer (Enriched)

Intelligence, Wisdom, Dexterity

  • Your Healer's Kits have 15 uses rather than the normal 10 uses.
  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + your proficiency bonus hit points. The first time each short or long rest a creature is affected by this ability, they regain additional hit points equal to their maximum number of Hit Dice. The total dice rolled for this ability increases to 2d6 at character level 8th, and 3d6 at 15th level.

Heavily Armored (Enriched)

Prerequisite: Proficiency with Medium Armor
Strength, Constitution

  • You gain proficiency with heavy armor.
  • While wearing heavy armor, you may use your reaction to reduce incoming Slashing damage by an amount equal to your proficiency bonus.

Heavy Armor Master (Enriched)

Prerequisite: Proficiency with Heavy Armor Strength, Constitution

  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take is reduced by 3.
  • When you finish a long rest and don heavy armor, your maximum hit points increase by an amount equal to your AC. You hit point maximum returns to normal when you doff the armor.
  • If you are wearing heavy Armor, you have advantage on Strength and Constitution saving throws.

Heavy Sleeper

Constitution, Wisdom

  • You develop a case of narcolepsy that causes you to sleep at inopportune times:
  • When you take a long rest, you gain temporary hit points equal to three times your character level when you awake. However, you struggle to awaken; you do not end a long rest unless a creature uses their action to shake you awake or you take damage.
  • Additionally, anytime you roll a 1 on a d20, you fall asleep for up to 1 minute and regain hit points equal to your maximum number of hit dice. You awake early if a creature uses their action to shake you awake or you take damage.

Herculean

Prerequisite: Character Level 12th or higher and Strength 15 or higher

Strength, Constitution

  • Your melee weapon attacks deal additional damage equal to half your Strength modifier (rounded up).
  • When you make a Strength or Constitution ability check or saving throw, any roll less than 10 can be considered a 10.

High Noon

Prerequisite: Proficiency with firearms and Dexterity 13 or higher
Dexterity, Intelligence

  • You ignore the loading property of firearms.
  • When a creature moves within 15 feet of you, you may use your reaction to make a ranged attack with a firearm.
  • When you take the attack action, you may use your bonus action to make a ranged attack with a firearm you are wielding.
  • If you land two firearm weapon attacks while taking the attack action, you can make an additional firearm weapon attack against a creature you have not yet attacked during the turn as part of the same action.

Inspiring Leader (Enriched)

Prerequisite: Charisma 13 or higher
Charisma, Wisdom

  • You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
  • Friendly creatures within 30 feet of you gain a bonus to their initiative rolls equal to either half your Charisma or Wisdom modifier (rounded down).
  • If your initiative is equal to or greater than count 20 when your party enters combat, you may choose up to six friendly creature within 30 feet of you to gain a bonus to saving throws they make for 1 minute equal to half your Charisma or Wisdom modifier (rounded down).
Part 2| Enriched Neutral Feats (A-Z)

Jack of All Trades

Any Ability

  • When you take this feat, you lose proficiency and expertise in all skills. However, you add half your proficiency bonus (rounded down) to all skill checks, and when you roll a skill check, any roll less than 5 can be considered a 5.

Keen Mind (Enriched)

Intelligence, Wisdom

  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
  • You gain proficiency in Intelligence (Arcana), Intelligence (History), and Intelligence (Religion) checks; if you already have proficiency, you gain expertise.

Kinetic Arcana

Prerequisite: Strength 13 or higher
Strength, Intelligence

  • You gain limited knowledge of Arcane power: You gain the ability to cast one cantrip, one 1st level spell, and one 2nd level spell of your choice from the Wizard spell list. Your spellcasting sbility for these spells is Intelligence. However, you may add your Strength modifier to any spell attack rolls you make with these spells, and you may add your Strength modifier to any spells that would add your Intelligence modifier to the spell's damage roll.
  • You may choose to make concentration checks using a Strength saving throw rather than a Constitution saving throw.

Legionnaire

Prerequisite: Character Level 4th or higher and must have taken Shield Master feat
Strength, Constitution

  • The AC bonus you receive from wielding a shield becomes +3 rather than the normal +2 bonus.
  • All creatures within 5 feet of you have the damage reduced from a Dexterity saving throw if you use your reaction to interpose your shield between yourself and the source of the effect, causing you to take no damage. If a creature within 5 feet of you succeeded on the saving throw, they also take no damage when you use this reaction. If a creature failed the saving throw, they take half damage when you use this reaction.

Life Giver

Intelligence, Wisdom, Charisma

  • When you cast a spell or use an ability as an action that restores hit points, you can roll one additional die to determine how many hit points you restore. Moreover, you can restore additional hit points equal to half your proficiency bonus (rounded down).
  • You learn the Cure Wounds spell; it is always prepared and it does not count against your total number of prepared spells or your total number of known spells. You may cast Cure Wounds at its lowest level without consuming a spell slot once each short or long rest. This increases to twice between rests at character level 8th, and three times at 15th level.
  • When a friendly creature within range of any of your spells or abilities that restore hit points drops to 0 hit points, you may use your reaction to use any of these spells or abilities and prevent the creature from going unconscious. Once a creature is affected by this reaction, that creature cannot be targeted in this way until they finish a long rest.

Lightly Armored (Enriched)

Dexterity, Strength, Constitution

  • You gain proficiency with light armor.
  • While wearing light armor, you may use your reaction to ignore up to 2 + your proficiency bonus in Bludgeoning, Piercing, or Slashing damage you would receive from an attack of opportunity.

Light Armor Master

Prerequisite: Proficiency with Light Armor
Dexterity, Strength, Constitution

  • While wearing light armor, your movement speed increase by 10 feet.
  • While wearing light armor, you gain a +2 bonus to all Dexterity skill checks and saving throws you make.
  • You may take the Disengage action as a bonus action while wearing light armor.

Linguist (Enriched)

Prerequisite: Character Level 4th or higher
Intelligence, Wisdom, Charisma

  • You learn three of any language of your choice.
  • When you communicate with a creature in its native language, you have advantage on all Charisma checks you make while interacting with the creature.
  • When you take this feat, your knowledge of language also grants you the knowledge of lesser power words rooted in the languages you learn and study; Choose 2 of the following spells; you may cast each spell once each long rest without consuming a spell slot: Bestow Curse, Fear, Haste, Tongues, Remove Curse, Sending, and Slow.
  • 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
Part 2| Enriched Neutral Feats (A-Z)

Lucky (Enriched)

Any Ability

  • 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 1d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  • You regain your expended luck points when you finish a long rest.

