5E Feats

by Apostol Apostolov

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5E Feats
Book of Revised Feats

Classic Feats

How to Use This Book

This compendium has several chapters:

Classic Feats is an overhaul of all feats introduced in official Wizards of the Coast books, as well as feats from Unearthed Arcana playtest documents.

Racial Feats contains spells for a specific race. For ease of use, the racial feats are broken into three chapters, for common, uncommon and rare races.

Class Feats collect all feats that require a levels in a specific class or access to a class feature.

New Feats introduces new feats from third-party sources, balanced against the overhauled classic feats.

Spell Focus Feats are intended for spellcasters who specialize in a specific spell that becomes more powerful.

Feat Icons

Advanced Feats with a or icons can only be taken if your character level is equal or higher than the icon value.


Uncommon Feats with a cannot be taken at character creation. They can to be learned through training, or granted access by organizations within the game. Once you gain access to an Uncommon Feat, you can exchange any of your feats with an Uncommon feat for 1 month of downtime.


Rare Feats with a icon are rewards for completing a campaign or a great achievement in the current campaign, and are among the most powerful feats with few limit or balance considerations. However, the reward grants the right to one player in the party to take that feat, once.

Banned Feats

The following feats are removed:

Great Weapon Master is pending a rewrite.

Acrobat

You become more nimble, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you gain expertise in Acrobatics.
  • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, nonmagical difficult terrain (but not greater difficult terrain) doesn’t cost you extra movement until the end of the current turn.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to create a false impression of yourself to someone who doesn't know you, or pass yourself off as a different person to someone who is not familiar with the person you are impersonating.
  • You have advantage on Wisdom (Insight) checks to tell if a person is creating a false impression of himself, or acting off as 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 10 minutes. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Alert


Prerequisite: proficiency in Perception.


Always on the lookout for danger, you gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain a bonus to initiative equal to 2 + your proficiency modifier.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls as a result of being hidden from you.

Animal Handler

You master the techniques needed to train and handle animals. You gain the following benefits.

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you gain expertise in Animal Handling.
  • You can use a bonus action on your turn to command one friendly beast within 60 feet to follow your command for one minute, such as to guard a particular area, move to specific location or perform an action it is capable of. Unless the beast is trained as your companion, you must make a DC 15 Wisdom (Animal Handling) check to make it fight for you or risk its health in any other way.

Arcanist

You study the arcane arts, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you gain expertise in Arcana.
  • You learn the prestigitation cantrip, as well as the detect magic and identify spells. You can cast each spell once without expending a spell slot or needing a material component, and you regain the ability to do so when you finish a long rest.

Armor Mastery (Light)


Prerequisite: Dexterity of 13 or higher


You have trained how to protect yourself wearing light armor to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, up to a maximum of 20.
  • You gain proficiency with light armor, if you don't already have it.
  • If you aren't incapacitated, you can use your reaction and add a +2 bonus to one Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • You can use your bonus action to protect yourself with the padded parts of your body, gaining a +1 bonus to your AC until your next turn.

Armor Mastery (Medium)


Prerequisite: Strength of 13 or higher, proficiency with light armor


You have trained how to protect yourself wearing medium armor to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, up to a maximum of 20.
  • You gain proficiency with medium armor, if you don't already have it.
  • Wearing medium armor doesn't impose disadvantage on Dexterity (Stealth) checks.
  • When wearing medium armor, any slashing and piercing damage you take from non-magical weapons is reduced by 2.
  • When wearing medium armor, the maximum Dexterity modifier to AC you can apply increases to 3, instead of 2.

Armor Mastery (Heavy)


Prerequisite: Strength of 15 or higher, proficiency with medium armor


You have trained how to protect yourself wearing heavy armor to gain the following benefits:

  • Increase your Strength or Constitution score by 1, up to a maximum of 20.
  • You gain proficiency with heavy armor, if you don't already have it.
  • Wearing heavy armor doesn't impose disadvantage on Dexterity (Stealth) checks.
  • When wearing heavy armor, bludgeoning, slashing and piercing damage you take is reduced by your Constitution modifier (minimum of 3).
  • You can take long rest while wearing heavy armor. However at the end of the long rest, you do not recover Exhaustion, and you recover hit points equal to half your maximum hit points rather than all lost hit points.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency in the Acrobatics or Athletics skill.
  • You ignore the effect of Exhaustion as long as you have exactly one level of Exhaustion.
  • When you are prone, standing up uses only 10 feet of your movement and you add +5 to checks to stand up without provoking an opportunity attack.
  • You gain a swimming and climbing speed equal to your walking speed.
  • You count as if you were one size larger for the purpose of determining your carrying capacity.

Blade Mastery

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.
  • When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Brawler


Prerequisite: Strength 13 or higher


Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Your unarmed strike uses a d4 for damage. If your target is Pinned, prone or next to a hard surface your unarmed strikes use d6 for damage.
  • You are proficient with all improvised weapons. Attacks with improvised weapons use d6 for damage and have the versatile (d8) property.
  • When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Burglar

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You become proficient in Thieves' Tools and Trapmaking Craft if you aren't already. You gain Criminal Underworld Lore.
  • You double your proficiency bonus on any check that involves unlocking doors and containers, disabling traps and interacting with unattended objects without drawing unnecessary attention or making noise.
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you benefit of any cover. You cannot pass through difficult terrain or interact with objects as part of your move.
  • You can use your bonus action to use the Dexterity (Sleight of Hand) check to interact with a small object (up to DM's clarification) carried or worn by a creature within 5 feet from you. You cannot do this if the creature wields the object or you need to make an additional interaction (such as open its purse).

Burly

You become stronger, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you gain expertise in Athletics.
  • When you deal damage to a creature you are grappling, you deal 2 additional bludgeoning damage.
  • You can use your Strength (Athletics) instead of Dexterity (Acrobatics) to attempt to Tumble Through hostile creatures.

Charger

You've become a master of charging headlong into combat, improving the rules of the Charge action (pg. 7). You gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Difficult terrain and opportunity attacks that hit you do not cancel your charge. Failing on a Charge check does not provoke opportunity attack from your target.
  • When you Strike after a Charge and you beat the AC of your target by 5 or more, you deal one extra weapon die of damage.
  • When you Slam after a Charge and you succeed on the Shove action by 5 or more, you both shove your target twice the normal distance then knock it prone.
  • When you Tackle after a Charge and you succeed on the opposed Grapple check by 5 or more, the target is both Grappled and Restrained.

Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom by 1, to a maximum of 20.
  • You gain proficiency with Cooking and Brewing Craft if you don't already have it.
  • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
  • As part of a short rest, you can prepare special treats, provided you can spice the contents of a single ration. You can prepare enough a number of treats equal to 2 + your proficiency bonus. At the end of the short rest, for each treat eaten any creature can spends one Hit Dice to regain hit points equal to the maximum value that can be rolled. These treats expire their savory taste after the short rest.
  • With one hour of work or when you finish a long rest, you can spend the contents of one ration and prepare a number of compact 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 the half value of one of their Hit Dice (rounded up), without adding Constitution modifier to that value.

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with crossbows.
  • When you use the Attack action and attack with a one-handed melee weapon, you can use a bonus action to attack with a hand crossbow you wield in your off hand.
  • When a weapon requires ammunition, you don’t need a free hand to retrieve the ammunition.

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with 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. This movement doesn't provoke opportunity attacks. If the creature had not moved during its previous turn it can attempt to brace against being moved by using its reaction and attempting a Strength saving throw against DC 8 + your proficiency bonus + your Strength modifier.
  • You can use your reaction to move 5 feet into the space a creature had vacated as part of being moved against its will such as Shoved or by your attack that deals bludgeoning damage.
  • When you score a critical hit that deals bludgeoning damage to a creature, the creature is dazed by the blow. Its movement is halved, and it can make only one attack with its action, and cannot use bonus action or reactions. At the end of each of its turns, the creature can attempt a Constitution saving throw against DC 8 + your proficiency bonus + your Strength modifier to recover.

Defensive Duelist


Prerequisites: Dexterity 13 or higher


When you are wielding a finesse weapon with which you are proficient and hostile 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.

If this causes the attack to miss you then you may instantly make a single melee weapon attack against the creature.

