New & Expanded Feats

by ReignOfMagic

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1

New and Expanded feat list

The purpose of this document is to provide a master list of all the feats that I use in my games. Feel free to use this as well! The table of contents will provide links to the sections within this document.

Want to contribute/make a suggestion?

Feel free to join me on my Hombrewery discord.

https://discord.gg/xj7UNAn

Table of Contents

WOTC Official/Unearthed Arcana Feats

https://engl393-dnd5th.wikia.com/wiki/Feats or https://5e.tools.feats.html

The above links contain a comprehensive list of all/almost feats made by WOTC. Feats from other WOTC published sources are allowed upon DM approval.

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Changed Feats

Charger (From Myself)

You have become incredibly adept at moving quickly, and converting your locomotion into increased physical strikes.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • While dashing you increase your movement speed by 10 feet (this is not doubled by the dash action).
  • When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Defensive Duelist (From Myself)

Prerequisite: Dexterity 13 or higher

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. If this would cause the attack to miss you may immediately make a single melee attack with that weapon, you may make this reaction attack a number of times equal to your deterity modifier per long rest.

Dual Wielder (From Myself)

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the onehanded 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.
  • While wielding two weapons, your critical strike range increases by 1.

Great Weapon Fighter (From Myself)

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • 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. OR you gain +1 to your critical strike range on all melee weapon attacks (choose when you take this feat)

Keen Mind (Inspired by Dawnforged Cast)

When you encounter a creature you can draw upon your vast stores of knowledge to discern important details about their tactics and abilities. You gain the following Benefits

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
  • As an Action on your turn make an Intelligence check (arcana, history, Nature, or Religion, with the particular skill being tied to the creature.) The DC of this check is equal to 10+ the monster's CR. On a success you determine the following traits
  • Their Immunities, Resistances, and Vulnerabilities
  • Their Senses, Languages, and any Special Abilities
  • Any Legendary Actions the monster may possess.
  • One from the following list: AC, HP, Special Traits

You may convey this information to your party as part of this action. If you succeed on your Knowledge check by 5 or more, until the end of your next turn, the party may add their proficiency bonus to all attack and damage rolls against the creature, as well as saving throws against its abilities. This additional bonus is added ontop of any other proficiency bonus normally applied.

Linguist (Inspired by Dawnforged Cast)

You have studied languages and codes, gaining the following benefits

  • Increase your Intelligence score by 1, to a maximum of 20.
  • you learn three languages of your choice.
  • you can ably create written ciphers. Others can't decode it unless you teach them, or the pass an Intelligence check (DC Equal to your Int+prof bonus), or use magic to decipher it.
  • You gain advantage on Intelligence, Wisdom, and Charisma saving throws against any spells that are cast which utilize a vocal component and which are spoken in a language that you understand.
  • You are able to communicate basic ideas and principles to any creature as long as they have a language and you have spent at least 1 hour with them.

Martial Adept (From Myself)

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain two more; otherwise, you have two superiority die, which use a d6. These dice are 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.
  • At 9th level you gain an additional superiority die.
3

Savage Attacker (From Myself)

Your melee and thrown weapon attacks become especially fierce.

  • Your critical strike range with melee and thrown weapons increases by 1.
  • Your Critical strikes with melee and thrown weapons deal additional damage depending on your character level. At 1st level this additional damage is 1d4, at 5th level becomes 1d6, at 11th level becomes 1d8, at 17th becomes 1d10
  • Once per turn on a successful melee or thrown weapon attack, you may choose to have a single weapon damage dice roll their maximum amount. You must choose to do so before damage is applied, but can choose to do so after damage is rolled. Example d4=4, d6=6, d8=8, d10=10, d12=12. You can use this feature a number of times equal to your proficiency bonus, you regain all uses after you complete a short or long rest.

Sharpshooter (From Myself)

  • 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.
  • You gain proficiency with a single Simple or Martial Ranged Weapon. 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. You many only use this feature once per round. OR you gain +1 to your critical strike range on all ranged weapon attacks (choose when you take this feat)

Skilled (From Myself)

  • Select up to 3 skills or tools and gain proficiency in them, OR
  • Select 1 skill to gain expertise, and 1 skill or tool to gain proficiency

Spell Sniper (From Myself)

You have learned techniques to enhance your attacks with certain kinds of spells

  • Prerequisite: The ability to cast at least one spell
  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from.
  • Before you make an attack with a spell that requires an attack roll, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. You many only use this feature once per round. OR you gain +1 to your critical strike range on all spell attacks (choose when you take this feat)

Tenacious (Inspired by Dawnforged Cast)

This feat is a combination of Durable and Tough. It does not stack with either of these two feats.

  • Increase your constitution score by 1, to a maximum of 20.
  • When you roll a hit Die to regain hit points, the minimum number of hit points you re-gain from the roll equals twice your constitution modifier (minimum of 2)
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  • You may continue to push yourself even when past the point of exhaustion. When you have 1 or more levels of exhaustion you can choose to push yourself for 1 hour. While pushing yourself you ignore the last level of exhaustion you have. After that hour you gain 1 additional level of exhaustion. You can never reach exhaustion level 6 by using this trait so long as you still eat and drink normally if needed.

Weapon Master (From Myself)

You have practiced extensively with a variety of weapons, gaining the following benefits

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Choose 4 weapons with which you are proficient, you gain an additional +1 to hit and +1 to damage with those weapons. You don't need to choose all 4 weapons at the time you select this feat.
  • Once per rest you may choose one of the following options when it would apply.
  • When you make the attack action you are able to make 1 additional attack
  • Ignore disadvantage on attack rolls this turn
  • You may use your reaction to roll your weapon's damage die and reduce damage dealt to you by that number.
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Custom Feats

Adapted to Darkness (Inspired by DM Guild unknown author)

You have learned to cope with darkness, honing your senses to supernatural levels gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain darkvision out to 30 feet, if you already have darkvision or gain access to it at a later level increase the range by 30 feet instead
  • Additionally you have advantage on saving throws against being blinded.

Advanced Attunement (Inspired by Dawnforged Cast)

You have gained a great familiarity with magic items and how they work

  • Increase your Intelligence score by 1, to a maximum of 20
  • Attuning to a magic item now only requires 1 minute of uninterrupted focus
  • You gain one additional attunement slot.
  • When regaining charges from magic items, it regenerates a number of additional charges equal to the half the number of attuned items you have (rounded down, and you may reroll if the result is a 1, you must take the new result.

Armory Apprentice (Inspired by Dawnforged Cast)

You have trained to be capable in the use of a wide variety of weapons, armor, and shields gaining the following benefits.

  • You may select this feat up to two times, choosing new proficiencies each time.
  • Prerequisite: Strength or Dexterity score of 15 or higher
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with 1 type of armor or shields. You must have the previous "tier" of armor as a proficiency. (Light --> Medium --> Heavy)
  • You also gain proficiency with four Simple or Martial weapons of your choice, you do not need to select these weapons when you take this feat.

Elemental Affinity

By an unknowable reason, your flesh has partially melded with one of the elements of magic.

Prerequisite: A physical body.