Mage Slayer (Enriched)

Strength, Dexterity, Intelligence

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. If the spell has a verbal component, you may instead use your reaction to make a contested grapple check with the creature; if the creature fails, they fail to cast the spell and become grappled while consuming a spell slot. On a success, the creature casts the spell as normal and is not grappled.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. Moreover, you may roll one additional damage die against the creature.
  • When you land a critical strike on a creature, that creature cannot cast spells with somatic or material components until the start of your next turn.
  • You have advantage on saving throws against spells cast by creatures within 30 feet of you.

Magic Initiate (Enriched)

Intelligence, Wisdom, Charisma

  • Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
  • Additionally, choose two 1st level spells from that same list. You learn these spells and can cast them at their lowest levels. Once you cast each, you must finish a short or long rest before you can cast them again using this feat. You may choose a 2nd level spell at cast it in this way when you reach 8th level.
  • 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.
Armor Proficiency

Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.

Martial Adept (Enriched)

Dexterity, Strength

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). The die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. You gain 1 additional superiority die at levels 8th and 15th.

Medium Armor Master (Enriched)

Prerequisite: Proficiency with medium armor
Strength, Dexterity, Constitution

  • As long as you do not move during your turn, you may take the Dodge action as a bonus action while wearing medium armor.
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC calculation if you have a Dexterity of 16 or higher.

Mobile (Enriched)

Dexterity, Wisdom

  • Your speed increases by 15 feet.
  • You may climb, crawl, jump, and swim 10ft or less at no cost to your movement.
  • You may take the Dash action as a bonus action.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Moreover, when you leave that creature's range, you may use your reaction to make an attack against that creature.

Moderately Armored (Enriched)

Dexterity, Strength, Constitution

  • You gain proficiency with medium armor and shields.
  • While wearing medium armor, you may use your reaction to impose disadvantage on a ranged weapon attack targeting you, potentially causing the attack to miss.
Part 2| Enriched Neutral Feats (A-Z)

Mounted Combatant (Enriched)

Strength, Dexterity, Wisdom

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • Once each round, you can force an attack targeted at your mount to target you instead. In the same way you can force and attack targeted at you to target your mount instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Your mount's movement speed increases by an amount equal to half your walking speed (rounded down) while you ride it.
  • When your mount moves more than twice its walking speed during your turn, your next weapon attack that turn deals additional damage equal to your mount's Strength or Dexterity modifier (your choice) + half your proficiency bonus (rounded down). Moreover, you can move creatures hit with this attack to an unoccupied space within 10 feet provided the creature is no more than one size larger than your mount.

Mutable Master

Prerequisite: The ability to change form

Wisdom, Intelligence, Constitution

  • Any time you transform into another creature, you may choose one of your ability scores to remain the same as your normal form. When you reach character level 8th, you may choose two ability scores, and at 15th level, you may choose three ability scores.
  • You may use your proficiency bonus in place of the proficiency bonus of a creature you transform into if your bonus is higher.
  • Whenever you are reduced to 0 hit points while in another form, you gain temporary hit points equal to character level before any hit points carry over to your normal form.
  • Any spell of 6th level or lower that targets only you and allows you to transform into another form can be used as a bonus action.

Necrotic Rites

Intelligence, Wisdom, Charisma

  • When you would deal necrotic damage to a celestial, humanoid, or beast, you roll 1 additional necrotic damage die.
  • You may consume your reaction after utilizing an ability that deals necrotic damage to restore hit points to yourself equal to half of the necrotic damage dealt to one creature; in order to restore hit points in this way, an attack must have successfully landed or the target(s) must have failed a saving throw.
  • You may cast a spell of 3rd level or lower that deals necrotic damage or is a necromancy spell once without consuming a spell slot each long rest; a spell cast in this way still requires any components necessary. This becomes twice each long rest when you reach 15th level.

Observant (Enriched)

Wisdom, Intelligence

  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
  • As a reaction to being attacked by a creature, you may observe the opponent's movements; that creature has disadvantage on attacks against you until the start of your next turn.

Phoenix Soul

Intelligence, Wisdom, Charisma, Dexterity, Strength

  • You ignore resistance to fire damage.
  • When you deal fire damage, as a reaction, you may force one creature damaged to make a Dexterity saving throw against your spell save DC; on a failure, the creature takes half the fire damage they took from you again, at the start of their turn. If you do not have a spell save DC, the DC is equal to 8 + your proficiency bonus + your Dexterity or Strength modifier (your choice).
  • Once per turn, when you deal fire damage, you may deal an additional amount of fire damage equal to half your proficiency bonus (rounded down).

Piercer (Enriched)

Strength, Dexterity

  • 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 use either total. Moreover, any 1 you roll on damage dice to deal piercing damage can be treated as a 3.
  • When you score a critical hit that deals piercing damage to a creature, you can roll 1 additional damage die when determining the extra piercing damage the target takes.

Plague Doctor

Prerequisite: Character Level 4th or higher and must have taken the Poisoner feat
Intelligence, Wisdom, Dexterity

  • You gain expertise with the Poisoner's kit.
  • Poisons and potions you make take only half the time and gold to create.
  • Your poisons become more potent as you use them; poisons your create now deal 3d8 poison damage and have a DC of 15. At character level 8th, the DC increases to 16, and at 15th level, both increase to 4d8 poison damage and a DC of 18.
  • You gain resistance to Poison damage; you have advantage on saving throws to resist the Poisoned condition.

Poisoner

Intelligence, Wisdom, Dexterity

  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

Polearm Master (Enriched)

Strength, Dexterity

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, 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 1d6, and it deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
  • Once per round, while wielding a glaive, halberd, quarterstaff, or spear with which you are proficient, you may add half your proficiency bonus (rounded down) to an attack roll or damage roll made with this weapon as an additional bonus to either roll. If you choose an attack roll, you must do so before you know the outcome of the attack.

Primordial Hunter

Prerequisite: Character Level 12th or higher and Wisdom 15 or higher
Wisdom, Intelligence, Dexterity

  • After finishing a long rest, choose from fey, fiends, elementals, dragons, or aberrations; you have advantage on any Wisdom checks pertaining to the chosen creature type and you can choose whether they take an additional die of damage from your attacks or have a penalty to saving throws you force them to make equal to your proficiency bonus. The benefits last until you next finish a long rest.
  • You gain proficiency in Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks; if you already have proficiency, you gain expertise in one of these skills. You can make Intelligence (Investigation) checks using your Wisdom modifier instead.
  • You gain 30 feet of Truesight.

