Racial Feats, the Bamstacks Variant

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Racial Feats


These feats follow the same rules as feats and completely replace those in published material. When you take a racial feat you may take 3 racial feat options or take 1 and also gain a +1 bonus to an ability score increase of your choice. You can only ever take a racial feat for one race, but you can take a racial feat twice to gain another three options or one more option and another +1 ASI.

Feat Category Table of Contents

Aether

Prerequisite: You are an Aetherborn.

As a being made of pure magical energy, your unique physiology has unique potential that you have learned to utilize to its fullest potential.

  • Optimized Drain Life. [Cost: 1] You have learned to manipulate and focus your life draining capacities to optimize the draining potential of your touch. Your Drain Life attack now deals a d8 plus your Strength modifier in damage. The damage die improves to a d10 at 9th level, a d12 at 13th level, and 3d4 at 17th level.

    • [Cost: 2] You can also make a grapple check as part of your Drain Life attack.
  • Aether Energy Reroute. [Cost: 1] In response to elemental trauma, you have learned to reroute the energy that constitutes your body to protect the affected areas. Once per long rest, you can use your reaction when you take fire, cold, lightning, or thunder damage to reduce the damage you take by up to three times your character level.

  • Life Redistribute. [Cost: 1] You have learned to reroute the directionality of your Life Drain ability to be able to heal. As an action, you can touch a creature and heal that creature for an amount of hitpoints equal to a damage roll of your Drain Life attack, siphoning an equivalent amount of hit points from yourself.

    • [Cost: 2] When you use this healing ability, you can gain temporary hit points equal to half the restored hit points.
  • Energy Conversion. [Cost: 1] You have learned to embrace your energetic nature, and have learned to transform the energy that makes up your essence into kinetic energy. As an action, you can sacrifice up to 15 hit points in order to fling a willing or grappled creature as if launched in a line in a direction you choose, moving a number of feet equal to 5 times the number of hit points you sacrificed. If launching a grappled creature, you fly the same distance, and you can make a contested Athletics check. On a success, you guide where both creatures land. On a failure, the grappled creature influences the landing position to be up to 30 feet away from where you aimed it to be.

Amphibious

Prerequisite: You are a Locathah, Tortle, Grung, or another lineage with at least 25% parentage in one or multiple of these races.

  • Evolved Gills. [Cost: 1] You have learned to use the gills of your kind effectively. You can breathe underwater.

  • Poisonous Skin. [Cost: 1] You must not already have the Poisonous skin feature already. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, you can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

  • Natural Swimmer. [Cost: 1] You gain a swim speed equal to your walking speed. If you already have a swimming speed, your swimming speed increases by 10 feet. When in water, you can also use the Dash action as a bonus action.

  • Tortle Protector. [Cost: 1] You must be a Tortle. Your natural armor trait now provides a base AC of 18. As normal, your Dexterity modifier doesn’t affect this number. In addition, as a reaction when you are forced to make a Dexterity saving throw, choose any number of creatures within 5 feet of you. Each chosen creature is considered to have half-cover against any harmful attacks or effects while within 5 feet of you until the start of your next turn. Once you use this ability, you can’t do so again until you’ve finished a short or long rest.

Canidae

Prerequisite: You are a Khenra, Lycan or another lineage with at least 25% parentage in a canine race.

You have learned to fully take advantage of and control your canine form, and have reaped the benefits.

  • Fearsome Bite. [Cost: 1] You must have a natural bite attack. You take advantage of your teeth, sharpen them regularly and focus your will on growing them and making them more deadly. If you have a bite attack, it becomes more fearsome. Your bite attack deals 1d8 + your Strength or Dexterity modifier of piercing damage on a hit. The damage of your bite attack increases as you gain levels, increasing to 1d10 at 5th level, 1d12 at 11th level, and 3d4 at 17th level.

  • Natural Weapons. [Cost: 1] If you do not already have improved natural weapons, you gain a bite and claw attack, both dealing 1d6 + your Strength or Dexterity modifier of piercing and slashing damage respectively.

  • Pack Tactics. [Cost: 1] To gain this feature you must pick this feat option twice. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

  • Ripping Claws. [Cost: 1] Your claws have grown sharper, helped along by your methodical maintenance of them. Your claws deal 1d8 + your Strength or Dexterity modifier of slashing damage. The damage of your claw attack increases as you gain levels, increasing to 1d10 at 11th level, and to 1d12 at 17th level.

Centaur

Prerequisite: You are a Centaur.