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

  • Once on each of your turns you may add your proficiency bonus as extra damage to a melee attack for the same type as you chose.
  • As a reaction to taking damage from the elemental type you chose, you may reduce the damage dealt to you by twice your proficiency bonus. You can do so a number of times equal to your constitution modifier. You regain all uses once you complete a long rest.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Exotic Armor & Augments Master (From Myself)

You have practiced extensively with a selection of exotic armors gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain profiency with 2 Exotic armors, or Armor/Shield Augments as you are proficient with that category of armor (Light, Medium, Heavy, Shields)

Exotic Weapon Master (From Myself)

You have practiced extensively with a selection of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain profiency with 2 Exotic weapons of your choice as long as you are proficient with that category of weapon (Simple or Martial)

Flash Recall (Inspired by Tal'Dorei)

Prerequisite: The ability to prepare spells, and cast at least one spell

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20. You’ve developed the ability to instantly recall an unprepared spell in moments of sudden necessity. As an action, you can instantly prepare a spell from your available class spell list (or spellbook, if you prepare spells from one) that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level. If you are multiclassed, you can only Flash Recall spells from a class that prepares spells. Once you use this ability, you must finish a short or long rest before you can use it again.

Force of Destiny. (Inspired by Dawnforged Cast)

  • You are able to retain a number of DM Inspiration points equal to your proficiency bonus, you may gift your Marks of Destiny to other party members without them, and, if you roll a one using your Destiny die, you may reroll it, taking the new roll.
  • If you finish a long rest without any DM inspiration points, you gain 1 inspiration point which can be used to re-roll any die which would affect, or be effected by you.
  • Lastly, other sources of inspiration (such as bardic inspiration) count as one die size larger for you.

Friend of the Wild. (Inspired by Dawnforged Cast)

You acquire an animal companion capable of being trained, which improves as long as you travel together.

  • Requires a player level of 6 or higher.
  • Choose one beast of Challenge 1 or lower.
  • The animal companion adds a number of extra Hit Die to its health equal to one half of your level and adds half of your proficiency bonus to its attack rolls, damage rolls, armor class, and saving throws.
  • These numbers change as your level and proficiency bonus increase
  • If your Wild Companion dies, you may gain a new Wild Companion or resurrect your old one the same way a Beast Master Ranger does.

The selection of animal companions is reliant on DM approval

Follow Up

You have learned how to carry through with the momentum of your big swings into an additional smaller attack.

  • After you make an attack with a melee weapon that you are wielding the with two or more hands, you may use your bonus action to make an additional attack. This additional attack deals 1d4 damage instead of the weapon's regular damage. If you have the polearm master feat as well, and are using a weapon that qualifies for both feats, the bonus action attack deals 2d4 damage instead.

Grappling Master (From Myself)

This should probably replace the sad Grappler Feat….

  • Prerequisite: 13 Strength
  • You have advantage on attacks against your grappled target.
  • As a bonus action you can deal your strength modifier in damage to one creature that you have grappled.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • As a Reaction to taking damage from a source that you can see, you may attempt to use your grappled target, so long as it is no more than 1 size smaller than you, to take the brunt of the attack. Make a contested Grapple check with disadvantage, while the grappled target has advantage. If you succeed, you take half of the damage from that attack, the grappled target takes the other half and the damage then escapes your grapple. On a Failure the target escapes your grapple.

Improved Cleave (Myself)

You have learned how to control the momentum of your melee strikes to strike adjacent foes when you fell your current target. You gain the following benefits:

  • Requirement: Cleave Variant Rule from the DMG
  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Whenever an attack reduces a creature to 0 hit points, any excess damage from that attack might carry over to another nearby creature. Choose another creature within your reach (without moving), if your original attack roll -1 would still hit, any excess damage is applied to the selected creature. Repeat this process, with cumulative loss of to hit, carrying over the remaining damage until there are no valid targets, you miss, or until the damage carried over fails to reduce an creature to 0 hit points.
  • If the attack reduces a creature to 0 hit points from full hp, you ignore the -1 to hit, and you may move up to 5 feet towards another target without expending any movement to cleave into a new target. You may only benefit from this free movement once per round, but may expend up to 5 feet of your movement to continue this cleave to another creature with your your reach, you may repeat this until you can no longer cleave.

Magic Novice (From Myself)

You seek more knowledge in the magical arts as it has proven useful

  • Prerequisite: Magic Initiate, Ability Score of 11 for the casting modifier of the chosen class
  • You gain a cantrip & level 2nd-level spell, with either a 1st-level spell, or a second 2nd-level spell. You must select these spells from the class you selected for magic initiate.
  • The spell you gain from this feat is always cast at its lowest level, unless you expend the appropriate spell slot to cast it at a higher level. If you are a non-caster class, you must complete a long rest before you can cast the spell at ANY level again. Example: Arcane Trickster and Eldritch Knight can use spellslots to cast these spells if they selected Wizard
  • 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.

Magic Apprentice (From Myself)

You think you are a real caster now!

  • Prerequisite: Magic Novice, Ability Score of 13 for the casting modifier of the chosen class
  • You gain a 3rd-level spell, and one additional spell from spell levels of 0-3. You must select these spells from the Magic Initiate class you initially choose.
  • The spell you gain from this feat is always cast at its lowest level, unless you expend the appropriate spell slot to cast it at a higher level. If you are a non-caster class, you must complete a long rest before you can cast the spell at ANY level again. Example: Arcane Trickster and Eldritch Knight can use spellslots to cast these spells if they selected Wizard
  • 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.

Magic Journeyman (From Myself)

People mistake you for that class due to your magical abilities at this point… Stop confusing the commoners

  • Prerequisite: Magic Apprentice, Ability Score of 15 for the casting modifier of the chosen class

  • You gain a 4th-level spell, and can select up to two additional spells from spell levels of 0-3, or you can select a second 4th-level spell. You must select these spells from the magic initiate class you initially choose.

  • The spell you gain from this feat is always cast at its lowest level, unless you expend the appropriate spell slot to cast it at a higher level. If you are a non-caster class, you must complete a long rest before you can cast the spell at ANY level again. Example: Arcane Trickster and Eldritch Knight can use spellslots to cast these spells if they selected Wizard

  • 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.

Mending Affinity (Inspired by Tal'Dorei)

Your body has begun to adapt extremely well to healing itself through extraordinary means, gifting you the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When a creature uses a healer’s kit to stabilize you when you are dying, you also regain hit points equal to your proficiency modifier.
  • Whenever you regain hit points as a result of a spell, potion, or class ability, you regain additional hit points equal to your proficiency modifier.
  • You have advantage on death saving throws and your "critical" success for death saves becomes 18-20.

Minor Infusion (From Myself)

You have been exposed to the intricacies of magical infusion at some point in your life and are now able to replicate them. As such you gain the following benefits

  • Prerequisite: 4th level character, have at least a 1st level spell slot, and 15 int
  • You gain a +1 to your intelligence score with a maximum of 20.
  • You gain 1 infusion of your choice from the following list. Enhanced Arcane Focus/Defense/Weapon, Repeating Shot, or Returning Weapon.
  • Whenever you gain a level in any class you can swap this infusion for any other on the above list.
  • You must obey all rules for infused items.

Monkey Style (Inspired by various 3.5e rules)

You are unusually adept at wielding large weapon.

  • Increase your Strength or Dexterity by 1, to a maximum of 20
  • You ignore the Heavy trait on weapons if you are small.
  • You may wield a 2 handed melee weapon in a single hand. Your other hand can wield a light weapon.