Delver

Alert to the hidden traps and secret doors found in many dungeons as well as hazards that could harm you or your allies, you gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of hidden traps, potential natural hazards with effect similar to traps, secret doors or compartments.
  • You have advantage on saving throws made to avoid or resist traps or natural hazards with effects similar to traps. You can spend your reaction bestow a friendl creature within 5 feet from you the same beenfit.
  • You have advantage on Dexterity and Intelligence checks to disable traps.
  • You have resistance to bludgeoning, percing and slashing damage dealt by traps.

Diplomat

You master the arts of diplomacy, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Persuasion skill. If you are already proficient in the skill, you gain expertise in Persuasion.
  • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check against its Passive Insight. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter, and until you or your companions make a hostile action against it.

Dual Wielder

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

  • Increase your Dexterity by 1, to a maximum of 20.
  • 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 still grapple creatures even when you are wielding a separate weapon in each hand.
  • When you use your reaction to make an opportunity attack, you can make one attack with each weapon you are holding.

Escape Artist

You master the martial art of breaking grapple locks and holds, as long as you aren't fully pinned down. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • When you use your action to Escape being grappled or restrained, you have advantage on the Strength (Athletics) or Dexterity (Acrobatics) check you make.
  • You can use your reaction to Help a friendly creature within 5 feet from you Escape being grappled, restrained or pinned by a hostile creature.
  • When you Escape a grapple, you can use your reaction to make a one unarmed strike or strike with a Light weapon, or a Grapple check against the same creature.

Elemental Adept


Prerequisites: The ability to cast at least one spell


When you gain this feat, choose one 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 you cast that deals damage of that type, you can treat any 1 or 2 on a damage die as a 3.

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

Eldritch Adept


Prerequisites: Spellcasting or Pact Magic feature


Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Empathic

You possess keen insight into how other people think and feel. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Insight skill. If you are already proficient in the skill, you gain expertise in Insight.
  • You can use your bonus action to try to get uncanny insight about one humanoid you can see within 30 feet of you that you have observed for at least 1 minute. Make a Wisdom (Insight) check against its Passive Deception. If you fail, the target is immune to your attempts to read its behavior for one hour. If your check succeeds, you have advantage on one attack roll or ability check against the target until the end of your turn. If the success on those checks provoke the creature to make a Wisdom saving throw to resist to act in a specific way, the saving throw is made at disadvantage.

Fell Handed

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
  • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
  • When you make an opportunity attack with the weapon and it hits a creature wielding a shield, you knock the target's shield momentarily. The creature doesn't benefit from the +2 bonus to AC from its shield until the end of its next turn.

Flail Mastery

The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits:

  • You gain a +1 bonus to attack rolls you make with a flail.
  • As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
  • When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Grappler


Prerequisite: Strength 13 or higher


You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on Attack rolls against a creature you are Grappling.
  • When you succeed on a Grapple check against a creature to Grapple, Restrain or Pin, you may also deal your unarmed attack damage to the creature.
  • When a creature provokes an attack of opportunity from you and you have a free hand, you may attempt an opposed Grapple check at disadvantage instead of attacking.

Healer

You are an able physician, allow you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point and also suffers 1 level of Exhaustion.
  • You can spend 1 minute and spend one use of a healer's kit to administer an emergency medication to a willing creature that is not unconscious. The creature regains the maximum amount of hit points it can regain from a hit die, without spending a hit die. The creature cannot receive such healing until it completes a short or long rest.

Historian

Your study of history rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the History skill. If you are already proficient in the skill, you gain expertise in History.
  • When you take the Help action to aid another creature’s ability check, you can make an Intelligence (History) check. The DC is 15 or higher for more esoteric knowledge (up to DM). On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.

Inspiring Leader


Prerequisite: Charisma 13 or higher


You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, all friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you 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.

The friendly creatures also gain a d4 morale die that can be added to one attack roll that would miss making the attack potentially hit, and if the attack hits the same amount is added to damage. The morale die can also be added to one saving throw that would fail making it potentially succeed. The morale die is lost when the friendly creature or their leader falls unconscious, or at the end of a combat.

Investigator

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Investigation skill. If you are already proficient in the skill, you gain expertise in Investigation.
  • Whenever you make a Intelligence (Investigation) check to Search, treat a roll of 7 or lower on the d20 as an 8.
  • You can take the Search action as a bonus action.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north and the number of hours left before the next sunrise.
  • The time needed to read or learn information, or add new spells to a spellbook is halved.
  • You can accurately recall anything you have seen or heard within the past week. This includes the contents of a scroll or spellbook, but they can be only used to be scribed into another spellbook.
  • You have advantage on any Intelligence checks to recall information about creatures, places, events, spells, or rituals you've ever learned about.

Linguist

You have studied languages and their use to hide information or manipulate others, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn two languages of your choice plus a number of additional languages equal to your intelligence modifier. Whenever your intelligence modifier increases, you can choose to learn another language.
  • You can add your Intelligence modifier to all Charisma checks made while conversing with a creature in its native tongue, other than common language.
  • 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.

Lucky

  • Increase one ability score by 1, up to maximum of 20.
  • Your uncanny luck generates one additional inspiration point for the party at the end of each session.
  • For you, inspiration points gets a new use. You can spend inspiration point to force the DM to reroll one attack roll that would hit you or saving throw against spell or effect cast by you, and you get to choose between the two resuts.

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within 30 feet of you casts a spell, you can use your reaction to make a weapon attack against that creature if it is in reach of your weapon. If that attack hits, the target creature must make a Constitution saving throw in order to successfully cast the spell. The DC equals 10 or half of the damage the creature takes from the attack, whichever is higher. If the creature fails its saving throw, the spell fails and has no effect. If the creature succeeds on its saving throw, the spell is cast as normal.
  • 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.
  • You can use your reaction to gain advantage on a saving theow against a spell cast by a creature within 30 feet of you that you can see.

Magic Initiate

  • Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
  • In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. You may choose to exchange one cantrip gained from this feat for an additional 1st-level spell from the same list that you can cast that way.
  • Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, paladin or warlock; Wisdom for cleric, druid or ranger; or Intelligence for wizard.

Martial Adept

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 have superiority dice, you add one more to your existing pool; otherwise, you have two superiority dice, which are a d6. This 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.

Master of Disguise

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with the Disguise and Camouphlage Craft.
  • If you spend 10 minute observing a non-hostile creature, you learn its mannerism and can appeal to its preferences when making a first impression. You have advantage to any Wisdom (Insight) and Charisma (Deception or Persuasion) checks with observed creature that meets you for the first time and understand the language you are speaking in. The time spent interacting with the creature counts as observing it, learning additional information about its behavior and intent, as long as not kept secret.
  • If you spend 1 hour observing a creature and its behavior, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Your disguise will not pass a closer inspection or fool creatures familiar with the exact individual you mimic who can see or hear you speak without mimicing its voice and sounds as well. You must use a disguise kit but may need additional resources (such as animal pelt to fool a beast you are hunting). You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

Medic

You master the physician’s arts, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you gain expertise in Medicine.
  • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Spend one use of healer's kit and make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

Menacing

You become fearsome to others, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you gain expertise in Medicine.
  • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check against target's Passive Insight. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

Metamagic Adept


Prerequisites: Spellcasting or Pact Magic feature


You've learned how to exert your will on your spells to alter how they function. You gain the following benefits:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain (but not greater difficult terrain) doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, opportunity attacks from that creature suffer from a disadvantage for the rest of the turn, whether you hit or not.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • If you both enter and leave the reach of one unmounted creature as part of your move, that unmounted creature has disadvantage to opportunity attacks against you and your mount when leaving its reach.
  • You can force an attack targeted at your mount to target you 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.

Naturalist

Your extensive study of nature rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Nature skill. If you are already proficient in the skill, you gain expertise in Nature.
  • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • You ignore the effect of dim light when making a Wisdom (Perception) check.
  • 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 if you spend 1 minute or longer carefully observing a location, a creature on an object.

Perceptive

You hone your senses until they become razor sharp. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Perception skill. If you are already proficient in the skill, you gain expertise in Perception.
  • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks and Passive Perception if you can both see and hear.
  • If you are Blinded but not Deafened, your attack rolls do not suffer from disadvantage from the Blinded condition.