Pugilist

Prerequisite: Strength or Dexterity 13 or higher Strength, Dexterity, Constitution

  • You gain the Unarmed fighting style from the Fighter class.
  • While you are wielding no weapons or shield and wearing no armor, your AC becomes 10 + your Constitution modifier + your Dexterity modifier.
  • When you take the attack action and only attack with unarmed strikes, you can use a bonus action to make a another unarmed strike.
  • Once per round, when you make an unarmed attack, you may add half your proficiency bonus (rounded down) to the damage roll of the attack.
Part 2| Enriched Neutral Feats (A-Z)

Quartermaster

Prerequisite: Character Level 4th or higher and proficiency with light armor, medium armor, or heavy armor Dexterity, Constitution, Strength

  • While you are wearing light armor, your walking speed increase by 10ft, and when you take this feat, choose whether you have advantage on Dexterity or Intelligence saving throws while wearing light armor.
  • While you are wearing medium armor, creatures have disadvantage on attacks of opportunity against you, and when you take this feat, choose whether you have advantage on Dexterity or Charisma saving throws while wearing medium armor.
  • While you are wearing heavy armor, you gain resistance to bludgeoning damage and when you take this feat, choose whether you have advantage on Strength or Constitution saving throws while wearing heavy armor.

Reactive Ranger

Prerequisite: Proficiency with a ranged weapon
Dexterity, Wisdom

  • While wielding a ranged weapon with which you are proficient and a creature you can see is targeted with a ranged attack (including yourself), you may use your reaction to force the attacker to make a contested Dexterity (Acrobatics) or Dexterity (Sleight of Hand) check. If you succeed, the ranged attack misses its target. If the attacker succeeds, the ranged attack strikes as it normally would.
  • If a creature moves within 60ft of you, you may use your reaction to make a ranged weapon attack against the creature.

Resilient (Enriched)

Any Ability

  • You gain proficiency in saving throws using the chosen ability.
  • When you are forced to make a saving throw with which you are proficient, you may use your reaction regardless of whether you succeed or fail to halve the damage you would take.

Ritual Caster (Enriched)

Prerequisite: Intelligence or Wisdom 13 or higher Intelligence, Wisdom

  • When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
  • If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
  • When you cast a spell with the ritual tag as a ritual, the casting time is halved.
  • Additionally, when you cast a spell with the ritual tag as a ritual, the next spell you cast of the same school of magic as the ritual spell can be cast without using a spell slot. You cannot use this feature again until you complete a long rest.

Rune Caster

Prerequisite: Character Level 4th or higher
Intelligence, Wisdom, Charisma, Strength, Constitution

  • You learn one Rune option from the Rune Carver ability of the Fighter (Rune Knight) class. If you are a Fighter (Rune Knight), you gain 1 additional Rune option from your Rune carver ability. If the Rune option chosen has a prerequisite, whether you are a Fighter (Rune Knight) or not, you must meet it as normal. When you reach character level 8th, you gain a second rune option, and at 15th level, you can invoke each rune twice between each short or long rest.
  • You grow 1d4 inches and learn to speak, read, and write Giant.
Part 2| Enriched Neutral Feats (A-Z)

Savage Attacker (Enriched)

Dexterity, Strength

  • Once each turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. Moreover, you can treat any 1 you roll on the damage dice as a 2.
  • When you land a critical strike with a melee weapon, you roll 1 additional damage dice of the weapon's damage type.

Sentinel (Enriched)

Dexterity, Strength, Constitution

  • When you hit a creature 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.

Shadow Touched (Enriched)

Intelligence, Wisdom, Charisma

  • 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 of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat. When you reach 15th level, you can cast both spells without expending a spell slot twice each long rest.

Sharpshooter (Enriched)

Dexterity, Wisdom

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Shield Master (Enriched)

Strength, Constitution

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you successfully shove a creature in this way, they take 1d6 + your Strength modifier bludgeoning damage. This increases to 2d6 at 8th level and 3d6 at 15th level.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Skilled (Enriched)

Any Ability

  • You gain proficiency in any combination of three skills or tools of your choice. You may instead make one of these choices a skill or tool you are already proficient in and gain expertise in that skill or tool.
  • You gain proficiency in any combination of three weapons or three instruments of your choice.

Skilled Expert (Enriched)

Any Ability

  • You have honed your proficiency with particular skills, granting you the following benefits: You gain proficiency in two skills of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. When you reach levels 8th and 15th, you gain expertise in another skill in which you have proficiency.

Skulker (Enriched)

Prerequisite: Dexterity 13 or higher
Dexterity, Strength

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon or light weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
  • You may take the Hide action as a bonus action.
  • You gain proficiency in Dexterity (Stealth) checks. At 8th level, you gain expertise.

Slasher (Enriched)

Strength, Dexterity

  • 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 reduce a creature's speed in this way, they take slashing damage equal to half your proficiency bonus (rounded down).
  • 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.

Solarity

Intelligence, Wisdom, Charisma

  • When you would deal radiant damage to a fiend, undead, or abberation you roll 1 additional radiant damage dice.
  • You may use your reaction after utilizing an ability that deals radiant damage to grant temporary hit points to yourself and another creature within 30ft of you. The number of temporary hit points equals half the radiant damage you dealt.
  • You may cast two spells of 1st level or lower that deal radiant damage or are abjuration spells without consuming a spell slot each long rest; a spell cast in this way still requires any components necessary.

Sonic Manipulator

Prerequisite: Wisdom, Strength, or Charisma 15 or higher
Intelligence, Wisdom, Charisma, Strength

  • You are immune to the deafened condition and gain resistance to thunder damage. Moreover, you ignore resistance to thunder damage.
  • When you deal thunder damage, you may force one creature damaged to make a Strength saving throw (no action required) against your spell save DC; on a failure, the creature is pushed a number or feet equal to five times your Strength, Wisdom, or Charisma modifier provided the creature is size large or smaller and takes additional thunder damage equal to your character level. On a successful save, the creature takes half as much damage as is not pushed. If you do not have a spell save DC, the DC is equal to 8 + your proficiency bonus + your Strength modifier.
  • Once per turn, when you deal thunder damage, you may deal an additional amount of thunder damage equal to half your proficiency bonus (rounded down).
  • When you land a critical strike with an attack, you can roll one additional damage die for the attack; this die deals thunder damage.
Part 2| Enriched Neutral Feats (A-Z)

Spell Singularity

Prerequisite: Character Level 8th or higher and Intelligence, Wisdom, or Charisma score 15 or higher
Intelligence, Wisdom, Charisma

  • Each day, you can hone your focus on a singular, offensive spell of 5th level or lower that you know and is on your spell list that deals damage, does not require concentration, and has a casting time of 1 action or bonus action. You can choose the spell after you complete a long rest. The chosen spell can be cast once each short or long rest without expending a spell slot.
  • Moreover, when you cast the chosen spell, you can use your bonus action or action to begin casting it again, concentrating on charging the spell as if you were concentrating on a spell. You may then cast the spell on your next turn without expending a spell slot, and the spell gains one of the following benefits that you can choose from as you cast it again and before any attack rolls: The spell has you roll 1 additional damage die, the spell is considered a critical strike on 1 roll lower than it normally would be, or a creature you are targeting with the spell subtracts a d4 from a saving throw they make caused by the spell. You may use your action or bonus action again to keep the benefit you've already chosen and begin casting the spell to choose the same or a different benefit on your next turn. If you lose your concentration at any point while charging the spell in this way, you lose all benefits.