  • Climb of the Mountain Goat. [Cost: 1] You have adapted your hooves and reflexes to emulate the incredible climbing prowess of the mountain goat. You can ignore the penalty to climbing imposed on centaurs.

  • Grand Breed. [Cost: 1] You have advantage on saving throws against being charmed, and magic can't put you to sleep.

  • Grand Galloper. [Cost: 1] You can Dash as a bonus action. While dashing, opportunity attacks made against you are made with disadvantage. Your hooves count as magical for the purposes of overcoming resistances.

  • Frightened Prey. [Cost: 1] You have advantage on attack rolls against creatures that are smaller than you if they are frightened of you.

  • Routing Charge. [Cost: 1] When you critically hit or reduce a creature to 0 hitpoints, you can attempt to frighten unmounted nearby foes who are your size or smaller. As a reaction, you can make an Intimidation check using either your Strength or Charisma (Your choice) within 15 feet of the target you critically hit or reduced to 0. Hostile creatures contest with their Insight (Wisdom). On a failure, they are frightened of you for 1 minute. Creatures frightened in this way must use all their speed to move away from you. At end of its turn, it may make another insight contest with you if it took damage from you in the same round, or if it is no longer in line of sight of you. Once you use this trait, you cannot use it again until you complete a short or long rest.

Draconic

Prerequisite: You are a dragonborn, kobold, or a custom lineage option with at least 25% parentage from one of these races.

You have welcomed and learned to master your draconic blood ancestry, giving yourself the skills of the great dragons that inhabit the land.

  • Fearsome Roar. [Prerequisite: Dragonborn] [Cost: 1] Must have a breath weapon. 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 for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

  • Draconic Hide. [Cost: 1] 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.

  • Fearsome Claws. [Cost: 1] You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

  • Sunlight Adaptation. [Prerequisite: Sunlight Sensitivity] [Cost: 1] Your eyes have learned to adapt to the sun, and you can ignore the effects of the Sunlight Sensitivity feature as long as you stay in dim light.

    • [Cost: 2] You can ignore the effects even in bright light.
  • Precise Breath. [Cost: 1] You have learned to control the output of your breath to adapt to the movements of your enemies and allies. When you use your breath weapon, you can choose one target within its range to suffer disadvantage on the saving throw, and any creatures of your choice within the area to automatically succeed on their saving throws against it.

  • Corrosive Breath. [Cost: 1] Your breath, either through learning or through contact with a great magical source, is now tinged with energy that melts, corrodes, slows, and blisters. Creatures that fail their saving throw against your breath weapon lose any resistance to its damage type and have their AC reduced by 2 until they finish a long rest if their armor is natural, or until they repair their armor if it is unnatural.

  • Dragon Wings. [Prerequisite: 10th level] [Cost: 1] You grow draconic wings and gain a 20 feet flying speed. If you select this feature twice, your flying speed increases to equal your walking speed.

Dwarven

Prerequisite: You are a dwarf or a custom lineage option with at least 25% dwarven parentage.

You have a great pride in your culture, history, home, and family, and fully embrace that which emboldens you to take on the world.

  • Heroic Blood. [Cost: 1] You take inspiration from the tales of dwarven heroes whose blood flows within you. 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.

  • Grudge Bearer. [Cost: 1] 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). You gain the following benefits:

    • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.

    • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.

    • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient.

  • Squat Nimbleness. [Cost: 1] You are uncommonly nimble for your race. You gain the following benefits:

    • Increase your walking speed by 5 feet.

    • You gain proficiency in the Acrobatics or Athletics skill (your choice).

    • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

  • Dwarven Armor Expertise. [Cost: 1] You have learned to wear a heavier armor than you're normally used to. You gain proficiency in light armor. If you have proficiency in light armor, you gain proficiency in medium armor. If you have proficiency in medium armor, you gain proficiency in heavy armor. If you have proficiency in heavy armor, you gain a +1 to your AC when wearing it.

Elephantidae

Prerequisite: You are a Loxodon or another lineage with at least 25% parentage in this race.

As a member of this race, you have learned to make incredible use out of your unique physiology, especially your trunk and horns.

  • Dextrous Trunk. [Cost: 1] Most Loxodon have trouble using their trunks to perform complicated tasks, but you have trained your trunk muscles to perform those tasks that would usually require opposable thumbs. You can wield a shield or a one-handed weapon without the ammunition property weighing 5 pounds or less with your trunk. As a bonus action on your turn, if you made the Attack action on your turn, you can make an attack at disadvantage with a weapon you hold in your trunk, following rules for two-weapon fighting. If you take this feature two times, you may make an attack with your trunk on the same bonus action as you attack with a weapon in your off hand.