Performer

You master performance so that you can command any stage. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Performance skill. If you are already proficient in the skill, you gain expertise in Performance.
  • You can use the Perform action to relay hidden information to allies who are proficient in Performance and understand thieves' cant.
  • You can Perform as a bonus action.
  • While performing outside of combat, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check against its Passive Insight. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing. If the distracted humanoid is attacked while you perform, it rolls Initiative with disadvantage and is considered surprised.

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes. You can then choose to lodge your weapon into the creature's body. If you choose so, you release weapon if you were wielding it, and it remains in the creature's body. At the start of the creature's turn, it takes damage equal to the weapon's damage die. You can reroll one of the attack's damage dice of the lodged weapon, and you must use the new roll. The creature can dislodge and the weapon with two free hands and a Strength saving throw against saving throw against DC 8 + your proficiency bonus + your Strength modifier. Every time it attempts to dislodge it, it first takes damage equal to the weapon's damage die, and you cannot reroll that damage.

Poisoner

You can prepare and deliver deadly poisons, granting you the following benefits:

  • 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 per single dose, you can create a number of doses of potent poison up 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 Constitution saving throw against DC 12 + your proficiency modifier, or take 2d8 poison damage and become poisoned for 1 minute. The poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the condition on a success. On a failure, the creature takes 1d8 poison damage and remains poisoned. The initial poison damage increases to 3d8 at 9th level, 4d8 on 13th level, and 5d8 at 16th level.

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, pike, quarterstaff or spear that you hold in both hands, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff or spear in both hands, other creatures provoke an opportunity attack from you when they enter your reach.

Quick-Fingered

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Sleight of Hand skill. f you are already proficient in the skill, you gain expertise in Sleight of Hand.
  • You can make two free item interactions on your turn instead of one.
  • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

Resilient

  • Increase one ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Ritual Caster


Prerequisites: Intelligence or Wisdom 13 or higher


You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. 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. You can also add ritual spells to your ritual book that you observe cast by a friendly creature that allows you to study and learn from their ritual. If you do so, make an Arcana check using your spellcasting ability against DC equal to 15 + the level of the ritual spells.

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.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • 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

Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either 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.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • When attacking with a ranged weapon, the short range of your ranged weapon is doubled.
  • Your ranged weapons ignore half cover and creatures benefiting from three-quarters cover increase their AC by +2 instead of +5.
  • If your target hasn't used any of its movement during its previous turn or hasn't been moved from its previous position, you can spend your full movement to stand still and hold your breath to aim with a ranged weapon. Until the end of this turn, your next ranged weapon attack against that target within short range benefits from advantage.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • You gain proficiency with shields, if you don't already have it.
  • You can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you succeed by 5
    or more, te creature also suffers disadvantage to its first attack on its next turn.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect 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.
  • If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.

Silver-Tongued

You develop your conversational skill to better deceive others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Deception skill.If you are already proficient in the skill, you gain expertise in Deception.
  • As a bonus action, you can attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check against its Passive Insight. If your check succeeds, choose one: the creature has disadvantage against any other creature other than you; or your movement doesn’t provoke opportunity attacks from the creature. The benefits last until the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

Skilled

You have a knack for learning new things. You gain the following benefits:

  • Increase one attribute by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice related to that attribute you increased.
  • You gain proficiency in two Lores or Crafts of your choice.
  • Choose one skill in which you have proficiency other than the one gained from this feat. 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.

Skulker


Prerequisites: Dexterity 13 or higher


You are expert at slinking through shadows. You gain the following benefits:

  • You have advantage on any checks to Hide when you are at least heavily obscured or benefit from three-quarters cover
  • You can attempt to Hide if you are only lightly obscured or benefit from half cover.
  • When you are Hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your attack rolls or Wisdom (Perception) checks relying on sight.

Slasher

You've learned where to cut to have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Every time the creature uses its movement or uses its action, it loses 1d4 hit points. The creature can stop the bleeding with two free hands and a DC 10 Wisdom (Medicine) check, or succeed on a Constitution saving throw against DC 8 + your proficiency bonus + your Strength modifier to stop bleeding.

Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:

  • You gain a +1 bonus to attack rolls you make with a spear.
  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. This benefit has no effect if another feature has already improved the weapon's die.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee opportunity attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands.

Spell Sniper


Prerequisite: The ability to cast at least one spell


You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • You get a +1 bonus to ranged spell attack rolls.
  • Your ranged weapons ignore half cover and creatures benefiting from three-quarters cover increase their AC by +2 instead of +5.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Stealthy

You know how best to hide. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you gain expertise in Stealth.
  • Passive Stealth provided by covers and obscurity is increased by a bonus equal to your proficiency modifier.
  • While hidden, you can move up to your full speed without getting spotted as long as you benefit from light obscurity such as dark shadows.

Superior Attacker

You are have a keen eye for enemy weaknesses in combat and dealing vicious wounds, and gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per turn when you hit a creature with a weapon attack, you may reroll the weapon’s damage dice again and use either total. On a critical hit, you may also reroll all extra damage dice.

Tandem Tactician

Your presence in a scrap tends to elevate your comrades. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You can use the Help action as a bonus action if you aid an ally within 5 feet.
  • When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet.

Telepathic

You awaken the ability to mentally connect with others and manipulating items with simple thought. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice from the following list: Deception, Insight, Intimidation, or Persuasion.
  • You can communicate telepathically with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you telepathically.
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible.

Theologian

Your extensive study of religion rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Religion skill. If you are already proficient in the skill, you gain expertise in Religion.
  • You learn the thaumaturgy cantrip, and the detect evil and good and protection from evil and good spells. You can cast each spell once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Tough

Hardy and resilient, you gain the following benefits:

  • Increase your Consitution score by 1, to a maximum of 20.
  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
  • 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).
  • You have advantage on rolls to resist alcohol, simple poisons and common disease.
  • You roll a success on a Death Save if you roll 9 or higher.

Trapper

You have spent time hunting creatures and honed your skills, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You learn the hunter's mark spell. You can cast it twice as a 1st level spell without expending 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. Wisdom is your spellcasting ability for this spell.
  • You have advantage on Wisdom (Survival) checks to track and hunt beasts and other creatures with Intelligence score 8 or lower.
  • You have advantage on any checks to skin, extract and preserve precious organs from creatures you have researched for at least a week of downtime, or hunted for a week of downtime in your past.

War Caster


Prerequisites: The ability to cast at least one spell


You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • 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.

Weapon Master

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

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency with all simple or martial weapons.
  • You learn one Fighting Style from the Fighter class. You can't choose a Fighting Style twice, regardless of where you gain it from.

Racial Feats for Common Races

Human

Everybody's Friend


Prerequisites: Human


You develop your magnetic personality to ease your way through the world. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Deception and Persuasion skills, if you do not have them.
  • If you're already proficient in Deception and Persuasion skills, your proficiency bonus is doubled for any check you make when interacting with non-hostile creatures who meet you for the first time, as long as they can see you and understand the language you are speaking in. Once they establish an opinion for you (either friendly or hostile), this benefit no longer applies.

Human Determination


Prerequisites: Human


You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When you make an attack roll, an ability check, a saving throw, or a Death saving throw, you can roll a determination die that is d4 and add it to the result. Once you use this ability, you can't use it again until you finish a short or long rest. The determination die increases to d6 at 11th level, and to d8 at 16th level.

Dwarf

Dwarven Fortitude


Prerequisites: Dwarf


You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Grudge-Bearer


Prerequisites: Dwarf


You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs, and you need DM's approval to choose prevalent races such as humans or elves) that generally lean towards an alignment opposite to yours. You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.
  • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
  • When you hit your chosen foes with a melee weapon, you deal +2 additional weapon damage to any of them. The additional damage increases to +3 on 9th level, and +4 on 16th level.
  • When you score a critical hit against your chosen foe, instead of adding additional dice to the attack the target of your attack has vulnerability to your damage.
  • When you bring your chosen foe to 0 hit points, you can use your bonus action to make a battle cry. You gain temporary hit points equal to half the size of one of your hit dice (rounded up), and all other friendly creatures with the Grudge-Bearer feat have advantage to their next melee attack.