Spell Sniper (Enriched)

Prerequisite: The ability to cast at least one spell Intelligence, Wisdom, Charisma

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • Before you make a spell attack with a 1st or 2nd level spell, you may choose to take a -5 penalty to the attack roll. If the attack hits, you add a +10 bonus to the spell's damage roll.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the Wizard, Cleric, Druid, Bard, Sorcerer, or Warlock list. The class also determines your spellcasting ability for these spells.

Stormbringer

Intelligence, Wisdom, Charisma, Dexterity, Strength

  • You ignore resistance to lightning damage.
  • When you land a critical strike that deals lightning damage or a single target of your choice fails a saving throw you cause them that deals lightning damage, the target creature(s) cannot take reactions until the start of your next turn.
  • Once per turn, when you deal lightning damage, you may deal an additional amount of lightning damage equal to half your proficiency bonus (rounded down).

Summoner's Savant

Intelligence, Wisdom, Charisma

  • When you control a summon or summons, your AC receives a bonus equal to half your proficiency bonus (rounded down) when one or more of your summons is within 5ft of you.
  • You may use your bonus action to destroy a summon you control; you gain temporary hit points equal to half of the summon's remaining hit points, up to a maximum of twice your character level.
  • When a creature targets you with an attack, and one or more of your summons is within 5ft of you, you can use your reaction to cause the attack to target your summon instead. If an attack is targeting your summon in the same way, you can use your reaction to cause the attack to target you.
  • When a summon you control is within 5ft of you, both you and the summon gain advantage on attack rolls against other creatures within 5ft of you.

Tactical Commander

Prerequisite: Character Level 8th or higher
Intelligence, Charisma, Strength

  • You can take the Disengage and Help actions as bonus actions.
  • When you use your action to take the Help action, you may affect two friendly creatures rather than one. You may then use your bonus action to immediately have one of the friendly creatures make a weapon attack against a creature within range. The range of the help action when used in this way increases to 30ft.
  • When you successfully strike a creature with an attack of opportunity, friendly creatures gain advantage on attack rolls against that creature until the start of your next turn, or the creature has disadvantage on any saving throws it must make until the start of your next turn (choose when you strike the creature).

Tavern Brawler (Enriched)

Strength, Dexterity, Constitution

  • You are proficient with improvised weapons.
  • Your unarmed and thrown weapon attacks deal an additional 1d4 damage. When you reach 15th level, this increases to 1d6.
  • Once per round, when you make an unarmed or thrown weapon attack, you may add half your proficiency bonus (rounded down) to the damage roll of the attack.
  • When you hit a creature within 5 feet of you with an unarmed attack or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Telekinetic (Enriched)

Intelligence, Wisdom, Charisma

  • 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, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to 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 you or away from you. A creature can willingly fail this save.
  • When you reach 8th level, this bonus action causes the creature to take psychic damage equal to your proficiency bonus if the target fails the saving throw, and the distance the creature can be moved increases to 10 feet. At 15th level, the damage increases to twice your proficiency bonus.

Telepathic (Enriched)

Intelligence, Wisdom, Charisma

  • 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. When you reach 8th level, the creature can respond to you with a message of 25 words or less.
  • You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them. When you reach 15th level, you cast the spell without a spell slot or components twice each long rest.

Teleportation Terror

Prerequisite: Character Level 4th or higher
Intelligence, Wisdom, Charisma, Dexterity

  • When you teleport as an action, you may choose to teleport to an occupied space you can see. You and the creature occupying the space must make your choice of a contested Dexterity (Acrobatics) or Intelligence (Arcana) check. The creature that fails takes a number of d6's force damage, is knocked prone, and shunted to the nearest unoccupied space within 5ft. The number of d6's equals your proficiency bonus. If there is no unoccupied space within 5ft, the teleportation fails and both creatures take the force damage.
  • Any ability that allows you to teleport as a bonus action can be used as an action.
  • As a reaction to you taking damage, you may teleport by expending any use of an ability or spell that allows you to teleport and has an activation type of 1 action or bonus action, halving the damage you would have taken.

Tough (Enriched)

Strength, Constitution

  • Your hit point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Part 2| Enriched Neutral Feats (A-Z)

Transmutative Archer

Prerequisite: Character level 4th or higher, Intelligence, Wisdom, or Charisma score 13 or higher and the ability to cast at least one spell

Intelligence, Wisdom, Charisma, Dexterity

  • Whenever you make an attack with a ranged weapon, you can cause the damage of the attack to deal fire, lightning, cold, or acid damage if you have a spell known or prepared that deals the chosen damage type. You can alter an attack's damage type in this way a number of times equal to your proficiency bonus each long rest.
  • When you cast a transmutation spell that alters your ranged weapons, you can change the damage type the spell deals to any of the above damage types. Moreover, these spells deal additional damage equal to your proficiency bonus.
  • When you take the attack action while wielding a ranged weapon, you can cast a transmutation spell of 3rd level or lower that has a casting time of 1 action or bonus action in place of an attack. You can do this once each short or long rest. This increases to twice when you reach 8th level, and three times when you reach 15th level.

Unshakable

Prerequisite: Constitution 13 or higher
Constitution, Strength

  • You have advantage on saving throws you must make against being knocked prone, paralyzed, stunned, restrained, petrified, charmed, or frightened. Moreover, once each turn, you may add your Constitution modifier to saving throws that are made to resist these effects.
  • You gain temporary hit points equal to your Constitution modifier whenever you fail a saving throw and before you take damage as a result of the saving throw. This increases to twice your constitution modifier when you reach character level 15th.

Vortex Chaser

Prerequisite: Character level 8th or higher and the ability to cast at least one spell

Intelligence, Wisdom, Charisma

  • You learn and may cast the Tidal Wave spell once each long rest without using a spell slot. You may use a spell slot of an appropriate level to cast the spell, and it does not count against your known or prepared spells.
  • When you cast a spell or ability that manipulates water and land a critical strike or a creature fails a saving throw caused by the spell or ability by 5 or more, the target(s) become incapacitated until the start of your next turn.
  • When you cast a spell that manipulates water and deals damage, you may choose whether the damage is bludgeoning, cold, or acid damage.