  • Loxodon Stampede. [Cost: 1] When you take the Dash action, you can choose to pass through the space of one or more Large or smaller creatures. Each creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d10 + your Strength modifier. Whether a creature succeeds or fails its saving throw, it cannot make opportunity attacks against you for the rest of your turn. Once you use this ability, you can't use it again until you finish a short or long rest.

  • Trunk Trumpet. [Cost: 1] You have learned how to use your trunk to emit a loud, shrill trumpeting call. As an action, you can emit your call. Every creature hostile to you and within a 30-foot cone originating from you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or else be frightened of you until the end of your next turn. Once you use this ability, you can't do so again until you finish a short or long rest.

  • Vicious Horns. [Cost: 1] Your tusks have grown to be longer, sharper, and you have learned to use them in combat. As an action, you can bash and gore your enemies, and you gain a Gore attack. You are proficient with this attack. You use Strength for its attack and damage rolls. On a hit, your tusks deal deal 2d6 piercing damage, and the creature must also make a Strength saving throw versus 8 + your proficiency bonus + your Strength modifier or else fall prone. A creature has advantage on this saving throw if it is up to 2 sizes larger than you, and it automatically succeeds the saving throw if it larger than 2 sizes larger than you.

Elven

Prerequisite: You are an Elf, Half-Elf, or a custom lineage option with at least 25% elven parentage.

You embrace that part of your heritage that comes from the noble, wise, and skilled elven councils or from the Feywild with which you have an affinity for, and gain unique abilities.

  • Elven Accuracy. [Cost: 1] 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. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

  • Elven Artistry. [Cost: 1] You have trained in the arts, inspired by the great pieces crafted by your ancestors. You gain proficiency in two artisan's tools of your choice, and one musical instrument of your choice. If you're already proficient with any of these tools, you can add double your proficiency bonus to the check instead.

  • Elven Perception. [Cost: 1] You gain proficiency in the Perception and Insight skills if you don't have them already. If you're already proficient with any of these skills, you can add double your proficiency bonus to the check instead.

  • Everybody's Friend. [Cost: 1] You must be a Half-elf. You develop your magnetic personality to ease your way through the world. You gain proficiency in Deception and Persuasion skills. If you are already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.

  • Fey Teleportation. [Cost: 1] You must be a High elf or Eladrin. 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 learn to speak, read, and write Sylvan. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Your spellcasting ability for this spell is your choice between Intelligence, Wisdom, or Charisma (choose when you gain this feature)

  • Drow High Magic. [Cost: 1] You must be a Drow elf or have drow ancestry. You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. If you select this feat twice, you also learn levitate at 3rd level and dispel magic at 5th level, each of which you can cast once without expending a spell slot. You regain the ability to cast each spell of 1st level or higher you gain through this feat when you finish a long rest. Your spellcasting ability for these spells is your choice between Intelligence, Wisdom, or Charisma (choose when you gain this feature)

  • Wood Elf Magic. [Cost: 1] You must be a Wood elf. You learn the magic of the primeval woods, which are revered and protected by your people. You learn one Druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Your spellcasting ability for these spells is your choice between Intelligence, Wisdom, or Charisma (choose when you gain this feature)

  • Revenant Blade. [Cost: 1] You are descended from a master of the double-blade, and some of that mastery has passed on to you. While wielding a double-bladed weapon with two hands, you gain +1 AC. A double-bladed scimitar has the finesse property when you wield it.

Gith

Prerequisite: [Cost: 1] You are a Gith or another lineage with at least 25% parentage in this race.

  • Kill the Mage. [Cost: 1] You can instinctively react with hostility to those attempting to control minds. If a creature within the range of a melee weapon you are holding attempts to inflict the charmed or frightened condition on a creature, or forces an Intelligence saving throw, you can use your reaction to make a weapon attack against the creature. This weapon attack also lands a critical hit on a 19 or 20 on d20.

  • Psionic Adaptation. [Cost: 1] As part of a race that was dominated psychically for so long, you have reached into your mind for extra protection against psychic effects. You have resistance against psychic damage and gain a +2 bonus to Wisdom saving throws.

  • Psionic Beginnings. [Cost: 1] Being part of a race naturally resistant to psionics, you have unlocked a small amount of psychic ability that you can weave into your training. You learn the mind sliver cantrip, and your spellcasting ability for this spell is your choice between Intelligence, Wisdom, or Charisma (choose when you gain this feature). Furthermore, when you take the Attack action, you can cast mind sliver in place of one of your attacks, and Illithids have disadvantage on their Intelligence saving throw versus this spell when you cast it.