Rapid Drinker (Inspired by Tal'Dorei)

Through a lifestyle of hard, competitive drinking, you’ve learned how to quaff drinks at an incredibly accelerated pace. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20
  • You can drink a potion as a Bonus action, instead of as an action. If you can already drink potions as a bonus action you may now administer potions as a bonus action and drink them using your object interaction.
  • You have advantage on any saving throws triggered by ingesting an alcoholic or dangerous substance.

Reactionary. (Inspired by Dawnforged Cast)

You are extremely aware of the movements and actions of your foes and can react quickly to even the most minor of mistakes that leave your foes vulnerable

  • By expending all your reactions you may take one reaction when you are surprised.
  • You may take an additional number of reactions during combat equal to half of your proficiency bonus rounded down.
  • These additional reactions must be utilized for additional attacks of opportunity and each foe may be attacked only once ber round with this reaction.

Second Skin (Inspired by DM Guild unknown author)

You've become so accustomed to wearing your armor that it no longer feels like it's there, granting you the following benefits:

  • Incease your Strength or Dexterity by 1, to a maximum of 20
  • You don and doff armor in half the normal time, or a quarter the time if assisted.
  • You can don or doff a shield using your free item interaction on your turn, instead of as an action.
  • While moving at half your normal speed or resting you do not take and penalties or disadvantages to your ability checks normally imposed by wearing medium or heavy armor.
  • You ignore your worn armor's weight when calculating your encumbrance or carrying capacity.

Thrown Arms Master (Inspired by Tal'Dorei)

You’ve honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Simple and martial melee weapons without the thrown property can be treated as if they have the thrown property. One-handed weapons have a range of 20/60, while two-handed weapons have a range of 15/30.
  • Weapons that naturally have the thrown property increase their range by +20/+40.
  • When you miss with a thrown weapon attack using a light weapon, the weapon immediately boomerangs back into your grasp.
  • You can use your reaction to deflect or catch a thrown weapon when you are hit by it. When you do so, the damage you take from the attack is reduced by 1d4 + your Strength or Dexterity modifier. If you reduce the damage to 0, you can catch the thrown weapon if it is small enough for you to hold in one hand and you have at least one hand free. If you already have a feature or item that grants this reaction, you may add your proficiency bonus to that roll.

Zweihander

You like weapons big and heavy, as such all weapons perform better for you when you are using two hands.

  • Requirement: A melee weapon with the two-handed, heavy, or versatile property
  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • On a successful attack with a weapon, while using two hands, that meets one or more of the requirements above, you may add 1d4 additional damage to the weapon's damage rolls.
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TPK Gaming inspired feats

All feats within this section are modifications I have made from the feats found in their feats book that I liked.

Arcane Infusion

You have learned how to control control the flow of magic through weaponry. You gain the following benefits:

  • Prerequisite: The ability to cast spells
  • Your Wisdom, Intelligence, or Charisma score increases by 1 (to a maximum of 20)
  • Choose 4 weapons with which you are proficient, you gain an additional +1 to hit and +1 to damage with those weapons. You don't need to choose all 4 weapons at the time you select this feat.
  • When you reach 6th character level your chosen weapon types count as magical for the purposes of overcoming resistances (Rank uncommon). The rank increases to Rare at 11th level, and very rare at 17th.

Backstabber

You have learned how to strike from the shadows or at a distracted creatures with even greater effect.

  • Prerequisite: Stealth prof, and Sneak attack feature
  • On a successful hit from stealth, against a surprised target, or when you are flanking a creature who is engaged with at least 2 other creatures your critical strike range increases by 1.
  • You gain a bonus to the damage dealt on an attack when you use your sneak attack equal to the number of sneak attack dice you use on that attack.

Deep Reserves

You have learned how to focus your mind, body, or both increasing the well of power you are able to draw from.

  • Prerequisite: One of the following features - Channel Divinity, Sorcery Points, Ki points, Lay on Hands, Bardic Inspiration, Rage, Superiority dice, infusions (etc).
  • If you have more than one of these features, choose one to gain the following bonus.
  • You gain a number of additional uses equal to half your proficiency bonus (rounded up) to the number for that feature that you may draw from before they are expended.
  • For lay on hands specifically, you treat your pool as if it were 10 per level.
  • For infusions specifically, you gain a number of additional infused items or infusions known equal to the number you would gain from this feat except it rounds down for you (minimum 1). These addition infused items or known infusions these can be split up however you choose.
  • You may select this feat more than once, but you must choose a different feature each time.

Defensive Techniques

You have learned how to add just a little bit extra to your armor, either to shore up its difficiencies or to further expand upon its protection or learned how to best place yourself to help avoid being damaged.

  • Prerequisite: Int 13
  • You gain +1 to your armor class so long as you are wearing armor.
  • You gain +2 to your ac if you are unarmored and using the standard AC calculation (10+dex), or an additional +1 if you are using some other means of unarmored defense (monk, racial, barbarian etc)

Dirty Fighting

Growing up you learned how to trick your enemies, use underhanded tactics, and things against the standard norms of combat. Anything to tip the scales in your favor.

  • Prerequisite: Int 13, Dex 13
  • As a bonus action you attempt to mislead, misdirrect or otherwise waylay an opponent. The target must make an Intelligence saving throw against your Intelligence DC (8+prof+int mod). On a failure the target suffers disadvantage on their next attack this round.
  • Alternatively, you may use a bonus action to grant yourself an additional 1d4 to your attack rolls this round. This must be stated before any attack roll is made.
  • Lastly, while you remain within melee range of the target after you have hit them with an attack, that target's AC is reduced by 1.

Focused casting

You have focused so heavily on a single type of spells that they are even more potent than normal.

  • Prerequisite: The ability to cast spells of 2nd level or higher.
  • Choose one non-physical damage type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder). Spells that deal this type of damage gain a +1 bonus to your spell dc, or a +1 bonus to your spell attack modifier, but not both if both would apply (choose either DC or to hit when you cast the spell, but before any rolls are made).

Know thy enemy

Your intense focus on a specific enemy type has garnered stunning results.

  • Prerequisite: Intelligence or Wisdom of 15
  • Your Wisdom, or Intelligence score increases by 1 (to a maximum of 20)
  • Choose a type of subtype of enemy (Humanoids {Dwarves, or Elves}, Undead {Zombies, or Skeletons}, Dragons {Red, or White}, etc), you gain this subtype as a Favored Enemy.
  • You add half of your proficiency bonus (rounded down), to your ac when attacked by your Favored Enemy.
  • You add +1 to your damage rolls against your favored enemy
6

Master of your Craft

Through years of hard work and dedication, you are now recognized as a master within your field.

  • Prerequisite: Proficiency in a tool, and Intelligence of 13
  • Choose a specific artisian tool, this tool gains the following benenfits.
  • You craft objects and items using this tool at twice the rate as normal.
  • Any check you make with these tools is made with advantage.
  • When crafting weapons, or armor, make a DC 20 check with your tools. If you succeed this check, they gain the effects of having a +1 to hit and damage, but still do not count as magical for the purposes of resistances unless the item you are creating is also a magic item.
  • When crafting consumable items (such as a potion of healing, acid, alchemist fire, etc) make a DC 20 check with your tools. If you succeed this check the consumable is more potent than normal. This potency translates as an increase of its die size by one, gain one additional die to their effect, and double the number of uses if they have multiple uses (such as with a healer's kit). Example would be a healing potion that succeeds this check would be 3d6+2 rather than 2d4+2
  • Any crafted item can be designed however you want for aestetic purposes, this will not effect its utility or use.

