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# Racial Feats ___ These feats follow the same rules as regular 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. ## Dragonic **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.** 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. * **Dragonic Hide.** 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. * **Dragonic Claws.** 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 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. * **Sunlight Adaptation.** Must have Sunlight Sensitivity as a racial feature. Your eyes have learned to adapt to the sun, and you can ignore the effects of the Sunlight Sensitivity feature. * **Precise Breath.** You have learned to control the output of your breath to adapt to your enemies movements. All enemies within the range of your breath weapon when you use it have a level of disadvantage on their saving throws against it. * **Corrosive Breath.** 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 have their AC reduced by 2 and lose any fire resistance they had until they spend a week recovering. * **Dragon Wings.** You must be level 10 or higher. You grow dragonic wings and gain a 20 feet flying speed.
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\pagebreak ## 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.** 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 twice, add your Constitution modifier, and regain a number of hit points equal to the total. * **Grudge Bearer.** 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.** 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.** 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. \columnbreak ## 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.** 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.** 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 double your proficiency bonus instead. * **Elven Perception.** You gain proficiency in the Perception and Insight skills if you don't have them already. If you have proficiency in one or both of these skills, you may instead choose to gain Expertise in one. * **Everybody's Friend.** 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’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. * **Fey Teleportation.** 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. Intelligence is your spellcasting ability for this spell. * **Drow High Magic.** 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. You also learn *Levitate* and *Dispel Magic*, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
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\pagebreak * **Wood Elf Magic.** 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. Wisdom is your spellcasting ability for all three spells. * **Revenant Blade.** 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. ## 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.** 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.** 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. * **Halfling Help.** 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.** 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.** 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.** 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. Wisdom is your spellcasting ability for this spell. * **Squat Nimbleness.** 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.
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\pagebreak ## 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.** 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.** 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.** You must be a Deep Gnome. You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast *Nondetection* on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: *Blindness/Deafness*, *Blur*, and *Disguise Self*. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells * **Critter Friend.** 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. Wisdom is your spellcasting ability for these spells. * **Wonder Maker.** 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 ## 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.** 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.** When you make an attack roll, an ability check, or a saving throw, you can do so with a level of advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
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\pagebreak ## 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 war to destroy your enemies. * **Budding Chief.** 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 Brutality.** 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 or else be frightened of you on their next turn. You can do this once per short rest. * **Orcish Aggression.** Your natural affinity for engagement and battle lets you move faster towards your enemies. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. * **Orcish Fury.** Your fury burns tirelessly. 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 finish a short or long rest. If you have the Relentless Endurance trait, you can use your reaction to make one weapon attack. * **Relentless Endurance.** 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.** 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.** As a result of your affinity for war and your experience, you gain initiative. You can add a d4 bonus to your initiative rolls. On your first turn after rolling initiative, you may add a d4 to your attack rolls. \columnbreak ## 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.** 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.** You have made contact with one of your fiendish family who has granted you access to a small amount of magical power. You have a warlock spell point that regenerates on a short rest. You learn two warlock cantrips and one 1st level spell of your choice between *Burning Hands* and *Command*. Your spellcasting ability for these spells is your choice between Intelligence or Charisma. * **Flames of Phlegethos.** When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. 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. * **Infernal Constitution.** 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.