Gnomic

Prerequisite: You are a gnome or a custom lineage option with at least 25% gnome parentage.

Your bright spirit, innovative spirit, and long lives are qualities you've learned to take advantage of to forge the world to your interests.

  • Fade Away. [Cost: 1] Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

  • Squat Nimbleness. [Cost: 1] You are uncommonly nimble for your race. You gain the following benefits:

    • Increase your walking speed by 5 feet.

    • You gain proficiency in the Acrobatics or Athletics skill (your choice).

    • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

  • Svirfneblin Magic. [Prerequsite: Deep Gnome] [Cost: 1] You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You also learn the following spells: blindness/deafness, blur, and disguise self, and you can cast one of these spells once without expending a spell slot, and regain the ability to cast one of these spells this way when you finish a long rest. You can also cast these spells through any spell slots or points that you have. Your spellcasting ability for these spells is your choice between Intelligence, Wisdom, or Charisma (choose when you gain this feature)

  • Critter Friend. [Cost: 1] You must be a Forest Gnome. Your friendship with animals mystically deepens. You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Your spellcasting ability for this spell is your choice between Intelligence, Wisdom, or Charisma (choose when you gain this feature)

  • Wonder Maker. [Cost: 1] You must be a Rock Gnome. When you make a check using your proficiency with tinker’s tools, you add 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 speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

    • Calculator: This device makes doing sums easy.

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

    • Timekeeper: This pocket watch keeps accurate time.

    • Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour

Goblinoid

Prerequisite: You are a Goblin, Hobgoblin, Verdan, or another lineage with at least 25% parentage in one or multiple of these races.

  • Way of the Nilbog. [Cost: 1] You must be a Goblin or have 25% Goblin parentage. You can take the Dodge or Dash action as a bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Centurion Training. [Cost: 1] You must be a Hobgoblin. You have received the leadership training that many members of your race covet. You are able to respond quickly in the face of danger and confidently lead your allies. You may add your proficiency bonus to your initiative rolls. When you use your Fortune from the Many trait, you do not expend a use of it unless your roll succeeds.

Halfling

Prerequisite: You are a halfling or a custom lineage option with at least 25% halfling parentage.

You are small of stature, but your bravery and luck are unmatched as you embrace those qualities that you admire in your own family.

  • Bountiful Luck. [Cost: 1] Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter. You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

  • Familial Teamwork. [Cost: 1] Your experience working together with others has made you more effective while next to others. While within 5 feet of a friendly creature, you gain +1 to your AC, attack rolls, saving throws, and damage rolls.

  • Halfling Help. [Cost: 1] Your experience in a close community has shown you how to help others and be helped effectively. When you use the Help action or someone uses the Help action on you, the creature receiving the Help action gains a bonus to their check, attack roll, or saving throw equal to your proficiency bonus.

  • Night Glider. [Cost: 1] You must be a Ghostwise halfling. You gain the following benefits:

    • You can cast the animal friendship spell, without expending a spell slot, 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. Wisdom is your spellcasting ability for this spell.

    • The range of your Silent Speech trait increases to 90 feet.

    • You can use your Silent Speech to speak telepathically with a beast charmed by you, or your mount if you have one. The beast or mount will understand you even if you don't share a language, but you have no special ability to understand it in return.

  • Second Chance. [Cost: 1] When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.

  • Speech of the Lotus. [Cost: 1] You must be a Lotusden Halfling. You have spent your waking hours in the comfort of nature, learning the calm, soothing ways of floral speech. You gain the following benefits:

    • You learn to speak, read, and write Sylvan and one additional language of your choice.

    • When you reach 5th level, you can cast the speak with plants spell, without expending a spell slot, 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. Your spellcasting ability for this spell is your choice between Intelligence, Wisdom, or Charisma (choose when you gain this feature)

  • Squat Nimbleness. [Cost: 1] You are uncommonly nimble for your race. You gain the following benefits:

    • Increase your walking speed by 5 feet.

    • You gain proficiency in the Acrobatics or Athletics skill (your choice).

    • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Human

Prerequisite: You are a human or another lineage with at least 25% human parentage.

You have learned to take full advantage of the human knack for self-improvement and adaptation and can utilize those skills to change the world around you.

  • Prodigy. [Cost: 1] You have a knack for learning new things. You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. You can choose to take this feature twice and double the benefits.