Spell Shield

You have learned how to force the weave to form a protective layer around you.

  • Prerequisite: The ability to cast spells
  • As a bonus action, you may choose to sacrifice a spell slot of 2nd level or higher and gain a +1 bonus to your AC. This bonus AC lasts for the next minute, or until you have negated a number of hits equal to the spell slot you expended due to this bonus AC.

When you expend a spell slot of 4th level or higher, this bonus AC increases by an additional +1 for every even spell slot level (4, 6, 8).

Racial Feats

Racial feats are something that WOTC partially implemented (primarily from the PHB races), and then haven't touched since. This is a collection of custom and other sourced racial feats that I know of. Some are "revived" from previous editions, while most are not.

Aarakocra: Air Superiority (From Myself)

You have fully embraced the dominance that having flight gives you in a fight and can now attack like a great eagle.

  • Prerequisite: Aarakocran race
  • Increase your Strength or Dexterity by 1, to a maximum of 20
  • If you are flying and dive at least 30 ft. in a straight line toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target. If this attack was with your talons, this extra damage instead becomes 2d4.
  • While flying, if you take the dash action attacks of opportunity are made with disadvantage.

Aarakocra: Large Wings (From Myself)

Your wings have grown to be twice as large as they were.

  • Prerequisite: Aarakocran race
  • Your new wingspan means you count as a large creature while flying for the purposes of room needed to fly. You are still a medium creature in all other respects.
  • When you make a melee attack on your turn with a held weapon that does not have the heavy property, your reach for it is 5 feet greater than normal.
  • You can now wear medium or heavy armor while flying, but your flying speed is reduced by 20 feet while wearing medium or heavy armor

Aasimar: All Consuming Light (From Myself)

Your celestial heritiage has burdened you with a power that threatens to consume you.

  • Prerequisite: Aasimar (Scourge) race
  • Your "Radiant Consumption" trait now has a number of uses equal to your proficiency bonus, and can now be activated as a bonus action.
  • While your "Radiant Consumption" trait is active, creatures within the bright light you shed are more vulnarable to radiant damage. Whenever they take radiant damage, they take an additional amount equal to your Charisma modifier, this extra radiant damage ignores resistances.

Aasimar: Light of Life (From Myself)

Your celestial heritiage is more closely tied with the restorative powers of the higher planes. Through intense inner focus you have unlocked greater powers of healing.

  • Prerequisite: Aasimar race
  • Increase your Wisdom or Charisma by 1, to a maximum of 20
  • Your "Hands of Healing" trait now has a number of uses equal to your proficiency bonus.
  • When you use your "Hands of Healing" ability, you may choose to expend two uses of "Hands of Healing" instead of one to let a wave of healing light wash out from you. Each creature within 15 feet of you regains a number of hit points equal to half your level, rounded up.
  • Lastly your "Hands of Healing" trait gains a 30 foot range.

Aasimar: True Terror (From Myself)

Your celestial heritiage is more closely tied with the darkness that tainted those who fell from the higher planes. This corruption can be expanded through intense inner focus.

  • Prerequisite: Aasimar (Fallen) race
  • Your "Necrotic Shroud" trait now has a number of uses equal to your proficiency bonus, and can now be activated as a bonus action.
  • Creatures frightened by your presence remain so until you can no longer see them and they save against your DC, or "Necrotic Shroud" ends.
  • Additionally these creatures lose half of their movement speed while they can see you.

Aasimar: Wings of Protection (From Myself)

Your celestial heritiage has left you an innate drive to protect others from harm.

  • Prerequisite: Aasimar (Protector) race
  • Your "Radiant Soul" trait now has a number of uses equal to your proficiency bonus, and can now be activated as a bonus action.
  • While your "Radiant Soul" trait is active, you or an ally of your choice within 5 feet of you gains +2 to their ac as you use your wings to deflect blows.
  • Lastly, you may use your reaction to quickly fly to an ally within 15 feet of your to take a blow that would hit them. Using this reaction you reduce the damage you recieve by an amount equal to half your level rounded down.

Bugbear: Ambush Predator (From Myself)

Your body has adapted to move as silently as possible helping ensure you get the drop on your foes.

  • Prerequisite: Bugbear
  • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You gain the "Padded Feat" trait. While not wearing footware you gain advantage on stealth checks to move silently.
  • Your "Suprise Attack" trait increases to 3d6.

Bugbear: Feral Nature (From Myself)

You embrace your more feral nature putting more muscle into each weapon swing.

  • Prerequisite: Bugbear
  • Your Strength increases by 1, to a maximum of 20.
  • Once per turn when you make a strength based weapon attack, you may add 1 additional weapon damage die.

Centaur: Heavy Calvery (From Myself)

Your body and strength allow you to perform feats of strength that other races are not capable of.

  • Prerequisite: Centaur
  • When grappling creatures, you do not need to expend any extra movement to move them with you. When you are grappled, you can, as part of your movement, make a contested athletics check with your grapler. If you beat your grapler you may move as if you were in difficult terrain.
  • When you are moving a creature you have grappled, if you move at least 30 feet in a straight line they take 2d6 bludgeoning damage.
  • Lastly, you can move through any creature's space as if it were difficult terrain. If they are 2 sizes or more larger than you are it is not difficult terrain.

Centaur: Nomad (From Myself)

You have grown accostomed to life on the move and surviving off the land.

  • Prerequisite: Centaur
  • You gain proficiency in the Survival or Perception skill. If you are already proficient in the skill you choose, you add double your proficiency bonus to checks you make with it.
  • Ranged and thrown weapon attacks ignore half and three quarters cover when you have advantage.
  • Ranged and thrown weapons you wield gain 30 feet additional range to both their normal and far shots when moving towards your target.
  • You ignore difficult terrain created by non-magical plants

Changling: Broad Knowledge (From Myself)

Having so many personas means that you have numerous skills that would come with them.

  • Prerequisite: Changling
  • You gain 1 skill proficiency, and 1 tool proficiency.
  • Choose 1 skill you are not proficient in, you gain advantage on ability checks with that skill.
  • Chameleon Skin: While unarmored and wearing minimal or no clothing you can attempt to hide even while in plain sight so long as you are not being actively observed while attempting to hide as your skin takes on the appearance of your surroundings.

Changling: Comfortable in their skin (From Myself)

You have grown accostomed to living in someone else's form.

  • Prerequisite: Changling
  • You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You gain the "Unsettling Visage" trait. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
  • If you kill a humanoid with a non-ranged attack, you gain access to some of their memories that will aid you in passing yourself off as them. Such as basic manerisms and friends/family members names. You gain a +5 to deception or performance checks to pass yourself off as that person.

Firbolg: Destroyer of Nature (From Myself)

You have turned your ties with nature against it.

  • Prerequisite: Firbolg
  • Inrcease your Strength, Dexterity, or Wisdom by 1, to a maximum of 20
  • When attacking beast or plant creatures you have advantage to hit. When a beast or plant creature is making a saving throw against a DC of yours, they have disadvantage against that saving throw.
  • You learn the cantrip Bonfire with the following modifications: It automatically spreads to nearby non-creature plants within 5 feet of the bonfire. If a plant creature fails its saving throw against bonfire, it catches on fire. Plants that are on fire from your Bonfire burn as if they were part of the bonfire cantrip. Each additional round you maintain concentration the fire can spread another 5 feet to nearby plants. When you loose concentration or the spell ends all fires go out.