Psychic Invasion


Prerequisite: Dwarves (duergar), Gith


You have learned to not only sense a creature's thoughts, but also how to infest it's brain with false realities. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the minor illusion cantrip, using Intelligence as your spellcasting ability.
  • You can cast the phantasmal force spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell.

Squat Nimbleness


Prerequisites: Dwarf or a Small race


You are uncommonly nimble for your race.

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • When you take the Dodge action, attempts to Grapple you are made at disadvantage.
  • When you provoke an opportunity attack from a hostile creature, that creature cannot choose to make a Grapple check against you.
  • You have advantage on any Strength (Athletics) check you make to Tumble Through a hostile creature's space, and you ignore disadvantage due to size difference. When you use your action or bonus action, you can Tumble Through twice as part of your movement instead of once. Each Tumble requires a separate check.

Elf

Acclimated


Prerequisite: Elf with the Sunlight Sensitivity trait


More accustomed to life above ground, your tender eyes have overcome their sensitivities. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with one of the following skills of your choice: Insight, Investigation, or Perception.
  • You ignore the effects of your Sunlight Sensitivity trait.

Alu'Tel'Quessir Training


Prerequisite: Elf (sea) You have received advanced training that heightens your senses and quickens your reflexes, reserved for only the most elite Alu'Tel'Quessir warriors. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • Your walking speed increases by 5 feet.
  • You gain blindsight out to 5 feet. While you are submerged in water, your blindsight increases to 30 feet.

Blessing of the Pale Lady


Prerequisite: Elf (moon)


Your people have been granted power by the moon, and through deep meditation you have unlocked even greater lunar boons. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • The range of your darkvision increases to 120 feet while you are able to see the moon.
  • When the sun sets, you can spend one minute in a prayer and feel the moon bolster your vitality. You may roll a d6, add your Wisdom modifier, and gain a number of temporary hit points equal to the total (minimum of 1). If the moon is full, you may roll a 2d6 instead. You lose any remaining temporary hit points when the sun rises.

Eladrin Magic


Prerequisite: Elf (eladrin) You can channel the influence of the Feywild to your body, manifesting in unique magical abilities depending on your current season. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You learn to speak, read, and write Sylvan.
  • You learn the cantrip and 1st-level spell from the Eladrin Magic table below that corresponds to your current season. You can cast this spell once, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
Eladrin Magic
Season Cantrip 1st-Level Spell
Autumn guidance disguise self
Winter fog cloud frost fingers*
Spring druidcraft cure wounds
Summer thaumaturgy burning hands

*-- This spell can be found in Icewind Dale: Rime of the Frostmaiden.

Elven Accuracy


Prerequisites: Elf or half-elf


The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. Choose an attribute between Dexterity, Intelligence, Wisdom, or Charisma. You gain the following benefits:

  • Increase your chosen attribute by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using your chosen attribute and you do not suffer from a penalty to attack rolls, you can reroll one of the dice once. You can do this times twice until you complete a short or a long rest. The number of uses increase to three at 6th level, four at 11th level, and five at 16th level.
  • Whenever you roll damage with an attack using your chosen attribute, you can reroll one die if the result was 1 or 2, but you must keep the new roll.

Fade Away


Prerequisites: Gnome


Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

  • Increase your Dexterity or Intelligence by 1, to a maximum of 20.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn. If you are not immobilized you may also move 5 feet in any adjacent free space and become Hidden from all hostile creatures. You remain invisible 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.

Fey Teleportation


Prerequisites: Elf (high) or Any Race (see text)


Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the misty step spell and can cast it once without expending a spell slot. Only if you are High Elf, you can cast it twice in that way instead of once. At 11th level, you can cast it one additional time in that way. You regain the ability to cast it in this way when 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 used without expending a spell slot and only if you are a High Elf, your misty step range is 50 feet instead of 30 feet.

Drow High Magic


Prerequisites: Elf (drow)


You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it once per short rest, without expending a spell slot. You also learn Levitate and Dispel Magic, and you can cast each of them once per long rest, without expending a spell slot. You can also cast the spell using any spell slots you have. Charisma is your spellcasting ability for all three spells.

Shadow Dancer


Prerequisite: Elf (shadar-kai)


You learn an ancient fighting style of your people, attacking your enemies from all angles with a flurry of spiked chains. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • You gain proficiency with the spiked chain if you don't already have it. A spiked chain is a martial melee weapon, weighing 3 pounds and dealing 2d4 slashing damage on a hit. A spiked chain has the finesse property when you wield it. It has the two-handed and reach properties, in addition to the following special property: When you hit a creature with a spiked chain on your turn, you can use a bonus action to attempt to grapple the target. Until the grapple ends, the target takes 2d4 piercing damage at the start of each of its turns and you can't grapple another target.
  • When you gain this feat, a small rift opens from the Shadowfell, laying a single spiked chain at your feet. Otherwise, a spiked chain (if you can find one) is worth 100 gp.

Wood Elf Magic


Prerequisites: Elf (wood)


You learn the magic of the primeval woods, which are revered and protected by your people. You learn to cast Longstrider spell and can cast it once per short rest, without expending a spell slot. You also learn the Pass Without Trace and Erupting Earth spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for all three spells.

Halfling

Lucky Emanation


Prerequisites: Halfling, or Any Race with Lucky feat


Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter.

  • Increase one ability score by 1, up to maximum of 20.
  • Your uncanny luck generates one additional inspiration point for the party at the end of each session.
  • When an ally you can see within 30 feet of you rolls a 1 or 2 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.

Gnome

Critter Friend


Prerequisites: Gnome (forest) or Any Race (see text)


Your friendship with animals mystically deepens. You gain the following benefits:

  • Increase your Wisdom or Charisma by 1, to a maximum of 20.
  • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You learn the speak with animals spell and can cast it once until a short rest, without expending a spell slot. You also learn the animal friendship and animal messenger spells, and you can cast them once with this feat, without expending a spell slot. If you are Forest Gnome you cast them twice instead of once, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. You can also cast the spell using any spell slots you have. Intelligence is your spellcasting ability for these spells.
  • Only if you are Forest Gnome, the spells animal friendship and animal messenger are cast as if using one level higher than normal.

Deep Training


Prerequisite: Gnome (deep)


Your people have a natural knack for finding and appraising highly-valued items, typically ones that are magical in nature. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have a +5 bonus to your passive Wisdom (Perception) score.
  • You can cast the detect magic and identify spells on yourself at will, without expending a spell slot. Intelligence is your spellcasting ability for these spells.

Fade Away


Prerequisites: Gnome


Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

  • Increase your Dexterity or Intelligence by 1, to a maximum of 20.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn. If you are not immobilized you may also move 5 feet in any adjacent free space and become Hidden from all hostile creatures. You remain invisible 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.

Wonder Maker


Prerequisites: Gnome (rock) You master the tinker techniques of your people. You gain the following benefits:

  • Increase your Dexterity or Intelligence by 1, to a maximum of 20.
  • Select three Crafts you are proficient in. When making checks to craft or repair, you double your proficiency bonus to the check.
  • When you make a device with your Tinker trait, you have the following additional options for what you make:

Alarm. This device senses when a creature moves to within 15 feet of it without knowing the exact method to bypass the alarm chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1d4 rounds and can be heard from up to 100 feet away.

Lifter. This device can be used as a block and tackle, allowing its user to hoist three times the weight the user can normally lift.

Timekeeper. This pocket watch keeps accurate time, down to exact quarter of an hour.

Weather Sensor. When used as an action, this device predicts the change in weather conditions in a 1-mile radius within the next 12 hours.

Orc

Budding Chief


Prerequisite: Orc or Half-Orc


You have the makings of a great chief, and your allies revere your strength and leadership. You gain the following benefits:

  • Increase your Strength or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with one of the following skills of your choice: Deception, Intimidation, or Persuasion.
  • When you roll for initiative, you can grant a creature you can see within 30 feet of you a number of temporary hit points equal to twice your proficiency bonus. The creature loses any remaining temporary hit points when combat ends.
  • As a bonus action, you belch out a battle roar. One friendly creature that can see and hear you within 30 feet can use its reaction to make a melee attack. You can use this feature a number of times equal to your proficiency modifier, and you can recover all uses when you finish a short or long rest.