  • Human Determination. [Cost: 1] When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.

Infernal

Prerequisite: You are a tiefling, or another lineage with at least 25% tiefling parentage.

You have struggled your whole life with your infernal appearance, and have finally gained access to the unique power afforded to you through it.

  • Barbed Hide. [Cost: 1] One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. 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.

  • Fiendish Arcanum. [Cost: 1] You have made contact with one of your fiendish family who has granted you access to a small amount of magical power. You learn the spells burning hands and command, and you can cast one of these spells once without expending a spell slot. Your spellcasting ability for this spell is your choice between Intelligence, Wisdom, or Charisma (choose when you gain this feature). You can cast these spells a total amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

    • [Cost: 2] The level at which you cast the spell through the feat equals your proficiency bonus minus one.
  • Flames of Phlegethos. [Cost: 1] When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice. In addition, whenever you deal 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.

  • Infernal Constitution. [Cost: 1] Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You have resistance to cold damage and poison damage. You have advantage on saving throws against being poisoned.

Kor

Prerequisite: You are a Kor or another lineage with at least 25% parentage in this race.

You have lived in the mountains in close communities with your kind for most of your life, and the skills you have gained from those experiences help you to succeed.

  • Wind Swept. [Cost: 1] As one attuned to the cold winds of the mountains and to the spirits of the wind and snow-topped peaks, your skin is adapted to cold. You gain resistance to cold damage.

  • Expert Climber. [Cost: 1] You gain a 20 foot climbing speed. If you use an action to brace your leg muscles, you jump vertically a number of feet equal to 8 times your proficiency bonus using 15 feet of movement. At 7th level, this no longer requires your action.

  • Rock-Infused Skin. [Cost: 1] Your skin, through repeated exposure to the rocks and cliffs you're so used to, has evolved additional structures to resist bruising and crushing. You gain resistance to nonmagical bludgeoning damage. If you take this feature twice, when you roll for hit points when you level up, you gain an extra hit point, and you also gain a number of hit points equal to your level.

  • Rock Spirit Connection. [Cost: 1] Much like a shaman, you have grown close with those spirits that reside in the mountains, and you have learned to borrow some of their energy. You learn the mold earth cantrip and earth tremor spell. Your spellcasting ability for this spell is your choice between Intelligence, Wisdom, or Charisma (choose when you gain this feature). You can cast earth tremor a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and the level at which you cast the spell equals your proficiency bonus minus one.

  • Windsoul. [Cost: 1] Your connection the primordial roots of ancient, biting wind allows you a modicum of control over it. When a willing creature that you can see within 30 feet of you starts their turn, you can use your reaction to allow them to gain a flying speed equal to their walking speed until the end of their turn. You can take this reaction once. You can instead use this ability an amount of times equal to your proficiency bonus if you take this feature twice. You regain all expended uses when you finish a long rest.

Magical Inherence

Prerequisite: You must be a Living Spell.

You have further developed and specialized in the magic inherent to your creation.

  • Destructive Interference. [Prerequisite: 8th level] [Cost: 1] You can manipulate the wavelengths of your inherent magic to destructively interfere with other magic. You can cast either counterspell or dispel magic once without expending a spell slot and without requiring any verbal or somatic components. Each spell has a range of 10 times your proficiency bonus when you cast it through this feature. You regain the ability to cast either spell through this feature when you finish a long rest. If you select this feature more than once, you gain one of the following improvements per selection:

    • When you cast counterspell or dispel magic at any point, they never require verbal or somatic components.

    • You gain an additional casting of either spell through this feat per long rest.

  • Insular Coating. [Cost: 1] You have rearranged your bodily composition to include a layer of magical material that insulated your magical core from antimagic effects. You lose the Antimagic Vulnerability property. When you finish a long rest, you also gain temporary hit points equal to your proficiency bonus.

  • Magic Resistance. [Cost: 1] You have advantage on saving throws against spells and magical effects against one saving throw of your choice.

  • Origin Spell Frequency I. [Prerequisite: 8th level] [Cost: 1] You can instead cast your Origin Spell twice per short or long rest without expending a spell slot or points.

  • Origin Spell Frequency II. [Prerequisite: 12th level, Origin Spell Frequency I] [Cost: 1] You can instead cast your Origin Spell three times per short or long rest without expending a spell slot or points.

  • Origin Spell Power. [Cost: 1] Your spell attack modifier and spell save DC when casting your Origin Spell increase by 1.