Firbolg: One with Nature (From Myself)

You have were born closely attuned with the natural flows of magic of nature.

  • Prerequisite: Firbolg
  • You gain the following spells: Starting at first level you gain Druidcraft & Entangle. Starting at 5th level, you can cast Plant Growth with it, and starting at 9th level, you can also cast Transport Via Plants. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Wisdom is your spellcasting ability for these spells. These spells do not count against your spells or cantrips known or prepared.

Genasi: Convergence of the Elements (From Myself)

The power of the elemental planes flow through your veins.

  • Prerequisite: Genasi
  • You gain the following spells: Starting at first level you gain Absorb Elements and Chromatic Orb. Starting at 5th level, you can cast Elemental Bane with it, and starting at 9th level, you can also cast Summon Elemental, Summon Elemental does not require concentration when you use this feature. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Wisdom is your spellcasting ability for these spells. These spells do not count against your spells or cantrips known or prepared.

Genasi: Elemental Manifestation (From Myself)

The power of the elemental planes flows from you.

  • Prerequisite: Genasi
  • Increase one ability ability score of your choice by 1, to a maximum of 20
  • You gain one of the follow traits based on which type of Genasi you are.
  • Air: You take on some physical aspects of a Genie. You gain fly (hover) speed equal to half of your walking speed.
  • Earth: Your skin hardens forming a natural barrier between you and harm. You gain +1 AC or you may use your new natural armor. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity or Constitution modifier. You can use a shield and still gain this benefit.
  • Fire: You gain resistance to fire damage.
  • Water: You gain resistance to cold damage.

Gith: Greater Psionics (From Myself)

You are particularly adept at psionics.

  • Prerequisite: Gith
  • You gain the following spells: Starting at first level you gain Mind Sliver & Sword Burst. Starting at 5th level, you can cast Tasha's Mind Whip, and starting at 9th level, you can also cast Phantasmal Killer. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Intelligence or Wisdom is your spellcasting ability for these spells. These spells do not count against your spells or cantrips known or prepared.

Gith: Otherwordly Training (From Myself)

You have spent time training with your fellow gith.

  • Prerequisite: Gith
  • Increase one ability ability score of your choice by 1, to a maximum of 20
  • You gain one of the follow traits based on which type of Gith you are.
  • Githzerai: Monastic Training. You gain a +1 bonus to AC while you aren't wearing medium or heavy armor and aren't using a shield. Many githzerai receive basic training from monks, and the monks among them are unmatched in their defensive abilities.
  • Githyanki: Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.

Gnoll: Plains Hunter (From Myself)

You are accustomed to long distance running and short distance dashing from your time hunting with your pack.

  • Prerequisite: Gnoll
  • Inrcease your Strength, Dexterity, or Constitution by 1, to a maximum of 20
  • You may take the Dash action as a bonus action.
  • You may move at a Fast travel speed without any of the detriments that normally come from it.

Gnoll: Bloodlust (From Myself)

You revel in battle and sometimes your frenzy overtakes you.

  • Prerequisite: Gnoll
  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20
  • You gain a bite attack. This bite attack deals 1d4 piercing damage and uses strength for your attack and damage modifiers. If you already have a bite attack, this feature increases its die size by 1.
  • You gain the Rampage trait. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.

Goblin: Position Swap (From Myself)

You use your small frame and sneaky nature to avoid blows against you.

  • Prerequisite: Goblin
  • Increase your Dexterity, or Charisma by 1, to a maximum of 20
  • When a creature you can see targets you with an attack, you may choose another creature within 5 feet of yourself. Make a deception or sleight of hand check contested by the other creature's insight or perception check. If you win the skill contest you swap places with that creature, and the chosen creature becomes the target instead. You may only use this feature successfully once per short or long rest. You may attempt to use this feature again if you fail the skill contest.

Goblin: Trapper (From myself, inspired by Revenge of the Horde's Forest Goblin Trapper)

You were the trapper for your clan, as such you have great familiarity with laying and spoting traps.

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of traps.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can set the following traps as a bonus action instead of as an action. Ball Bearings, Caltrops, and Hunting Traps.
  • You can craft one the following traps so long as you have access to basic materials such as wood, string, metal, or plant material. Hunting Trap, Punji Sticks, Trip Wire, Snare Trap.
Goblin Trapper: New Traps
  • Punji Sticks: Sharpened spikes that can be driven into an area of ground measuring no more than 5 ft. square which can be set up over the course of two turns using your action each turn. You may covers them up with leaves or other detritus as an additional action. The spikes can be detected with a DC 10 Wisdom (Perception) check if they are uncovered, and a DC 13 Wisdom (Perception) check if they are covered. If a creature enters the affected area it must make a DC 12 Dexterity saving throw. On a failed save the creature takes 5 (2d4) piercing damage. If planted at the bottom of a pit at least 5 feet deep the damage increases to 4d4 piercing damage save for half damage.
  • Trip Wire: A rope or vine attached to two points up to 25 ft. apart and 1 ft. off the ground, which can be set up over the course of two turns using your action each turn. The trip line can be detected with a DC 12 Wisdom (Perception) check. If a creature passes through the affected area it must make a DC 15 Dexterity saving throw or fall prone.
  • Snare Trap: A spring-loaded snare in a 5 ft. square, which can be set up over the course of five turns using your action each turn. You may spend an additional turn using your action to cover it with leaves and other detritus. The snare can be detected with a DC 12 Wisdom (Perception) check if uncovered, or a DC 14 Wisdom (Perception) check if covered. If a Small or Medium creature enters the affected area it must make a DC 13 Dexterity saving throw. On a failed save the creature is restrained and pulled upside-down 5 ft. off the ground. A creature can destroy the snare, freeing any restrained creature, by dealing 1 damage to the snare (AC 10).

Goliath: Larger than Most (From Myself)

The blood of giants flows through your veins, suddenly manifesting in a sudden growth spurt.

  • Prerequisite: Goliath, 4th level
  • Your size increases to large, you gain an additional 2d4 height in feet and 10d20 pounds in weight.
  • You can now catch and throw rocks (boulders). You gain proficiency with these improvised weapons. Rocks and Boulders use your strength modifier for attack and damage rolls, have a range of 40/120 and deal 3d6 bludgeoning damage on hit. As a reaction to being the target of a thrown rock/boulder thrown by a creature your size or smaller, you can make an athletics check contested by the attack roll, if you win the contest you catch the rock/boulder and take no damage.
  • You may now wield "Large size weapons" in addition to normal size weapons.

Goliath: Mountain’s Endurance (Inspired by Adam Bradford's Expanded Racial Feats)

Your ability to shrug off some injuries is legendary, even for your race.

  • Prerequisite: Goliath
  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you use your Stone’s Endurance trait as a reaction to reduce damage, you now may choose to roll 3d4 instead of 1d12, while still adding your Constitution modifier. Alternatively, you can choose to gain resistance to the triggering attack’s damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses when you complete a short or long rest.

Grung: Poison Dart Frog (From Myself)

You are more closely related to highly poisonous frogs than that of your kin.