Orcish Fury


Prerequisites: Orc or Half-Orc


Your fury burns tirelessly. You gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • When you hit with an attack using a simple or martial melee weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability once, you can't use it again until you finish a short or long rest. The number of uses increase to twice at 11th level.
  • If you are below half your hit point maximum at the start of your turn, anytime you deal damage with a melee weapon you may reroll one weapon damage die that rolled 1 and take the new result.
  • You can use your Relentless Endurance trait twice before you must finish a Long rest. Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

Racial Feats for Uncommon Races

Dragonborn

Draconblood Decorum


Prerequisite: Dragonborn (draconblood)


You're able to better utilize your sense of smell, giving you improved impressions of other creatures. Using this information, you know exactly how to manipulate both your allies and your enemies. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • While Blinded, you ignore the disadvantage to attack rolls against creatures that you can smell within 10 feet of you.
  • You have advantage on Wisdom (Insight) checks against creatures you can smell within 10 feet of you.
  • You learn the friends or vicious mockery cantrip. Your spellcasting ability for the chosen spell is the ability increased by this feat.

Dragon Breath


Prerequisites: Dragonborn


Your inner draconic power swells, amplifying the capabilities of your breath weapon.

  • You gain an additional use of Breath Weapon. The number of uses increases to three at 11th level. You regain one expended use of your Breath Weapon when you finish a short rest and all expended uses when you finish a long rest.
  • The damage of your Breath Weapon increases by 2d6.
  • The DC of your Breath Weapon increases by 1.
  • The area of effect of your Breath Weapon increases: breath weapons with a size of 5 by 30 feet increase to a 5 by 60 feet and breath weapons with a size of a 15-foot cone increase to a 20-foot cone.

Dragon Fear


Prerequisites: Dragonborn


When angered, you radiate menace. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Dragon Hide


Prerequisites: Dragonborn


You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
  • Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • 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 or succeed on an opposed Grapple check, you deal slashing damage equal to 1d4 + your Strength modifier.
  • Using your claws, you benefit from advantage to Climbing checks against uneven surface.

Dragonborn Resilience


Prerequisite: Dragonborn


Through intense focus or a traumatic event, you have unlocked a hidden power deep within yourself. You gain the following benefits:

  • Your Constitution is increased by 1, to a maximum of 20.
  • When you reach 3rd level, you can cast the dragon's breath spell, requiring no spell slot or material component, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.
  • Whenever you cast dragon's breath, you gain resistance to the damage type you chose to deal when you cast the spell. This resistance lasts until you cast dragon's breath again.

Dragon Wings


Prerequisites: Dragonborn


You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity.

Tiefling

Barbed Hide


Prerequisites: Tiefling


One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:

  • Increase your Constitution or Charisma by 1, to a maximum of 20.
  • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. You deal the same damage to a creature when it successfully grapples, restrains or pins you. The barbs retract when you lose consciousness or become incapacitated.
  • You gain proficiency in the Intimidation skill. While the barbs are out, you add double your proficiency bonus to checks you make with the skill.

Flames of Phlegethos


Prerequisites: Tiefling


You learn to call on hellfire to serve your commands. You gain the following benefits:

  • Increase your Intelligence or Charisma by 1, to a maximum of 20.
  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 or 2 on the fire damage dice, but you must use the new roll.
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. This fire damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.

Aasimar

Celestial Legacy


Prerequisite: Aasimar (protector) or Aasimar (scourge)


Your divine blood has granted you great power and awareness. You gain the following benefits:

  • Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can cast the detect evil and good spell at will, without expending a spell slot. Charisma is your spellcasting ability for this spell.
  • You can use your Radiant Soul or Radiant Consumption trait as a bonus action instead of an action, and you regain the use of that ability whenever you finish a short or long rest.

Fallen Legacy


Prerequisite: Aasimar (fallen) Your corrupted nature has granted you great power and sight. You gain the following benefits:

  • Increase your Strength or Wisdom score by 1, to a maximum of 20.
  • You can cast the false life spell at will, without expending a spell slot.
  • You can use your Necrotic Shroud trait as a bonus action instead of an action, and you regain the use of that ability whenever you finish a short or long rest.

Racial Feats for Rare Races

Aarakockra

Eagle Eye


Prerequisite: Aarakocra


Your eyesight is as keen as your distant, avian kin. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • Attacking at long range doesn't impose disadvantage on your ranged attack rolls.
  • You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Bugbear

Bugbear's Rest


Prerequisite: Bugbear


Your ability to nap and rest is unrivaled. None would challenge your sleeping prowess. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • If you sleep for 10 or more hours as part of a long rest, you regain all of your Hit Dice, regardless of how many you have expended.
  • If you have taken at least one short or long rest within the last 8 hours, you have advantage on Constitution saving throws made to avoid gaining a level of Exhaustion, and magic can’t put you to sleep.

Changeling

True Mimicry


Prerequisite: Changeling


You have learned to mimic the ancestral traits of a creature you impersonate. After you use your Shapechanger trait to imitate a humanoid, you can spend 1 hour improving your transformation, further altering your anatomy. During this time, you must remain within 60 feet of a creature of the race you are mimicking, and you must concentrate during your transformation, as if you were concentrating on a spell.

When the transformation is complete, you gain the benefits of one of the mimicked creature’s racial traits of your choice other than its Ability Score Increase, Age, or Alignment (you may mimic the creature's Size trait if you wish). If the trait gives you an option (such as the High Elf's Cantrip trait), you must select the same option as the mimicked creature.

You may benefit from the mimicked racial trait until you revert to your true form, use your Shapechanger trait again, or you use this feat again. If the trait has level requirements, you must fulfill the level requirements to benefit from that trait.

Centaur

Grand Breed


Prerequisite: Centaur


Your legs grow stronger from hard training and extended use. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Your speed increases by 10 feet.
  • The damage die for your hooves increases to a d8.
  • You count as being mounted for the purposes of weapons or abilities that refer to mounted combat.

Firbolg

Illusory Master


Prerequisite: Firbolg


Your experience with illusory magic has granted you greater understanding of its art. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You have advantage on saving throws against illusions.
  • When you hit a creature with an attack on your turn, that creature can't turn invisible until the start of your next turn.
  • You can cast disguise self using your Firbolg Magic trait at will, without expending a spell slot.

Genasi

Cindersoul


Prerequisite: Genasi (fire)


You have uncovered the aggressive magics of elemental fire inside yourself, granting you the following benefits:

  • Increase your Constitution or Intelligence score by 1, to a maximum of 20.
  • When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to deal 1d4 fire damage to the creature.
  • Once you reach 5th level, you can cast the fireball spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.

Terrasoul


Prerequisite: Genasi (earth)


You have discovered the obstinate magics of elemental earth inside yourself, granting you the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain a burrow speed of 10 feet. If you already have a burrow speed, it increases by 10 feet instead. If you end your turn with your head inside a material that you cannot breathe, you take 1d12 bludgeoning damage and immediately begin to suffocate.
  • Once you reach 5th level, you can cast the erupting earth spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.

Tidesoul


Prerequisite: Genasi (water)


You have unlocked the unfathomable magics of elemental water inside yourself, granting you the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You can move into a hostile creature's space regardless of its size, and you can move through a space as narrow as 1 foot wide without squeezing.
  • Once you reach 5th level, you can cast the tidal wave spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.

Windsoul


Prerequisite: Genasi (air)


You have freed the liberating magics of elemental air inside yourself, granting you the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You can cast the feather fall spell on yourself at will, without expending a spell slot.
  • Once you reach 5th level, you can cast the fly spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.

Goblin

Nilbog Trickery


Prerequisite: Goblin


You learn the mischievous ways of your spirit-possessed kin, able to taunt and fool your enemies with ease. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You learn the vicious mockery cantrip, using Charisma as your spellcasting ability.
  • When a creature you can see targets you with an attack or a harmful spell, you can use your reaction to force the creature to first make a Wisdom saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature must choose a new target or lose the attack or spell. This ability doesn’t protect you from area effects, such as the explosion of a fireball. Once you use this ability, you can't use it again until you finish a long rest.

Goliath

Coldstrider


Prerequisite: Goliath


You have an uncanny resilience against cold, ice, and snow. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have immunity to cold and extreme cold weather.
  • You ignore difficult terrain when moving on slippery ice or thick snow., and treat greater difficult terrain as difficult terrain you cannot ignore.
  • You automatically succeed on Dexterity saving throws to avoid falling prone on slippery ice, and you are considered to weigh half as much when accounting for the weight tolerance of thin ice.