  • Secondary Core. [Cost: 1] You have altered your core to house a different spell to enhance your versatility. You can choose another Origin Spell of the same school as your first to also be an Origin Spell for you. When you choose to cast an Origin Spell, you can choose to cast either spell, but you do not gain any additional castings of either spell.

Orcish

Prerequisite: You are an orc, or another lineage with at least 25% orcish parentage.

You have acknowledged your orcish heritage, taking advantage of your natural affinities for physicality to gain powerful benefits.

  • Budding Chief. [Cost: 1] You gain proficiency with one of the following skills: Deception, Intimidation, or Persuasion. In addition, as a bonus action, you can allow a creature who can see or hear you to maneuver itself into a more advantageous position. That creature can use its reaction to move up to half its movement speed without provoking opportunity attacks. The creature can’t maneuver itself using this feat again until it finishes a short or long rest.

  • Menacing Roar. [Cost: 1] Whenever you drop a creature to 0 hit points, you can use your reaction to let out a menacing roar that frightens anyone who sees you. Every hostile creature within 60 feet of you must make a Wisdom saving throw (DC = 8 + your Constitution, Wisdom, or Charisma modifier + your proficiency bonus) or else be frightened of you on their next turn. You can do this once per short rest.

  • Overbearing Adrenaline. [Cost: 1] You must have the Adrenaline Rush feature. Your natural affinity for engagement and battle lets you move faster towards your enemies. As a bonus action, you can take the Dash action, and you gain temporary hit points equal to your proficiency bonus whenever you take the Dash action.

  • Angered Blood Flow. [Cost: 1] You have learned to utilize your anger to empower yourself with enhanced circulation and strength. When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you roll initiative. If you have the Relentless Endurance trait, you can use your reaction to make one weapon attack.

  • Relentless Endurance. [Cost: 1] When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

  • Weapons Training. [Cost: 1] You gain proficiency with shields and two martial weapons of your choice, and on your first attack after you roll initiative, if you hit, you deal an extra d6 damage of the appropriate type.

  • War Planning. [Cost: 1] As a result of your affinity for war and your experience, you can act quickly and decisively. You can add a d4 bonus to your initiative rolls. On your first turn after rolling initiative, you may add a d4 to the first ability check or attack roll you make.

Planar Magic Table

Race Cantrips 1st-Level Spells 2nd-level Spells 3rd-level Spells
Aasimar Guidance, Light, Sacred Flame, Word of Radiance Bless, Guiding Bolt, Cure Wounds Aid, Lesser Restoration, Warding Bond Aura of Vitality, Daylight, Life Transference
Kalashtar Mind Sliver, Message, Minor Illusion, Toll the Dead Bane, Sleep, Sanctuary Mirror Image, Prayer of Healing, Mind Spike Catnap, Dispel Magic, Sending
Air Genasi Thaumaturgy, Dancing Lights, Gust Catapult, Fog Cloud, Unseen Servant Blur, Gust of Wind, Storming Gale Fly, Vortex Blast, Wind Wall
Earth Genasi Mold Earth, Magic Stone, Resistance Earth Tremor, Catapult, Bane Earthbind, Knock, Maximilian's Earthen Grasp Create Bog, Erupting Earth, Meld Into Stone
Fire Genasi Firebolt, Green-Flame Blade, Create Bonfire Faerie Fire, Searing Smite, Hellish Rebuke Continual Flame, Scorching Ray, Flaming Sphere Fireball, Flame Arrows, Through the Fire and Flames
Water Genasi Ray of Frost, Shape Water, Spare the Dying Fog Cloud, Frost Fingers, Ray of Sickness Misty Step, Lesser Restoration, Enlarge/Reduce Babbling Brook, Roaring River, Tidal Wave, Wall of Water

Planar

Prerequisite: You are an Aasimar, Genasi, Kalashtar, or another lineage with at least 25% parentage in one or multiple or these races.

You are descended from a plane outside the Material Plane. You have realized this to its fullest extent and have gained new powers those limited to the Material could only dream of.

  • Angelic Protection. [Cost: 1] You must be an Aasimar, or have 25% Aasimar parentage. The innate resistance to magic that angels possess extends to you. Pick one saving throw; you gain advantage on that saving throw against spells and other magical effects. If you pick this feature twice, you may gain advantage on two saving throws of your choice.

  • Purifying Hands. [Cost: 1] You must be an Aasimar. The dice of your Healing Hands feature increase from d4s to d6s, and you can choose to forego the healing from this feature to instead end the poisoned condition on the target. If you select this feature twice, the die size increases to d8s.