War Caster (Enriched)

Prerequisite: The ability to cast at least one spell Intelligence, Wisdom, Charisma

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. When you reach 15th level, the spell can target any number of creatures.

Weapon Master (Enriched)

Prerequisite: Character Level 4th or higher Strength, Dexterity

  • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
  • Your first attack each turn with any of the chosen weapons deals an additional 1d4 damage. When you reach 15th level, this increases to 1d6.
  • You can forgo three of the weapon proficiencies when you take this feat to gain a fighting style from the Fighter class. The fighting style must not be one that you already have, and you cannot gain the benefits of any fighting style more than once.

Whip Master

Prerequisite: Proficiency with a whip

Strength, Dexterity

  • While wielding a whip, you may take a -3 penalty to your attack roll to target an additional creature with your whip attack or a -5 penalty to target a third creature. You may only take a penalty in this way once per turn.
  • While you are wielding a whip with which you are proficient, other creatures provoke an opportunity attack from you when they enter your reach.
  • You have advantage on ability checks and attacks made to disarm or grapple enemies when using a whip as a part of the check or attack. While a creature is grappled by you with a whip, the creature is also restrained provided it is no more than one size larger than you.
Part 3| Enriched Racial Feats (A-Z by Race)

Enriched Racial Feats (A-Z by Race)

The following feats are based on the player characters' races. This includes the core racial feats, but many of them are tweaked as well. Two of the racial feats included are meant for homebrew races, but they are common enough in several games that they are presented to offer further options for those races. The feats here are listed alphabetically by race rather than by feat. Each race now has at least one racial feat, and some have feats for their subraces. Racial feats that affect multiple races are detailed at the end, in the Miscellaneous section.

Aarakocra

Sky Warden

Prerequisite: Aaracockra Dexterity, Wisdom

  • You gain proficiency in Wisdom (Perception) checks. You may add double your proficiency bonus if the Wisdom (Perception) check relies on sight.
  • You carry your momentum in your attacks: When you fly at least 30 feet during your turn and make an attack roll, you roll an additional damage die for the attack.
  • You may utilize your flight ability if you are wearing medium or heavy armor with which you are proficient.

Aasimar

God Born

Prerequisite: Aasimar

Charsima, Constitution

  • You may cast Guiding Bolt and Inflict Wounds both once without consuming a spell slot each long rest. These spells do not count against your known or prepared spells, and can be cast with a spell slot of an appropriate level if you have one available.
  • When you deal radiant or necrotic damage to a creature, you may use your bonus action to roll a number of hit dice equal to your proficiency bonus.
  • When you target a creature with your Healing Hands or Celestial Legacy ability, that creature has advantage on death saving throws they must make for the next hour.

Astral Elf

Mystic Spark

Prerequisite: Astral Elf

Intelligence, Wisdom, Charisma

  • You learn another cantrip of your choice from those listed in your Astral Fire ability. The cantrips you know through this ability can be cast a bonus action a number of times equal to your proficiency bonus each long rest.
  • When you use your Astral Knowledge ability, you can also gain proficiency in one saving throw of your choice. However, you must choose a different saving throw when you next use this ability.

Bugbear

Silent Bruiser

Prerequisite: Bugbear

Dexterity, Strength

  • You may add your Strength modifier to any Dexterity (Stealth) checks you make.
  • When you land a critical strike against a creature they must make a Wisdom saving throw of DC 8 + your proficiency bonus + your Strength or Dexterity modifier; on a failed save, the creature becomes Frightened of you. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make another Wisdom saving throw. On a successful save, the effect ends for that creature.

Autognome

Cutting Edge Design

Prerequisite: Autognome

Dexterity, Constitution

  • Your Armored Casing ability now increases your Armor Class to 15 + your Dexterity modifier.
  • The die you roll for your Built for Success ability increases to 1d6 when you reach 8th level. At 15th level, it increases to 1d10.
Part 3| Enriched Racial Feats (A-Z by Race)

Centaur

Equus Enforcer

Prerequisite: Centaur

Strength, Wisdom

  • Your movement speed increases by 10 feet,
  • You may take the Dash action as a bonus action.
  • When you use your Charge ability, your bonus action attack has advantage and deals additional damage equal to your Strength or Wisdom modifier.

Changeling

Amorphous Genome

Prerequisite: Changeling

Charisma, Intelligence

  • When you use your Shapechanger ability to morph into a different race, you completely transition to that race. You gain all the racial benefits of the race you have morphed into excluding Ability Score Increases. Any Charisma checks you must make while interacting with the race you have morphed to have advantage. Shapechanging in this way lasts for 1 hour. At 8th level, this increases to 8 hours, and at 15th level, 24 hours. Once you use this ability, you cannot use it again until you finish a long rest.

Dragonborn

Dragon Fear (Enriched)

Prerequisite: Dragonborn Strength, Constitution, Charisma

  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw of DC 8 + your proficiency bonus + your Charisma modifier. A target automatically succeeds on the save if it can’t hear you. On a failed save, a target becomes frightened of you for 1 minute. A creature can make another Wisdom saving throw at the end of its turn. On a success, they are no longer frightened. At 8th level, a creature that fails the saving throw is also knocked prone, and while frightened in this way, must use their action to Dash while they are in line of sight of you.

Dragon Hide

Prerequisite: Dragonborn Strength, Constitution, Dexterity

  • Your scales harden. While you are not wearing armor, you can calculate your AC as 13 + your Dexterity or Constitution modifier. You can use a shield and still gain this benefit.
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. If you are wielding no weapons or shield, they instead deal 1d8 + your Strength modifier slashing damage.

Breath of The Ancients

Prerequisite: Dragonborn

Strength, Consitution, Charisma

  • Your Breath Weapon deals an additional 2d6 damage of the damage type determines by your Draconic Ancestry. This increases to 3d6 at 8th level, and 4d6 at 15th level.
  • Your Breath Weapon becomes a Recharge (6) ability rather than having one use each short or long rest. After using your Breath Weapon, roll 1d6 at the start of your next turn; until you roll a 6, you cannot use this ability, and you roll again at the start of your next turn. Otherwise, this ability recharges on your next short or long rest.