Dawncaller


Prerequisite: Goliath


You learn the sacred ways of the dawncallers — the goliaths responsible for watching over their kin throughout the night and awakening them at dawn. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You have darkvision out to a range of 60 feet. You can see in dim light within this range as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • You have advantage on all checks to find direction and to navigate in a wilderness you are familiar with during the night suing the stars as your guide.
  • During a long rest, you only need to sleep for 4 hours; you can perform light activity (e.g. reading, talking, eating, or standing watch) for the remaining 4 hours.

Mountain Mover


Prerequisite: Goliath


Your strength and resilience rivals the giants that roam your homeland. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain a climbing speed equal to your walking speed.
  • As an action, you can pick up a large boulder or rip a chunk of natural stone out of the ground and make the attack with it. The boulder is a simple melee weapon with the thrown property. It has a normal range of 20 feet and a long range of 60 feet, and on a hit, it deals bludgeoning damage equal to 2d6 + your Strength modifier. A creature struck by this boulder must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Stonehands


Prerequisite: Goliath


Your hands become as strong as mountain stone.

  • Increase your Strength or Constitution modifier by 1, to a maximum of 20.
  • Your unarmed strike uses a d6 for damage. On a critical hit, add one additional unarmed strike die to the damage total.
  • When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to shove the target.
  • When you shove a target, you can push the target up to 10 feet away from you
  • When you shove a target, you mark that creature until the end of your next turn or until you attack or grapple another target. When a target that is marked enters your range, you can use your reaction to make an opportunity attack against it.

Hobgoblin

Centurion Training


Prerequisite: Hobgoblin


You have received the leadership training that other members of your race covet. You are able to respond quickly in the face of danger, confidently lead your allies, and target your enemies' weakest points. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You may add half your proficiency bonus, rounded down, to your initiative rolls.
  • When you use your Saving Face trait, you do not expend a use of it unless your roll succeeds.
  • When you hit a creature with a weapon attack on your turn, you can deal an extra 2d6 damage to the target if another enemy of the target is within 5 feet of it and isn't incapacitated. Once you use this ability, you can't do so again until you finish a short or long rest.

Tortle

Hardened Shell


Prerequisite: Tortle


Your shell is not just used for protection, but as a weapon as well. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • As a reaction, you can enter your shell and gain +2 to AC against one attack that would hit you, potentially missing you. You can do this a number of times equal to your proficiency modifier, and you recover uses when you finish a short or long rest.
  • If you move at least 10 feet in a straight line on your turn, you can use your bonus action to immediately enter your shell. You slide on the ground for a number of feet equal to the remainder of your movement. Any creature in your path must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes 3d6 bludgeoning damage, falls prone, and your movement immediately ends. If you don't hit a creature on your turn, you continue to move in a straight line until you come to a full stop or until you emerge from your shell. Once you hit at least one creature using this ability, you can't use it again until you finish a short or long rest.

Warforged

Upgrade


Prerequisite: Warforged


Your frame has been updated to fulfill a particular function, improving your operating efficiency for a given subset of tasks. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • Choose one of the following upgrades:

Envoy. You gain proficiency with one tool of your choice. Additionally, choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have at least one free hand to use this integrated tool.

Juggernaught. You may double your Strength bonus when you make a Strength-based attack roll, a Strength check, or a Strength saving throw. Once you use this ability, you can't use it again until you finish a short or long rest. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Skirmisher. Your walking speed increases by 5 feet. Additionally, you can take the Disengage action as a bonus action on each of your turns.

Class Feats

Banditry


Prerequisite: Sneak Attack feature


Your ability to exploit your opponent’s weaknesses isn’t restricted to light and ranged weaponry:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your sneak attack is now compatible with any melee weapon, so long as that weapon lacks the heavy property.
  • Your sneak attack with a melee weapon increases by an additional 1d6 if the target is prone. At level 11, the additional damage increases to 2d6.

Barbaric Charge


Prerequisite: Rage feature


The fury of your rage allows you to move at greater speeds. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • While raging, your speed increases by 10 feet.
  • When you use your bonus action to enter a rage, you also take the Dash action as part of that same bonus action.

Conquest Priest


Prerequisite: at least 4 levels in Cleric class


You learn how to channel your divine powers to augment your combat techniques, granting you the following benefits:

  • While wielding a weapon that you are proficient with, you can use your Wisdom modifier, instead of Strength and Dexterity, for the attack and damage rolls.
  • You gain access to an additional Channel Divinity option: Divine Battlefield.
Channel Divinity: Divine Battlefield

As a bonus action, you gain the benefits of the Extra Attack feature for one minute, which allows you to attack twice, instead of once, whenever you take the Attack action on your turn.

Deific Chains


Prerequisite: at least 4 levels in Cleric class


The purity that radiates from your spirit grants you the ability to fumigate the corruptive essence within the impure. You gain the following benefits:

  • You learn the summon greater demon spell. It counts as a cleric spell for you, you always have it prepared, and it doesn't count against the spells you may prepare.
  • When a demon creature targets you with an attack, spell, or a harmful effect, they take damage equal to your Wisdom modifier.
  • As an action, you may force a demon creature you can see to make a Wisdom saving throw against your spell save DC. If they fail, you may force them to make a single melee attack against a creature of your choice within 5 feet of them. They use the first attack in the Actions section of their stat block, if possible, or otherwise make an unarmed attack.

Dissenter


Prerequisite: at least 4 levels in Cleric class

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • Your faith is divided between multiple deities, and your loyalties shift depending on your needs. You may select a 2nd level Channel Divinity feature from another Divine Domain. You add the chosen feature to your Channel Divinity options.

Dirty Fighting


Prerequisite: Sneak Attack feature


When you hit a creature with your Sneak Attack, but before you roll damage, you may choose to subtract half of your Sneak Attack dice (rounded up) from the damage to apply one of the following effects. The save DC for the effect you choose is 10 + your proficiency bonus + the number of dice subtracted.

  • Blinding Strike. You attempt to dazzle your target as you strike it. It must make a Dexterity saving throw or be blinded until the end of its next turn.
  • Silencing Strike. You maneuver your attack to prevent the target from speaking. It must make a Dexterity saving throw or be silenced until the start of your next turn.
  • Unbalancing Strike. You attempt to trip your target as you swing. It must make a Dexterity saving throw or fall prone.
  • Disarming Strike. You adjust your attack to loosen your target's grip. Choose an object that your target is holding. It must make a Strength saving throw or drop the object.

Disenchanting


Prerequisite: Countercharm feature


Your ability to disrupted mind altering effects has improved. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • Countercharm can now be activated as a bonus action, instead of an action.
  • Any friendly creatures under the effects of Countercharm can add your Charisma modifier to any saving throws they make to resist being charmed or frightened.

Enhanced Aura


Prerequisite: at least 4 levels in Paladin class


You have learned how to channel your focus to extend the reach of your inner influence, granting you the following benefits:

  • Increase the range of all your paladin class features with Aura in the title by 5 feet.
  • When you cast a spell from the Paladin spell list that has a rangfe of self, and that creates a radius effect, increase the size of the radius by 5 feet.
  • As a reaction to an attack roll being made or a spell being cast against a friendly creature that you can see, you may grant them the beenfits of one of your active auras or spell that you're currently concentrating on, as long as they are within 60 feet from you. Once you use this ability, you can't do so again until after a short or a long rest.

Enhanced Deflection


Prerequisite: at least four levels in the Monk class


You have a heightened awareness that allows you to intercept any incoming dangers. You can use your reaction to deflect a melee attack made by a weapon that does not have the Heavy property. When you do so, the damage you take from the attack is refuced by 1d10 + your Dexterity modifier + your Monk level.

If you reduce the damage to 0, you may spend 1 ki point to make an unarmed strike against the source of the attack as part of the same reaction, if they are within range.

Favor of the Dead Three


Prerequisite: at least 4 levels in Cleric class


A devious practitioner of the divine arts, your lotalties shift to whichever god favors you on any given day. At the end of a long rest, you may select one of the blessings below and gain its effect until the end of your next long rest.