  • Ethereal Spark. [Cost: 1] You have learned to access the energy of the plane that you came from in short bursts to fuel your attacks. You can use your Bonus Action to deal 1d8 Force damage to one creature you dealt damage to this turn.

  • Ethereal Zipper. [Cost: 1] You learn to use your affinity for other planes to instantaneously move parts of your body into the plane you came from to avoid attacks, as if unzipping a zipper. You may use your reaction to increase your AC against that attack by an amount equal to your proficiency bonus. Once you unzip part of your body using this feature, your speed is zero and you can't use this reaction again until you use a bonus action to zip the void you just created back up.

  • Planar Magic. [Cost: 1] You have learned to pull magical energies from your home realm. Choose a race between Aasimar, Genasi, or Kalashtar for which you have at least 25% parentage. You learn two cantrips and one first-level spell from your race's spell list in the Planar Magic Table, and can cast the 1st-level spell you select once per short or long rest at a level equal to your proficiency bonus minus one without expending a spell slot or points. You can switch spells you know this way for another spell on the table when you finish a Long Rest. Your spellcasting ability for these spells is your choice between Intelligence, Wisdom, or Charisma (choose when you gain this feature). You may also cast these spells using any spell slots or points you have. All the spells on the Planar Magic Table for your race are also added to your class's spell lists for you.

    • [Cost: 2] Starting at 3rd level, you also learn one second-level spell from your race's spell list in the Planar Magic Table, and can can cast that spell once per Long Rest.
    • [Cost: 3] Starting at 5th level, you also learn one third-level spell from your race’s spell list in the Planar Magic Table, and can cast that spell once per Long Rest using the spellcasting ability decided earlier.
  • Mind Protection. [Cost: 1] You must be a Kalashtar. Your quori spirit teaches you the different ways to assault—and protect—the minds of others. When you use your Mind Link trait to grant a creature the ability to speak telepathically with you, it has resistance to psychic damage for the duration.

Squamata

Prerequisite: You are a Lizardfolk, Yuan-ti Pureblood, Naga, or another lineage with at least 25% parentage in one or multiple or these races.

As a member of the Squamata family, you have learned to make excellent use of your snake and lizardlike features to help you sneak and slither your way to success.

  • Hypnotic Eye. [Cost: 1] You have learned to make use of your lizardlike eyes and your strange aura to hypnotize. As an action, you may look a creature within 30 feet of you that isn't in the Squamata family in the eyes and attempt to hypnotize them. That creature must make a Wisdom Saving Throw equal to 8 + your proficiency bonus + your Charisma modifier or else be charmed by you. A creature If the creature is hostile to you before you take this action, they have advantage on the saving throw. The creature remains charmed until you stop looking at the creature or the creature is attacked. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

  • Molt. [Cost: 1] You have learned to make use of your ability to shed your outermost layer of skin by evolving it to deceive your opponents. You can cast off your molted skin as a bonus action. Any creature that sees the molted form, if they try and target you with an attack or harmful spell before the end of your next turn, has to succeed on a Perception check versus a DC of 8 + your proficiency bonus + your Constitution modifier to see through the deception. If they fail, they target the molted form, revealing the deception to anyone who sees the molt. The molt drops to the ground at the beginning of your next turn. You regain the ability to use this feature when you finish a long rest.

  • Poison Evolution. [Cost: 1] You have evolved poison glands on some of your fangs. As an action, or as a replacement for a weapon attack, you can make a bite attack. This bite attack has a range of 5 feet, and uses Constitution for its attack and damage rolls. On a hit, your fangs deal 1d4 piercing damage, and the target must succeed on a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier, or else take an additional 2d4 poison damage.

    • [Cost: 2] You can make this bite attack as a bonus action.
    • [Cost: 3] A creature who fails their save also suffers the poisoned condition.
  • Snake in the Grass. [Cost: 1] You can use your action to magically transform into a Giant Poisonous Snake. The transformation follows the criteria and limitations of the druid's Wildshape feature, though it only lasts for up to 1 hour. When you transform, you may choose the appearance of the snake, though not so much that its size changes. Once you use this ability, you can't do so again until you finish a long rest.

    • [Cost: 2] You add your proficiency bonus times 5 to the hit points of the Giant Poisonous Snake when you transform into it, and your proficiency bonus its attack and damage rolls.
  • Prolific Suggestion. [Cost: 1] You must be a Yuan Ti Pureblood. You can now cast the suggestion spell without expending a spell slot a number of times equal to your proficiency bonus instead of once, and you regain all expended uses when you finish a long rest.