  • Prerequisite: Grung
  • Your "Poisonous Skin" trait becomes far more potent. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage and become poisoned for 1 minute. At the start of your turn any enemy that is still holding you takes an additional 1d6 poison damage. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 15 Constitution saving throw taking 3d6 poison damage on a failed saving throw or half on a successful save.
  • Additionally your standing or running high jump is increased to 10 feet plus your strength or dexterity modifier, while your standing or running long jump is now 20 feet plus your strength or dexterity modifier.

Grung: Poison Toad (From Myself)

You have grown larger than your kin.

  • Prerequisite: Grung, 4th level
  • Your size becomes Medium, and your Movement speed increases by 5 feet.
  • You gain a bite attack. This bite attack can use your Strength or Dexterity for the attack and damage rolls. On hit you deal 1d4 piercing and 1d6 poison damage, and the target is grappled (Escape DC 13). Until this grapple ends, you can't bite another target. If you hit the same creature that you are grappling with your bite with another bite, and they are your size or smaller, you start to swallow them, restraining them in the process.
  • While swallowing a creature that is one size smaller than you are, and you hit them with another bite attack, they are swallowed and your grapple ends on them. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 2d6 acid damage at the start of each of your turns. You can have only one target swallowed at a time. If you take more than 10 damage in a single turn from the swallowed creature you must make a DC 5 + the damage dealt constitution saving throw. On a failure you throw up the swallowed creature.

Hobgoblin: Breed for War (From Myself)

You were born and raised for the Hobgoblin war machine. As such you gain the following traits.

  • Prerequisite: Hobgoblin
  • When you make a weapon attack while within 5 feet of an ally, you gain 1d4 bonus to the attack roll.
  • Formation Fighting: You are trained to fight in close formations where each soldier is responsible for the defense of those around them. When you are wielding a melee weapon or shield and aren’t incapacitated, allies within five feet of you gain a +1 bonus to their AC.
  • If you already have this trait, you also gain the +1 AC.

Hobgoblin: War Magic (From Myself)

You were born and raised for the Hobgoblin war machine. As such you gain the following traits.

  • Prerequisite: Hobgoblin
  • When you cast a spell that affects an area, you may choose a number of creatures of your choice equal to your proficiency bonus, the selected creatures automatically succeed any saving throw against the spell you cast. You may use this feature a number of times equal to your proficiency bonus.
  • When a creature within 15 feet of you casts a spell, you may expend your reaction and a to amplify the effects of that spell. The spell gains 2d4 to its effects. You may use this feature a number of times equal to your proficiency bonus.
  • You gain the ability to cast Aganazzar's Scorcher. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. Intelligence is your casting modifier for this spell.

Kalashtar: Dreamless (From Myself)

The spirit who is a part of you has taken a greater hold of you than normal.

  • Prerequisite: Kalishtar
  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You no longer need to sleep, you may instead spend time you normally would sleeping doing light activities.
  • You gain the ability to cast Dream, but without the ability to make the messenger monstrous until you reach 9th level. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. Wisdom or Charisma is your casting modifier for this spell.

Kalashtar: Mind Delver (From Myself)

The spirit within you greedily delves for the knowledge hidden within other's minds.

  • Prerequisite: Kalishtar
  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
    • You gain the ability to cast Detect Thoughts without any Verbal, Somatic, or Material Components. When you do so using this feature, on a target you have Mind Linked with, that creature has disadvantage on any Wisdom Saving throw from Detect Thoughts, and doesn't realize you are delving their mind even on a success. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. Wisdom or Charisma is your casting modifier for this spell.

Kenku: Expert Lookout (From Myself)

Your sordid past has given you skills which others find enviable.

  • Prerequisite: Kenku
  • You gain proficiency in the Perception Skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • While your allies are at least 30 feet away from you, and you are on lookout, you gain advantage on any perception checks to detect either danger or the law and you cannot be surprised.

Kenku: Information Relay (From Myself)

Your sordid past has given you skills which others find enviable.

  • Prerequisite: Kenku
  • You gain proficiency in the Deception Skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You can cause your voice to come from a location you can see within 30 feet of you.
  • You can read any text within 30 feet of you, so long as it is in a language you know, if it is visible to you.
  • As a bonus action, you can attempt to misdirect a creature within 30 feet of you. That creature must make Insight check versus your Deception check, if you succeed, the next attack against that creature before the start of your next turn gains advantage. If you fail the check, the creature is immune to your misdirection for the next minute.

Kobold: All that glitters (From Myself)

Your heritage has granted you unique insights on how to find treasure.

  • Prerequisite: Kobold
  • Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
  • Whenever you make an ability check to find treasure, you have advantage on that ability check.
  • Whenever you find treasure you are able to scrounge up an additional 1d10 * your proficiency bonus in additional monetary pieces (such as gold, gems or other shiny objects).
  • When you are resting on a "horde" you gain the effects of a long rest after spending a short rest, you may only receive this benefit once per week.

Kobold: Urd (From Myself)

Whether through evolution, magical manipulation, alchemical modification, or a fluke you have gained a set of wings.

  • Prerequisite: Kobold
  • You gain a 30 foot flying speed.
  • You gain the ability to drop rocks on your enemies, as an attack you may drop a rock on a target directly below you. This attack uses your strength or dexterity modifier for the attack roll & damage (your choice). On hit the rock does 1d6 damage.

Leonin: Catlike Reflexes (From Myself)

You have embraced your lion heritage more so than your kin.

  • Prerequisite: Leonin
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Whenever you take falling damage you may use your reaction to reduce the damage you take by 5 * your proficiency bonus and land on your feet. If you have the "Slow Fall" feature, this feature further reduces falling damage you take.
  • While you are hidden, you may spend an action to ready a pounce. When a creature enters a space within 15 feet of you, you may choose to pounce, which allows you jump up to 15 feet and perform a melee attack with your claws or a melee weapon which you are holding. If this pounce hits, the target must succeed a DC 13 strength saving throw or be knocked prone.

Leonin: Vicious Claws (From Myself)

Your claws are long and can secrete a poisonous substance.

  • Prerequisite: Leonin
  • When you attack with your claws you deal 2d4 slashing and the target must make a Constitution saving throw against your constitution DC (8 + Constitution Modifier + Proficiency Bonus) taking 1d6 poison damage on a failure.
  • Whenever you critically strike with your claws the target takes an additional 2d6 slashing damage.
  • Additionally you gain a climbing speed equal to your walking speed.

Lizardfolk: Diverse Heritage (From Myself)

Lizardfolk come from many different areas, as such they have gained different traits.

  • Prerequisite: Lizardfolk
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • Additionally, choose one of the follow traits
  • Blackscale: Whenever you make a successful melee attack with an unarmed or natural weapon you deal additional damage equal to your proficiency bonus as acid damage.
  • Desert: You lose your swimming speed, but gain a 15 foot burrow speed and you ignore the effects of environmental extreme heat .
  • Poison Dusk: You are never at risk of harming yourself when harvesting or applying poisons to weapons. Additionally you may apply poisons as a bonus action.

Lizardfolk: Tough Scales (From Myself)

Your scales are especially tough that help protect you against blows.

  • Prerequisite: Lizardfolk
  • Whenever you are using your natural armor to calculate your AC, you may also add half your Constitution modifier (rounded down) to your AC.
  • Whenever you are using any other calculation for AC, you may further increase your AC by 1.
  • Whenever you take non-magical slashing, piercing, or bludgeoning damage, you may reduce that damage by 3.

Locathah: Hardy Mucous Membrane (From Myself)

You have become adapted to living on land.