Dwarf

Dwarven Fortitude (Enriched)

Prerequisite: Dwarf

Constitution, Strength

  • Whenever you take the Dodge action in combat, you can spend a number of hit dice equal to your proficiency bonus to heal yourself. Roll the dice, add your Constitution modifier to each dice, and regain a number of hit points equal to the total (minimum of 1). The first time you use this ability each short rest, you expend no hit dice but roll them as normal.
  • When you are targeted by a critical strike, you reduce the damage you would take by an amount equal to your proficiency bonus, and you regain a number of expended hit dice equal to your proficiency bonus.
Hit Dice:

For each Hit Die spent, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hitpoints equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains half their maximum Hit Dice when they finish a long rest. For example, if a character has 12 Hit Dice, they may regain up to 6 expended Hit Dice at the end of a long rest.

Elf / Half-Elf

Drow High Magic (Enriched)

Prerequisite: Elf (Drow), Half-Elf (Drow) Dexterity, Charisma

  • You gain proficiency in Dexterity (Acrobatics) and Charisma (Deception) checks; You gain expertise in one of these skills when you reach 8th level, and expertise in the other at 15th level.
  • You learn the Detect Magic spell and can cast it at will, without expending a spell slot. Moreover, you learn Levitate, Dispel magic, and Spider Climb, each of which you can cast once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spell casting ability for all four spells.

Elven Accuracy (Enriched)

Prerequisite: Elf, Half-Elf

Dexterity, Intelligence, Wisdom, or Charisma

  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. Moreover, on any attacks using the above ability scores, you can treat any 1 or 2 rolled as a 3.

Fey Teleportation (Enriched)

Prerequisite: Elf (high), Elf (Aereni high), Elf (Valenar high)

Intelligence, Charisma

  • You learn to speak, read, and write Sylvan.
  • You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. At 8th level, you can cast Misty Step twice without expending a spell slot. When you reach 15th level, you can cast Far Step following the same rules above.

Revenant Blade

Prerequisite: Elf Dexterity, Strength

  • While you are holding a double-bladed scimitar with two hands, you gain a bonus to your AC equal to half your proficiency bonus (rounded down).
  • A double-bladed scimitar has the finesse property when you wield it.

Wood Elf Magic

Prerequisite: Elf (Wood), Elf (Valenar Wood Elf), Elf (Aereni Wood Elf)

Wisdom, Charisma

  • 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. When you reach 8th level, you can cast each spell twice between each long rest.

Firbolg

Beast Magic

Prerequisite: Firbolg

Wisdom, Charisma

  • You learn the Speak With Animals spell and can cast it at will, without expending a spell slot.
  • You learn the Animal Friendship, Beast Sense, and Animal Messenger spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. When you reach 8th level, you can cast each spell twice between each long rest.

Genasi

Dao Legacy

Prerequisite: Earth Genasi

Strength, Constitution, Charisma

  • You gain resistance to slashing damage and are immune to the petrified condition.
  • You gain natural armor. While you are not wearing armor, you can calculate your AC as 13 + your Dexterity or Constitution modifier. You can use a shield and still gain this benefit.
  • At 8th level, you learn the Stone Shape spell and can cast it once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. When you reach 15th level, you can cast Stone Shape in this way twice between each long rest.

Djinn Descent

Prerequisite: Air Genasi

Strength, Constitution, Charisma

  • You gain 5 feet of Flying(hover) speed.
  • At 8th level, you learn the Thunderwave spell and can cast it once without expending a spell slot at 4th level. You regain the ability to cast this spell in this way when you finish a long rest. When you reach 15th level, you can cast Thunderwave in this way twice between each long rest.

Efreeti Lineage

Prerequisite: Fire Genasi

Strength, Constitution, Charisma

  • When a creature successfully strikes you with a melee attack, the creature takes fire damage equal to half your proficiency bonus (rouned down).
  • At 8th level, you learn the Wall of Fire spell and can cast it once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. When you reach 15th level, you can cast Wall of Fire in this way twice between each long rest.

Marid Inheritance

Prerequisite: Water Genasi

Strength, Constitution, Charisma

  • While in at least 1 foot of water, you regain hit points equal to half your proficiency bonus (rounded down) at the start of each of your turns.
  • At 8th level, you learn the Control Water spell and can cast it once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. When you reach 15th level, you can cast Control Water in this way twice between each long rest.

Giff

Mystic Gunman

Prerequisite: Giff

Dexterity, Strength, Intelligence

  • When you take this feat choose from one of the following feats: Arbalest, Arrow Flurry, Archer's Dance, High Noon, Gunner, or Deadeye. You gain the benefits of the chosen feat excluding ability score increases.
  • The first time you would use your Astral Spark ability each combat, it does expend a use. Moreover, if this usage of the ability is done with a firearm, the damage of the Astral Spark ability becomes twice your proficiency bonus. When you reach 15th level, you can use your Astral Spark ability in this way on the initial two uses during each combat.

Githyanki

Mystic Warrior

Prerequisite: Githyanki

Intelligence, Wisdom, Strength

  • When you use your Astral Knowledge ability, you can also gain proficiency in one saving throw of your choice. However, you must choose a different saving throw when you next use this ability.
  • When you take psychic damage, you can use your reaction to cause the creature that dealt the damage to take psychic damage equal to half the psychic damage you took.

Githzerai

Mystic Mentalist

Prerequisite: Gith

Intelligence, Wisdom, Strength

  • Whenever you cast a spell using your Githzerai Psionics ability, the next creature you force to make a Wisdom, Intelligence, or Charisma saving throw subtracts 1d6 from their total. When you reach 15th level, this increases to 1d8.
  • When you take psychic damage, you can use your reaction to cause the creature that dealt the damage to take psychic damage equal to half the psychic damage you took.

Gnome

Fade Away (Enriched)

Prerequisite: Gnome

Dexterity, Intelligence

  • You learn the Invisibility spell, which you can cast once without expending a spell slot. You regain the ability to cast this spells in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you reach 8th level, your cast Greater Invisibility in this way. You may only cast one of these spells in this until you finish a long rest.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest

Svirfneblin Magic (Enriched)

Prerequisite: Gnome (Deep)

Dexterity, Intelligence

  • 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.

Goblin

Wrath of The Small

Prerequisite: Goblin

Dexterity, Constitution

  • When you use your Fury of The Small ability, the target must make a Constitution saving throw of DC 8 + your proficiency bonus + your Dexterity modifier; on a failed save, the creature begins to bleed, taking half your character level (rounded down) piercing damage at the start of each of their turns until they restore hit points or they take three turns without restoring hit points.
  • If you take the Disengage or Hide actions as a bonus action during your turn, you can use your Fury of the Small ability twice during that turn.

Goliath

Unrelenting

Prerequisite: Goliath

Strength, Constitution

  • When you take damage of a damage type that you are resistance to, your walking speed increases by 10 feet until the end of your next turn.
  • When you use your Stone's Endurance ability, you gain temporary hit points equal to your proficiency bonus after you take the remaining damage.