Taurus

Prerequisite: You are a Minotaur or another lineage with at least 25% parentage in this race.

  • Piercing Horns. [Cost: 1] Your damage die of your horns increases to 1d8. If you take this feature twice, it increases to 1d10.

  • Improved Goring Rush. [Cost: 1] You must be a Minotaur. When you use your Goring Rush feature, you only need to move at least 10 feet, you make the horn attack with advantage, and you deal additional damage on the horn attack equal to your proficiency bonus.

  • Labyrinthine Mind. [Cost: 1] Your eyes have adapted to the dark conditions of deep canyons, and your mind is bolstered against underground terrors. You gain darkvision out to 60 feet, you have resistance to psychic damage, and you can perfectly recall any path you have travelled.

  • Unbreakable Rush. [Cost: 1] When you take the Dash action, you ignore any difficult terrain in your path for the remainder of the turn.

Ursus

Prerequisite: You are a Bugbear or another lineage with at least 25% Ursus parentage.

As a member of the races descending from the Ursi, you have learned to take advantage of the senses, strength, and abilities of your ancestors.

  • Bearish Range. [Cost: 1] Your attacks take advantage of the lunging ferocity of your ancestors. If you have a range of 5 feet, you can increase your range to 10 feet. If you already have a range of 10 feet, then, as a reaction to a creature within 15 feet of you moving further than 15 feet away from you, you can take an opportunity attack against that creature and move 5 feet towards that creature as part of the reaction.

  • Powerful Nose. [Cost: 1] You have learned to use your nose and its ability to sense to its full potential. You can sense the location of any creature within 10 feet of you using your nose, and can sense the presence and direction to any creature within 30 feet. As an action, you can block out your other senses, focusing entirely on your sense of smell, and you gain truesight of 60 feet until you move, open your eyes, or take another action the DM interprets as interrupting your focus.

  • Roar. [Cost: 1] You have practiced and practiced your roar over and over again, perfecting it's terrifying nature. As an action, you can choose to let out a primal roar. All creatures within 20 feet of you that haven't heard your roar before must make a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier. Any creatures that fail their saving throw become frightened of you. They can repeat the saving throw at the end of each of their turns if they get 60 feet away from you, ending the effect on a success.

Underwater

Prerequisite: You are a Merfolk, Triton, or another lineage with at least 25% parentage in one or multiple of these races.

  • Aquatic Diplomat. [Cost: 1] Your ability to commune with aquatic creatures has improved. All creatures with swim speeds understand the intent of your speech. If you had the Emissary of the Sea ability, you can also understand the verbal and non-verbal speech of the creatures you speak to with this ability.

  • Efficient Swimming. [Cost: 1] Your swim speed increases by 10 feet, and when you are swimming, you can take the Dash action as a bonus action.

  • Water Pressure Adaptation. [Cost: 1] You are accustomed to the immense pressure that comes with living in the depths of the ocean. You have resistance to bludgeoning damage.

The following collections of races I have not come up with feats for. If you want to play one of these races, and want to enhance your racial features, let me know and we can come up a few ideas.

Aves

Prerequisite: You are an Aarakocra, Kenku, Aven, Owlfolk, or another lineage with at least 25% parentage in one or multiple of these races.

Felidae

Prerequisite: You are a Tabaxi, Leonin, or another lineage with at least 25% parentage in one or multiple of these races.

Fey

Prerequisite: You are a Satyr, Fairy, or another lineage with at least 25% parentage in one or multiple of these races.

Giant

Prerequisite: You are a Goliath, Firbolg, or another lineage with at least 25% giant parentage.

Mimic

Prerequisite: You are a Changeling, Shifter, or another lineage with at least 25% parentage in one or multiple of these races.

Forged

Prerequisite: You are a Warforged or Autognome.

Vedalken

Prerequisite: You are a Vedalken, Simic Hybrid, or another lineage with at least 25% parentage in one or multiple of these races.

Hexed

Prerequisite: You are a Hexblood.

Leporidae

Prerequisite: You are a Harengon or another lineage with at least 25% Harengon parentage.

Undead

Prerequisite: You are a Vampire, Dhamphir, Reborn, or another lineage with at least 25% parentage in one or multiple of these races.

Giff

Prerequisite: You are a Giff, or another lineage with at least 25% parentage in this race.

Hadozee

Prerequisite: You are a Hadozee, or another lineage with at least 25% parentage in this race.

Ooze

Prerequisite: You are a Plasmoid.

Thri-keen

Prerequisite: You are a Thri-keen.

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