  • Prerequisite: Locathah
  • Increase your Constitution score by 1, to a maximum of 20.
  • Your Limited Amphibiousness trait has changed to the following: You can breathe air and water, but you need to be submerged at least once every 24 hours to avoid suffocating.
  • If you were submerged in water within the last 8 hours, your are especially slimy and hard to grab. You have advantage on any check to resist or escape grapples & restraining effects. If an attack includes a grapple or restrain on hit, you may make a dexterity saving throw versus the attack roll, on a success you are not grappled or restrained.

Locathah: Sea Magic (From Myself)

You have the power of the sea flowing through you.

  • Prerequisite: Locathah
  • You gain the following spells: Starting at first level you gain Shape Water & Create or Destroy Water. Starting at 5th level, you can cast Water Breathing & Wall of Water, and starting at 9th level, you can also cast Control Water & Watery Sphere. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Intelligence or Wisdom is your spellcasting ability for these spells. These spells do not count against your spells or cantrips known or prepared.

Loxodon: Bull Elephant (From Myself)

You have grown to be significantly larger than your kin.

  • Prerequisite: Loxodon & 4th level
  • Your size increases to large, you gain an additional 2d4 height in feet and 10d20 pounds in weight.
  • You may choose to walk using your arms in addition to your legs on your turn. When doing so you may not use weapons that turn, but gain an additional 10 feet to your movement speed. When walking on all 4 limbs, you also gain a Stomp Attack which uses your Strength modifier for the attack and damage rolls and deals 2d10 bludgeoning damage on hit. In addition you gain the following trait.
  • Trampling Charge: If you move at least 20 feet straight toward a creature and then hit it with a stomp attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, you can make one stomp attack against it as a bonus action.
  • You may now wield "Large size weapons" in addition to normal size weapons.

Loxodon: Thick Hide (From Myself)

Your hide is especially thick and it helps protect you against blows.

  • Prerequisite: Loxodon
  • Increase your Constitution score by 1, to a maximum of 20.
  • When you are using your Natural Armor trait, the calculation becomes 14 + your Constitution modifier
  • Whenever you take non-magical slashing, piercing, or bludgeoning damage, you may reduce that damage by 3.

Minotaur: Maze Walker (From Myself)

You have an exceedingly good memory for the paths you have walked.

  • Prerequisite: Minotaur
  • Increase your Wisdom score by 1, to a maximum of 20.
  • You can always retrace your steps without fail, unless you were teleported or made lost via magical means.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of traps.

Minotaur: Raging Bull (From Myself)

You have embraced the fury that comes with your heritage.

  • Prerequisite: Minotaur, and 4th level
  • Your size increases to large, you gain an additional 2d4 height in feet and 10d20 pounds in weight.
  • You gain the ability to enter a "Blind Rage" as a reaction to taking damage. This Blind Rage lasts until the end of your next turn. While in this blind rage, you have disadvantage on perception checks, and you may deal extra damage equal to your proficiency bonus on a melee attack once per turn.
  • Additionally, If you have the "Barbairan Rage" feature, you gain one additional use of it.

Orc: Berserker (From Myself, Inspired by Revenge of the Horde)

You have an anger problem, but it helps solving other problems.

  • Prerequisite: Orc
  • Brutal: Once per round, when you roll minimum damage with a successful melee weapon attack, you can roll the weapon’s damage dice again, adding that to the total damage.
  • Healing Rage: Once per day you may heal a number of hit points equal to 5 times your proficiency bonus as a bonus action.
  • Pain Powered Strikes: When you are at your below 25% of your maximum hit point total, you may make one additional attack when you take the attack action.

Orc: Raider (From Myself)

You lived or worked with an Orcish Raiding party.

  • Prerequisite: Orc
  • When you make a successful attack with a melee weapon, you may add 1d6 additional damage once per turn.
  • You deal "siege" damage to doors and barricades.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
  • You may travel for 4 additional hours before being subjected to the effects from a "Forced March".
  • When you find a settlement or group of people, you can spend an hour watching them to learn the following information: The number of "warriors", their normal patrol routes, and an estimated difficulty of an attack.

Satyr: Life of the Party (From Myself)

You have spent much time partying and making merry.

  • Prerequisite: Satyr
  • Increase your Charisma score by 1, to a maximum of 20.
  • Over the course of a short rest you can prepare and throw a small party for up to 6 willing creatures. Those who partake in the party regain one additional class feature more than normal or the first hit die they spend has its effect doubled (their choice).
  • Whenever you attend a party, or gathering you are able to gather information much easier as you talk with the participants.
  • Additionally any Charisma ability checks you make during a party are made with advantage.

Satyr: Talented Musician (From Myself)

You have spent much time playing instruments to wile away the time.

  • Prerequisite: Satyr
  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in 3 instruments of your choice.
  • You gain advantage on any check which requires playing an instrument or making/using music.

Shifter: Beast Kin (From Myself)

You feel as much at ease with beasts as you do with anything else.

  • Prerequisite: Shifter
  • You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
  • You gain the ability to cast Animal Messenger & Summon Beast. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Wisdom is your spellcasting ability for these spells. These spells do not count against your spells known or prepared.

Shifter: Weretouched protection (From Myself)

Your heritage does involve lycanthropy.

  • Prerequisite: Shifter
  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • The number of temporary hit points you gain when you shift is doubled
  • Whenever you take non-magical slashing, piercing, or bludgeoning damage, you may reduce that damage by 3.

Simic Hybrid: Additional Enhancements (From Myself)

Additional enhancements have recently been made.

  • Prerequisite: Simic Hybrid
  • Choose two of the following traits
  • Increase one Ability score of your choice by 1, to a maximum of 20.
  • You gain 1 additional arm that functions like any other.
  • Limited Regeneration: Once an hour while you are conscious, you regain twice your proficiency bonus in hit points. Additionally, if you lose a body part, the missing part regrows and return to full functionality after 2 weeks if you have at least 1 hit point the whole time.
  • Chameleon Skin: When you are stationary for 1 minute or more, your skin blends in with your surroundings granting you advantage on stealth checks which require sight. When you move your skin reverts to its normal coloration.
  • Squishy: You can squeeze through gaps and holes that are 1 foot across or more.
  • Keen Ears: You gain advantage on perception checks that require hearing.
  • Keen Eyes: You gain advantage on perception checks that require sight.
  • Keen Nose: You gain advantage on perception checks that require smell.

Simic Hybrid: Ultimate Enhancement (From Myself)

You have gained one final enhancement.

  • Prerequisite: Simic Hybrid, & 10th level.
  • Increase one Ability score of your choice by 1, to a maximum of 20
  • You gain one of the following traits
  • Breath Attack: As an action, you can release a breath attack. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 6d6 fire, cold, or lightning damage (your choice) on a failed save, or half as much damage on a successful one. This damage increases by 2d6 when you reach 14th level (8d6) and 17th level (10d6). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
  • Wings: You gain a 50 ft flying speed. If you are wearing heavy armor this speed is reduced by 10 feet.
  • Burrowing: You gain a 20 ft burrow speed through dirt & stone.
  • Tremorsense: You gain a 20 ft tremorsense

Tabaxi: Cat’s Grace (From Myself)

Your feline heritage has granted you additional abilities.