  • Tyrannous Blessing: Creatures within 5 feet of you subtract a d4 from their attack rolls and skill checks.
  • Murderous Blessing: When you damage a creature you may expend and roll a hit die, and add the roll to the damage total.
  • Deadly Blessing: When you reduce a creature to 0 hit points, you may expend and roll one of their hit die. You regain hit points equal to the total.

Fountain of Sorcery


Prerequisite: Metamagic Adept or Metamagic feature You unlock a hidden source of sorcery within yourself. You gain the following benefits:

  • You learn an additional Metamagic option.
  • You gain additional sorcery points equal to your proficiency bonus + half your Sorcerer level (rounded down). These additional sorcery points can only be spent on Metamagic and cannot be converted into spell slots. You regain all spent sorcery points when you finish a long rest.

Frumious Fighting


Prerequisite: Rage feature, Reckless Attack feature


When you enter a Rage, you gain a number of Fury points equal to your proficiency bonus which last until your Rage ends. You gain half as many points, rounded down, if you begin your Rage within 10 minutes of the previous one. Once per turn when you use your Reckless Attack and hit a creature with a melee attack, you may spend one or more Fury points to enhance it in one of the following ways. The DC of a saving throw triggered by these effects is equal to 13 + the number of Fury points spent on that attack.

  • Launching Strike. You try to catapult your target away from you as you strike them. They must make a Strength saving throw or be flung 1d4 + 1 times 5 feet horizontally away from you. They have disadvantage on this save if they are at least one size category smaller than you, or advantage if they are at least one size category larger than you.
  • Thunderous Slam. A wave of concussive force bursts from the point of impact. Every creature within 10 feet of you other than you and the target must make a Constitution saving throw. They take thunder damage equal to 1d6 times the number of Fury points spent on this attack on a failed save, or half as much on a successful one.
  • Sundering Blow. You overwhelm your target's defences. They must make a Strength saving throw or have their AC reduced by 1 + the number of Fury points spent on this attack until the end of your next turn.
  • Battlecry. You let out a terrifying shout as you strike your target. They must make a Wisdom saving throw or be Frightened of you until the end of your next turn. If they fail the save by 5 or more, they are also Stunned until the start of your next turn.

Holy Liberator


Prerequisite: Channel Divinity class feature


Absolved of all sin in the name of your god, you add the following options to your Channel Divinity:

Channel Divinity: Divine Cloak

As a bonus action, you wreath yourself in radiant light. For the next minute, your AC equals 10 + your Constitution modifier + your Wisdom modifier. You may still gain an AC bonus from a shield while under this effect.

Channel Divinity: Absolution

As an action, you may present your holy symbol and attempt to purge all evils in your vicinity. Roll a number of d6 equal to twice your proficiency bonus. All creatures of an evil alignment within 30 feet of you make a Wisdom saving throw against your spell save DC. On a failed save, they take radiant damage equal to the total, and half on a successful save.

Honed Strength


Prerequisite: Unarmored Defense feature You’ve honed your strength and refined your technique. You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
  • You can use Strength, instead of Dexterity, for Initiative rolls and Unarmored Defense.

Preacher


Prerequisite: at least four levels in the Cleric class


The voice of your deity flows through you, and grants you the following benefits when you speak their words.

  • You learn the thaumaturgy cantrip.
  • When you cast a cleric spell that has a verbal component, you may ignore any somatic components, and needn't provide any material components, unless they would be consumed as part of the casting.
  • When a creature would roll a d4 for the effect of a cleric spell cast by you, they roll a d6 instead.
  • When you make a Charisma (Performance) check, you may add your Wisdom modifier, rather than your Charisma modifier to the roll.

Ki Prodigy


Prerequisite: Ki feature


You’ve learned how to better harness the power of Ki. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You gain additional Ki equal to your Monk level. This additional amount of Ki can only be regained by completing a long rest.

Recall Arcana


Prerequisite:* 1st level or higher Wizard


You can more easily recall and recite the incantation for spells you haven’t prepared. You can cast an unprepared spell of 5th level or lower from your spellbook, treating the spell as if it were prepared.

You can use this feat a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.

Sworn Oath


Prerequisite: Lay on Hands class feature


You have devoted yourself to a higher cause, affording you the following benefits:

  • Increase your Strength, Constitution or Charisma score by 1, to a maximum of 20.
  • Select an oath from the Sworn Oath table. You learn each spell of your chosen oath, and may cast the 1st-level spell once per long rest wthout expending a spell slot. You may also cast the 1st-level spell using spell slots you have of the appropriate level. Charisma is your spell casting ability for spells learned from this feat.
Sworn Oath Table
Oath of... Cantrip 1st-level Spell
Absolution word of radiance searing smite
Debauchery vicious mockery disguise self
Endurance resistance shield of faith
Friendship guidance bless
Promulgation message healing word
Stoicism blade ward compelled duel
Tyranny mind sliver bane
Warfare booming blade wrathful smite

Transcendent One


Prerequisite: eight levels in the Cleric and/or Paladin class


Your devotion has transcended the confines of mortal concievability and manifest itself into your physical being. Whenever you roll for initative, you may also roll on the Transcendent Blessings table and gain the effects of a blessing (Dungeon Master's Guide, pg. 227) until the end of the combat.

Sworn Oath Table
d6 Blessing
1 Blessing of Health
2 Blessing of Protection
3 Blessing of Magic Resistance
4 Blessing of Understanding
5 Blessing of Weapon Enchantment
6 Blessing of Wound Closure

New Feats

Academic

You have dedicated yourself to a particular field of study:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with one of the following skills: Arcana, History, Nature, or Religion. If you are already proficient with your chosen skill you gain expertise instead.
  • You gain three Lores of your choice, as long as they are related to the chosen skill.
  • Once per short or long rest, if you roll 11 or less on a check using your chosen skill, you can change the dice result to 15.

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

Battle Mage


Prerequisite: Ability to cast at least one spell You’ve refined your spellcasting and martial abilities. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency with one simple or martial weapon of your choice.
  • You can touch one weapon that you are proficient with and begin to perform a 1-hour ritual. When the ritual is complete, the weapon becomes magical and can be used as a spellcasting focus.

Brute


Prerequisite: Strength 15 or higher


You have strength and heft to throw around on the battlefield.

  • Increase your Strength score by 1, to a maximum of 20.
  • You can make the Tumble Through action using Athletics instead of Acrobatics. On a successful Tumble Through action, if your Strength score is higher than the creature you moved through and its size is up to one size larger than you, you can push the creature 5 feet in any direction.
  • When a hostile creature provokes an opportunity attack, you can Shove or Grapple the creature instead.

Courageous

You are able to overcome your fear, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You have advantage on saving throws made to resist the Frightened condition.
  • When you resist the Frightened condition, your have advantage on the next attack against the source of fear.
  • Your movement is no longer affected by the Frightened condition.

Divine Acolyte

Your devout faith in a deity or cause imbues you with an inner strength you may call upon in times of need. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You learn one cantrip of your choice from the cleric spell list. Wisdom is your spell casting ability for this spell.
  • If you don't have the Channel Divinity feature, you gain that feature and may use the Channel Divinity option: Alms.
Channel Dinivity: Alms

As an action, you may pray to a deity for assistance. Select and cast a 1st level spell from the cleric spell list with casting time of one action. Wisdom is your spell casting ability for this spell. You may recast the chosen spell using spell slots until the end of your next short rest.

Druid Initiate

Nature has made a call and you have answered. You learn two cantrip of your choice from the Druid spell list, and you can cast speak with animals as a ritual, once per long rest. Wisdom is your spellcasting ability for these spells.

Additionally, you can use your action to magically assume the shape of a beast that you have seen before. The beast must have a CR of 0 and lack a swimming or flying speed. The transformation lasts 10-minutes and can be ended early as a bonus action. This feat uses the same rules as Wildshape, see page 66 of the Player’s Handbook for more details.

You can use this feature once, regaining its use after finishing a long rest.

Evasive


Prerequisite: Dexterity 15


You are light on your feet and quick to elude incoming attacks.

  • You do not lose the benefits of the Dodge action when your speed drops to 0.
  • When you have no levels of Exhaustion, you can Dodge as a reaction. You may do so a number of times equal to your proficiency bonus. The next time you Dodge as a reaction after reaching this limit, you suffer a level of Exhaustion once the attack is resolved. You regain all uses of this feature when you finish a short or long rest.
  • When you Tumble through a creature’s space as an action, you can make a melee weapon attack as a bonus action.