Grung

Callous Amphibian

Prerequisite: Grung

Dexterity, Constitution

  • Your high jump and long jump gain an additional 5 feet of height and distance.
  • When you make a melee weapon or melee spell attack directly after jumping with either your high jump or long jump, your attack deals additional damage equal to half your proficiency bonus (rounded down).
  • You ignore resistance to poison damage.
  • The DC of your Poisonous Skin feature increases to 8 + your proficiency bonus + your Constitution modifier. When you reach 8th level, the damage of your poison on a piercing weapon attack increases to 3d4, and at 15th level, this increases to 4d4.

Half-Orc

Orcish Fury (Enriched)

Prerequisite: Half-Orc

Strength, Constitution

  • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. You may use this ability a number of times equal to your proficiency bonus each long rest.
  • Immediately after you use your Relentless Endurance ability, you can use your reaction to make one attack.

Halfling

Bountiful Luck

Prerequisite: Halfling

Dexterity, Wisdom

  • When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.
  • The first time you use your Lucky ability and the above feature each long rest, instead of rerolling the die, you can change the result to 17. At 8th level, this increases to 18, and at 15th level, this increases to 19.

Hobgoblin

Bond of Legion

Prerequisite: Hobgoblin

Intelligence, Constitution

  • After using your Fey Gift ability, you gain advantage on the next ability check or attack roll you make before the start of your next turn.
  • The maximum bonus you can receive from your Fortune from the Many feature increases to +4. When you reach 8th level, this increases to +5, and at 15th level, +6.

Human

Wayfarer

Prerequisite: Human

Any Ability

  • When you take this feat, you may choose to gain any two feats' benefits excluding ability score increases. Neither of the feats can have a character level prerequisite, and one of the feats must provide proficiency in a tool, armor type, or grant you a new language.

Kalashtar

Renegade

Prerequisite: Kalashtar

Wisdom, Charisma

  • You learn the Charm Person spell and can cast it at will. Moreover, you can use an action when you have successfully charmed a humanoid with the spell to force that creature to make another Wisdom saving throw. On a failure, the humanoid falls asleep, becoming unconscious for the duration of the spell. On a success, the spell ends for that creature.
  • When you reach 8th level, you can cast Dream without expending a spell slot, but you must be the messenger and you must appear as monstrous to the target. You can use this feature once, and you regain the ability to use it after four days.

Kenku

Shadowed Deceiver

Prerequisite: Kenku

Dexterity, Wisdom, Charisma

  • You have advantage on Charisma (Deception) checks while you are obscured, either through dim light or darkness, or hidden from the creature(s) you are deceiving.
  • You can use your Kenku Recall ability when you make a saving throw in which you have proficiency.
  • Your Expert Duplication ability extends to your skill in avoidance; when a creature hits you with an attack, your AC gains a bonus equal to half your proficiency bonus (rounded down), when target by further attacks from the same creature until the start of your next turn.

Kobold

Urd Ability

Prerequisite: Kobold Dexterity, Charisma

  • When you use your Draconic Cry ability, affected creatures additionally have disadvantage on the next saving throw they must make until the start of your next turn.
  • Your connection to the dragons manifests in its fullest with the growth of wings; you gain a flying speed equal to your walking speed. Moreover, while you are not flying, your wings grant you resistance to fire damage.

Leonin

Undaunted

Prerequisite: Leonin

Constitution, Strength, Wisdom

  • You have advantage on saving throws against being Frightened, Stunned, or Paralyzed.
  • You may use your Daunting Roar ability a number of times equal to half your proficiency bonus (rounded down) each short rest. When you reach 8th level, you may choose when you use Daunting Roar to have targets that fail the saving throw either become frightened or become stunned. When you reach 15th level, you may choose between Frightened, Stunned, or Paralyzed.
  • Your unarmed strike bonuses from your Claws ability instead deal slashing damage equal to 1d6 + your Strength modifier. If you are wielding no weapons or shield, they instead deal 1d8 + your Strength modifier slashing damage.

Lizardfolk

Cold Predator

Prerequisite: Lizardfolk Constitution, Wisdom

  • You may calculate your Natural Armor as 15 + your Dexterity modifier.
  • When you reach 8th level, your Hungry Jaws ability grants you temporary hit points equal to twice your proficiency bonus. At 15th level, the temporary hit points increase to triple your proficiency bonus.
  • If you are wielding no weapons or shield, your Bite ability instead deals 1d8 + your Strength modifier slashing damage.

Locathah

Leviathan Grit

Prerequisite: Locathah

Strength, Dexterity, Constitution

  • You may calculate your natural armor as 15 + your Dexterity modifier.
  • When you succeed on a saving throw against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep, you gain temporary hit points equal to your character level.
  • You gain resistance to Acid and Poison damage.

Loxodon

Mindful Fortitude

Prerequisite: Loxodon

Wisdom, Constitution

  • When you roll to increase your hit points, you add your Wisdom modifier to your hit die in addition to your constitution modifier.
  • You may calculate your natural armor as 15 + your Constitution or Wisdom modifier.
  • You may take the Use an Object action as a bonus action, using your trunk to interact with the object. You can do so a number of times equal to half your proficiency bonus (rounded down) each long rest.

Minotaur

Labyrinthian Heart

Prerequisite: Minotaur

Constitution, Strength, Wisdom

  • You have advantage on Intelligence (History) or Wisdom (Survival) checks to recall information about locations.
  • You can perfectly recall any path you have traveled.
  • Your Hammering Horns ability can be used when you hit a creature with your Horns unarmed strike without costing a bonus action. Moreover, if the creature fails the saving throw, they are also knocked prone. You can use your Hammering Horns ability in this way only once each turn.
  • If you are wielding no weapons or shield, your Horns ability instead deals 1d8 + your Strength modifier piercing damage.

Orc

Ruthless Fury

Prerequisite: Orc

Strength, Constitution

  • When you reach 8th level, your Adrenaline Rush ability grants you temporary hit points equal to twice your proficiency bonus. At 15th level, the temporary hit points increase to triple your proficiency bonus.
  • Immediately after you use your Relentless Endurance ability, you can use your reaction to make one attack.

Satyr

Hedonism of The Wild

Prerequisite: Satyr

Dexterity, Charisma

  • You learn the Calm Emotions and Jump spells and can cast each spell once each long rest. Intelligence, Wisdom, or Charisma are your spellcasting abilities for these spells. At 8th level, you learn the Fast Friends spell and can cast it once each long rest. When you cast Fast Friends using this ability, you can instead cause the spell to require no concentration. You can also cast any of these spells using any spell slots you have of the appropriate level.
  • If you are wielding no weapons or shield, your Ram ability instead deals 1d8 + your Strength modifier bludgeoning damage.