  • Prerequisite: Tabaxi
  • Increase your Dexterity score by 1, to a maximum of 20.
  • Whenever you take falling damage, make a Dex save with a DC = to the falling damage. On a success you reduce the falling damage to 0 and land on your feet.
  • You may use your Feline Agility feature changes to the following: Your reflexes and agility allow you to move with a burst of speed. This ability has two charges, when you move on your turn in combat, you may expend a charge to double your speed until the end of the turn. Whenever you move 0 feet on one of your turns you regain 1 charge. You may only expend one charge per turn.

Tabaxi: Cat’s Claws (From Myself)

Your feline heritage has granted you additional abilities.

  • Prerequisite: Tabaxi
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your claws now deal 2d4 damage, and gain the finesse trait. Additionally, while you are grappled or restrained, you have advantage to hit the target which is grappling or restraining you with your claws.

Tortle: Venerable Tortoise (From Myself)

Through change in mindset, your metabolism, and aging now similarly match your non-sentient tortoise kin.

  • Prerequisite: Tortle
  • You lose 10 feet of movement speed.
  • You gain resistance to poison damage and immunity to disease.
  • You can now live to be 200 years old.
  • You ignore the effects of old age.
  • As your life progresses you constantly grow. At 50 years old you are now considered large, and may wield large weapons.
  • At 150 years old your shell has become especially hard, your natural armor class is now 19.

Tortle: Snapping Turtle (From Myself)

You are more closely related to snapping turtles.

  • Prerequisite: Tortle
  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain a bite attack with a range of 5 feet. This bite attack uses your strength modifier for attack and damage rolls. On hit you deal 1d8 piercing damage. You may use this attack while you are retracted into your shell.

Triton: Depth Dweller (From Myself)

You spent a long time towards the bottom of seas and oceans.

  • Prerequisite: Triton
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain a darkvision of 60 feet, while underwater this darkvision increases to 120 feet.
  • While underwater, you have advantage on perception checks to spot creatures which are hiding from you.

Triton: Inquisitive Collector (From Myself)

You greatly enjoy finding and acquiring curios for your collection

  • Prerequisite: Triton
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When performing an ability check related to the lore or use of items which you can hold you have advantage on those ability checks.
  • When searching ruins and debris you have advantage on any ability check to find items.
  • You can accurately determine the origin and rough price of most objects.
  • Your affinity for items has granted you one additional attunement slot.

Vedalken: Pursuit of Perfection (From Myself)

Your endless search to achieve the perfection that is always out of reach has granted you vast stores of knowledge

  • Prerequisite: Vedalken
  • Increase your Intelligence score by 1, to a maximum of 20.
  • Choose a skill or tool you are proficient in. This skill or tool now can use your intelligence instead of its original ability score. Additionally, You gain a number of "perfection" charges equal to your proficiency bonus. Before you make an ability check with your selected skill or tool you may choose to expend one of these charges to have rolled a 15 on your d20. You must choose to do so before making the ability check.

Vedalken: Embracing Failure (From Myself)

You understand that failure is but a part of the journey to unreachable state of perfection.

  • Prerequisite: Vedalken
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • Whenever you fail an ability check with a skill or tool you are proficient in you gain a "failure counter". When you reach 5 failure counters, you gain one "Failure Charge". You may store a number of "Failure Charges" equal to your proficiency bonus. Whenever you fail an ability check with a skill or tool you are proficient in, you may expend your reaction and a "Failure Charge" to change your d20 roll to a 10, possibly turning a failure into a success.

Verdan: Chaos Theory (From Myself)

You were born from the chaos, which That-Which-Endures briefly held back.

  • Prerequisite: Verdan, & 4th level.
  • You gain the ability to cast Alter Self as an "At Will" spell. When you cast this spell with this trait, this spell does not require concentration, and the effects last until you choose them to end, but you cannot choose to the Natural Weapon feature. You may choose to cast Alter Self normally, once you cast this spell normally with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Constitution is your spellcasting ability for these spells. This spells do not count against your spells known or prepared.
  • Additionally, you undergo one an additional mutation. This mutation grants you one feature of your choice from the list below.
    • You gain dark vision with a range of 60 feet.
    • You gain the ability to psychically ward yourself from harm. By expending your reaction you gain a +2 to your armor class or to a saving throw to the triggering effect. You can do so a number of times equal to your proficiency bonus and you regain all uses whenever you complete a short or long rest.
    • You gain +5 to your movement speed

Verdan: Fit into many groups (From Myself)

Your friendly and innocent nature allows you to easily fit into any group.

  • Prerequisite: Verdan
  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain expertise in the Persuasion skill.
  • Additionally, you may use your Persuasion skill to become "Friendly" with individuals who would normally not open to such relationships. The option and DC for this ability is up to DM discretion, not all individuals can be made "friendly" towards you.

Warforged: Built for Destruction (From Myself)

Through modifications you have made, come across, or just now gained access to you gain the following traits.

  • Prerequisite: Warforged, 4th level
  • Your size increases to large, you gain an additional 2d4 height in feet and 10d20 pounds in weight.
  • When attacking objects and structures you deal Siege damage (Double damage). In addition, effects which move you against your will are reduced by 5 feet, or cost an additional 5 feet.
  • You may now wield "Large size weapons" in addition to normal size weapons.

Warforged: Built to Last (From Myself)

Through modifications you have made, come across, or just now gained access to you gain the following traits.

  • Prerequisite: Warforged
  • You gain 1 additional hit point per level
  • You gain one of the following 3 "modifications"
    • Terra Forged (Earth, Wood, Stone): You gain the following conditional immunities: Poisoned, Petrified, your form can not be altered against your will, and You gain tremor sense with a range of 10 feet.
    • Mithril Forged: Your movement speed increases by 5 feet, and you gain advantage on stealth checks to move silently.
    • Adamantine Forged: You are considered to be wearing Adamatine armor at all times (Critical strikes deal regular rather than critical damage)

Yuan-Ti: Coldblooded Cruelty (From Myself)

Your heritage has left you cold hearted.

  • Prerequisite: Yuan-Ti
  • When a creature you can see within 30 feet of you is reduced to 0 hit points, you may expend your reaction to cast a cantrip or make a weapon attack against another creature within 30 feet of you that was an ally of the creature that was reduced to 0 hp.
  • You gain have advantage to resist the frightened condition, and advantage on intimidation checks.

Yuan-Ti Pureblood: Snakeblood (From Myself)

You have gained enough power to ascend to a higher rank of Yuan-Ti.

  • Prerequisite: Yuan-Ti
  • You gain the "Shapechanger" subtype & trait.
  • You can use your action to polymorph into a Medium snake, or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. You do not change form if you dies.
  • You gain a bite attack. This bite attack uses your Strength modifier for its attack and damage rolls. On hit it deals 1d4 piercing and 1d6 poison damage.

Index of new terminology

Critical strike range

Your attack rolls have an increased critical strike range by 1, such as scoring a critical hit on a 19 or 20. If you have increased critical strike range from another feature (Such as champion fighter), this feature further increases it.

If the source specifies a type of attack, it only expands it for that attack type.

Large Size Weapons

Large Sized weapons are weapons much larger than those made for medium creatures. These weapons have more weight, momentum, and power meaning that these weapons deal 1 additional damage die, on each successful attack.

One Additional Attunement Slot

Traditionally a player character has 3 possible attunement slots, when you gain one additional attunement slot, your maximum capacity to attune to items increases by one.

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