Insomniac

Your many late nights have taught you how to function with less sleep. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You only need 4 hours of sleep to gain the benefits of a long rest.
  • You no longer have disadvantage on ability checks when you have a single level of exhaustion.

Mariner

You have learned how to sail the seas, granting you the following benefits:

  • Increase your Dexterity, Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain a swimming speed equal to your walking speed.
  • You gain Ship Lore, Fishing Lore and Navigation Lore.
  • You can spend one minute studying the sky to determine what the weather will be for the next 24 hours.

Monk Initiate

You’ve learned the basics of unarmed martial arts:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • Your unarmed strikes gain a d4 damage die. If your unarmed strikes already have a d4 damage die, incease its size to d6.
  • When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
  • When you make an unarmed strike as a bonus action, you can make two attacks instead of one. Once you use this feature, you cannot do it again until you complete a long rest.

Mountaineer

No peak is beyond your reach. You gain the following benefits:

  • Increase your Strength or Constitution score by 5, to a maximum of 20.
  • You gain a climbing speed equal to your walking speed.
  • You can reduce any falling damage you take by an amount equal to your character level.
  • You gain advantage on any Strength (Athletics) checks you make in relation to climbing, as long as the climbing surface doesn't count as difficult terrain.

Mounted Adept

You have mounted training that allows you to effectively control a mount in the chaos of battle. You gain the following benefits:

  • You gain proficiency in Animal Handling.
  • Over the course of 2 hours, which can be done during a rest, you can designate a mount as your steed. Your steed becomes trained to answer your commands without hesitation. While riding your steed, you can use your bonus action to command it to use any of its actions.
  • For each level you gain after 3rd, your steed an additional Hit Die and increases its hitpoints. This benefit has no effect if another feature has already improved the creature's Hit Dice. Additionally this feature can not apply to a companion or player character that acts as your mount.

Mounted Mage

Prerequisite. The ability to cast at least one spell.


You are trained in the use of magic from horseback. You gain the following benefits:

  • You gain proficiency in Animal Handling.
  • When you cast a spell targeting yourself while mounted, you can also affect your mount with the spell. These effects are only active as long as you are mounted, and end if you dismount the creature for any reason.
  • Any time your mount would be forced to make a saving throw against a single target spell you may choose to redirect that spell so that you are the target instead.

Paladin Initiate

  • You gain a number of smite dice that are d8 and equal to your proficiency bonus.
  • When you hit a creature with a melee weapon attack, you can spend a number of smite dice equal to half your proficiency modifier (rounded down) to deal radiant damage to the target in addition to the weapons damage. The additional damage dealt is equal to one roll of the smite dice you spent. You can not spend a smite die on an attack that uses the Divine Smite feature.
  • You regain all spent smite dice at the end of a long rest.

Reactive Grappler

You have learned to intercept the enemy attacks and use grappled creatures as effective body shield. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You can use Acrobatics instead of Athletics when you attempt to grapple using your bonus action or your reaction.
  • When another creature attacks you with a melee weapon or an unarmed strike and misses by 5 or more, you can use your reaction to grapple the creature.
  • You can force a creature you have grappled to move along with you as long as it is not prone or incapacitated. Make a grapple check using your bonus action. On success, you can move and force the grappled creature to move with you up to half your speed. You cannot enter difficult terrain while moving in that way.
  • When another creature attacks you and the attack roll doesn't beat your Ac by 5 or more, you can use your reaction to force the attack on the creature you're grappling.

Sling Expert

Thanks to your extensive training with a sling, you gain the following benefits.

  • When you hit a creature with a weapon attack made with a sling, the creature takes an extra 1d4 if it is within the first range increment of your weapon, and an extra 1d4 if it is one size larger than you.
  • When you use the Attack action and attack with a sling, you can use a bonus action to make another attack with the same weapon.

Spell Savant

Prerequisite: The ability to cast at least one spell


You have specialized in the execution of spells, making you a deadly arcane opponent on the battlefield. You gain the following benefits:

  • When you cast a cantrip that requires a target to make a saving throw, the spell save DC for the spell increases by your proficiency modifier.
  • When you cast a spell of 1st level or higher that requires a target to make a saving throw, the spell save DC for the spell is increased by +2.
  • You learn one cantrip that requires a saving throw. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Spirit Medium

You've always felt a strange connection to those who have passed on. This gives you the following benefits:

  • You learn the guidance cantrip.
  • You can speak to incorporeal creatures with an intelligence of 3 or higher as if you both shared a language.
  • You learn the speak with dead spell, and you can cast it as a ritual using this feature, once you do so, you cannot do so again until you finish a long rest.
  • You can cast speak with dead without a body as long as you're within 100 feet of where the target was killed. When you do so there is a 25 percent chance for each question that the answer is misleading or incorrect. The GM makes this roll in secret.

Touch of Divinity

Your exposure to divine magic has blessed you, granting the following benefits:

  • Increase your Intelligence, Wisdom or Charisma by 1, to a maximum of 20.
  • Choose a 1st level spell from the Cleric or Paladin spell list. You can cast this spell without expending a spell slot. Once you cast it in this way, you can't cast the spell in the same way again until you finish a long rest.
  • You gain the spell find familiar and can cast it as a ritual as long as you have the spell components necessary. When cast in this way, your familiar's creature type is celestial. Additionally, you may choose a Riding Horse when cast as a ritual.
  • You can also cast these spells using spell slots you have of an appropriate level. Your spellcasting ability for these spells is the ability increased by this feat.

Spell Focus Feats

Spell Focus: Absorb Elements


Prerequisite: Ability to cast the Absorb Elements spell You’ve learned how to empower the Absorb Elements spell, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When you cast Absorb Elements, all non-hostile creatures within 5ft of you also gain the benefits of the spell. You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.
  • You can cast this feat’s spell twice without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Spell Focus: Bless


Prerequisite: Ability to cast the Bless spell You’ve learned how to empower the Bless spell, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Targets of Bless can now add a d6 to attack rolls or a saving throws, instead of a d4.
  • You can cast this feat’s spell twice without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Spell Focus: Disguise Self


Prerequisite: Ability to cast the Disguise Self spell You’ve learned how to empower the Disguise Self spell, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Disguise Self now has a range of Touch, instead of Self. Disguise Self now has a duration of 8 hours instead of 1 hour.
  • You can cast this feat’s spell twice without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Spell Focus: Find Traps


Prerequisite: Ability to cast the Find Traps spell You’ve learned how to empower the Find Traps spell, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Any traps detected by Find Traps will gain a faint magical glow for the next hour.
  • You can cast this feat’s spell twice without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Spell Focus: Knock


Prerequisite: Ability to cast the Knock spell You’ve learned how to empower the Knock spell, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When Knock has been cast it no longer produces any sound. Within one minute after casting this spell, the caster can make the target of the spell magically lock itself with no trace left of its unlocking.
  • You can cast this feat’s spell twice without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Spell Focus: Mage Armor


Prerequisite: Ability to cast the Mage Armor spell You’ve learned how to empower the Mage Armor spell, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. *When you cast Mage Armor, the target’s base AC can be either 13 + its Dexterity modifier or 16 (your choice).
  • You can cast this feat’s spell twice without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Spell Focus: Shield


Prerequisite: Ability to cast the Shield spell You’ve learned how to empower the Shield spell, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When a creature you can see within 60ft of you is hit with an attack or targeted by the magic missile spell, you can use your reaction to cast shield on them. You ignore shield’s normal range when you use this feature.
  • You can cast this feat’s spell twice without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Fixing 5E

can't be that

hard, right guys?

Dungeons and Dragons 5th Edition is perhaps the best, and at the same time the very worst designed edition. Despite the simplicity and elegance of its core mechanics, it has glaring flaws and official content only makes it worse.

These rules attempt to fix the ambiguity of the core rules, make skills more important and add tactical depth to combat. You will also find DM advice on skill checks, XP rewards and making challenging combat encounters.

If you like this compendium, use it along with:

This campaign is maintained by Apostol Apostolov for personal use with his group. Feedback and suggestions are greatly appreciated.