Shifter

True Transformation

Prerequisite: Shifter

Dexterity, Strength, Constitution

  • Your Shifting ability lasts for 10 minutes rather than 1 minute.
  • When you reach 8th level, the amount of temporary hit points you gain from Shifting increases to triple your proficiency bonus. At 15th level, you may choose a second additional benefit from those listed in the Shifting ability. When you shift, you gain both of your chosen benefits.

Simic Hybrid

Combine Amalgam

Prerequisite: Simic Hybrid

Dexterity, Constitution, Intelligence

  • When you take this feat, you choose to gain either an Elven racial feat or a Vedalken racial feat.
  • When you reach 8th level, you can choose a third option from those listed in your Animal Enhancement ability.

Tabaxi

Agility Sense

Prerequisite: Tabaxi

Dexterity, Wisdom

  • You add your Dexterity modifier to your Wisdom (Perception) checks and passive perception. Additionally, you may add your Wisdom modifier to your Dexterity (Stealth) checks.
  • You may use your reaction when you must make a Dexterity saving throw to add your Wisdom modifier to the roll, before or after you know the result of the saving throw. You may use your reaction in this same way when you must make a Wisdom saving throw, adding your Dexterity modifier to the roll.
  • If you are wielding no weapons or shield, your Cat's Claws ability instead deals 1d8 + your Strength modifier slashing damage.

Thri-kreen

Insectile Advantage

Prerequisite: Thri-kreen

Dexterity, Constitution, Wisdom

  • When you take this feat, you gain the benefits of the Grenadier feat excluding ability score increases. You can use the benefits of the feat with your Secondary Arms without having to stow or draw the object being used.
  • You may calculate your natural armor from your Chameleon Carapace ability as 15 + your Dexterity modifier.

Tiefling / Feral Tiefling

Flames of Phlegethos

Prerequisite: Tiefling, Feral Tiefling

Intelligence, Charisma

  • When you roll Fire damage for a spell or ability you cast, you can reroll any roll of 1 on the Fire damage dice, but you must use the new roll, even if it is another 1.
  • When you take fire damage, you can use your Infernal Legacy ability to cast hellish rebuke with expending a use of the ability.

Infernal Constitution (Enriched)

Prerequisite: Tiefling, Feral Tiefling

Constitution, Intelligence, Charisma

  • You gain resistance to cold and poison damage. When you reach 8th level, you also gain resistance to Lightning damage. At 15th level, you become immune to poison damage.
  • You gain advantage on saving throws against being poisoned.

Tortle

Shelled Protector

Prerequisite: Tortle

Strength, Constitution, Wisdom

  • When you are forced to make a Strength or Constitution saving throw, you may use your reaction to enter your shell with your Shell Defense ability. When you use this reaction, you may choose any number of friendly creatures that can use your saving throw total in place of their own. You can use your reaction this way a number of times equal to your proficiency bonus each long rest.
  • Your Natural Armor ability is raised to a base AC of 18. When you reach 8th level, this increases to 19, and at 15th level, this increase to 20.
  • If you are wielding no weapons or shield, your Claws ability instead deals 1d8 + your Strength modifier slashing damage.

Triton

Maelstrom Sentinel

Prerequisite: Triton

Strength, Constitution, Charisma

  • While you are submerged in water, you have advantage on all opportunity attacks.
  • You learn the Shocking Grasp cantrip.
  • You learn the Control Water spell. When you reach 8th level, you also learn the Call Lightning spell. You can cast each spell once each long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma are your spellcasting abilities for these spells.

Vedalken

Eternal Precision

Prerequisite: Vedalken

Intelligence, Wisdom

  • You gain a pool of d4's equal to half your character level (rounded down). When you would make an ability check, saving throw, or attack using Intelligence or Wisdom, you may expend 1d4 to add to the roll. You regain expended d4's when you finish a long rest. When you reach 8th level, you may expend up to 2d4 on a roll, and at 15th level, you may expend up to 3d4 on a roll.

Verdan

Entropic Connection

Prerequisite: Verdan

Constitution, Charisma

  • Whenever you succeed on a Wisdom or Charisma saving throw that a creature forces you to make, the creature takes psychic damage equal to your proficiency bonus.
  • You learn the Mind Sliver cantrip.
  • Your Black Blood Healing ability extends to all healing forces that affect you. When you are targeted by any effect that causes you to regain hit points, you can reroll any 1 or 2 and you must use the new roll.

Warforged

Defensive Measures

Prerequisite: Warforged

Constitution, Wisdom

  • You gain resistance to Slashing damage.
  • You may use your Constitution modifier in place of your Dexterity modifier to calculate your AC while wearing armor.
  • You may use your reaction when you are targeted by an attack to increase your AC by an amount equal to your proficiency bonus. You must not have moved during your turn to use this reaction, and when you do so, your movement speed becomes 0 until the end of your current turn.

Yuan-Ti

Apathetic Pureblood

Charisma, Intelligence, Dexterity

  • When you make an attack using Charisma, Intelligence, or Dexterity, you may reroll the damage dice and use either total. Your attacks with Charisma, Intelligence, and Dexterity are considered critical strikes on a roll of 19 or 20.
  • You are immune to poison damage. Moreover, when you take Poison damage, you you restore hit points equal to half the poison damage dealt.

Miscellaneous

Elemental Servo

Prerequisite: Construct race

Wisdom, Intelligence, Charisma, Constitution

  • You learn the Absorb Elements Spell. You can cast this spell without expending a spell slot. You can cast the spell in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. When you reach 8th level, this spell is cast at 2nd level when used in this way and at 15th level, it is cast at 3rd level.
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Fey Wings

Prerequisite: Fey race

Intelligence, Charisma

  • Once each long rest, you conjure wings from the Feywild. The wings take any appearance you wish, and while active, you have a flying speed equal to your walking speed, and you make all charisma and dexterity saving throws at advantage. The wings last for 10 minutes, at which point they fade, and you float gently to the ground if you are still aloft.

Prodigy (Enriched)

Prerequisite: Half-Elf, Half-Orc, or Human

Any Ability

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose two skills with which you have proficiency. You gain expertise with those skills.

Squat Nimbleness (Enriched)

Prerequisite: Dwarf or a Small race

Any Ability

  • Increase your walking speed by 10 feet.
  • You gain proficiency in the Acrobatics and Athletics skills; if already proficient, you gain expertise.
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copy right Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Benjamin Marsteller and published under the Community Content Agreement for Dungeon Masters Guild.

 

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