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\pagebreak ## 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.** 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. * **Ethereal Spark.** You have learned to access the energy of the plane that you came from in short bursts to fuel your attacks. Once per turn, you can use your bonus action to add a d8 of force damage to one damage roll you make during the turn. If you take this feature twice, doing this no longer uses your bonus action. * **Ethereal Zipper.** 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 by an amount equal to your Intelligence, Wisdom, or Charisma modifier for the attack you are trying to dodge. Once you unzip part of your body using this feature, your speed is zero until you use a bonus action to zip the void you just created back up. * **Planar Magic.** You have learned to pull magical energies from your home realm. If you take this feature once, choose a race 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 those spells once per long rest with a spellcasting ability of Constitution. If you take this feature twice, then at 7th 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 as well using the spellcasting ability decided earlier. If you take this feature three times, you can cast and switch these spells once per short rest instead. * **Mind Protection.** 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. | Race | Cantrips | 1st-Level Spells | 2nd-level Spells | |:---:|:-----------:|:-:|:-:| | **Aasimar** | *Guidance*, *Light*, *Sacred Flame*, *Word of Radiance* | *Bless*, *Guiding Bolt*, *Cure Wounds* | *Aid*, *Lesser Restoration*, *Warding Bond* | | **Kalashtar** | *Mind Sliver*, *Message*, *Minor Illusion*, *Toll the Dead* | *Bane*, *Sleep*, *Sanctuary* | *Mirror Image*, *Prayer of Healing*, *Mind Spike* | | **Air Genasi** | *Thaumaturgy*, *Blade Ward*, *Dancing Lights*, *Gust* | *Catapult*, *Fog Cloud*, *Unseen Servant* | *Blur*, *Gust of Wind*, *Levitate* | | **Earth Genasi** | *Mold Earth*, *Magic Stone*, *Prestidigitation*, *Resistance* | *Earth Tremor*, *Catapult*, *Bane* | *Earthbind*, *Knock*, *Maximilian's Earthen Grasp* | | **Fire Genasi** | *Firebolt*, *Green-Flame Blade*, *Produce Flame*, *Create Bonfire* | *Faerie Fire*, *Searing Smite*, *Burning Hands* | *Continual Flame*, *Scorching Ray*, *Flame Blade* | | **Water Genasi** | *Ray of Frost*, *Shape Water*, *Spare the Dying*, *Lightning Lure* | *Fog Cloud*, *Frost Fingers*, *Ray of Sickness* | *Misty Step*, *Lesser Restoration*, *Enlarge/Reduce* |
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\pagebreak ## 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.** You have learned to make use of your lizardlike eyes and your strange aura to hypnotize. As an action, you may look a creature 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. 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 may use this feature once per long rest. * **Molt.** 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 until the end of your next turn, has to succeed on a Perception check versus 8 + your proficiency bonus + your Constitution modifier to reveal the deception in the heat of battle before they make an attack. If they fail, they attack the molted form, revealing the deception to any who see the attack. If they succeed, they have disadvantage when attacking you if you are within 5 feet of the molted skin. You can use this feature once every 1d4 long rests. * **Poison Evolution.** You have evolved poison glands on some of your fangs. You can replace a weapon attack with a bite attack. This bite attack has a range of 5 feet, doing 1d4 + your Strength modifier of damage. The target must succeed on Constitution Saving Throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, or else take 2d4 poison damage. If you take this feat option twice, you can make this bite attack as a bonus action. If you take this feat option three times, a creature who fails their save also suffers the poisoned condition. * **Snake in the Grass.** 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. * **Snake Suggestion.** You can cast the suggestion spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability is your choice between Intelligence, Wisdom, or Charisma. If you have spell slots of 2nd level or higher, you can cast this spell with them. ## 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.** 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, you can take an opportunity attack against a creature that exits a radius of 15 feet from you by moving 5 feet in their direction. * **Powerful Nose.** 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 for the next minute. * **Roar.** 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 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 afraid of you. They can repeat the saving throw at the end of each of their turns if they get 60 feet away from you.
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\pagebreak ## 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.** 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 with a weapon you hold in your trunk or an attack with a weapon in your offhand, following rules for two-weapon fighting (p.195 PHB). 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.** 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 long rest. * **Trunk Trumpet.** 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 makes a Wisdom saving throw equal to 8 + your proficiency bonus + your Constitution modifier or else be frightened of you. They can repeat the saving throw at the end of their turns to end the fear effect. * **Vicious Horns.** Your trunks have grown to be longer, sharper, and you have learned to use them in combat. As your Attack action, you can bash and gore your enemies. You are proficient with your trunks. When you make this gore attack, make an attack roll using your Constitution modifier for your attack and damage roll. On a hit, you deal 2d6 + your Constitution modifier of piercing damage. If you take this feature twice, the creature must also make a Strength saving throw versus 8 + your proficiency bonus + your Constitution modifier or else fall prone. A creature has 1 level of advantage on this saving throw for every size larger than you it is. \columnbreak ## 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. * **Expert Climber.** 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.** 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 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.** 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*, which you can cast using Charisma as your spellcasting ability. You can cast *Earth Tremor* a number of times per long rest equal to half your proficiency bonus.
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\pagebreak ## 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.** You must have a natural bite attack. You take advantage of your teeth, sharpen them regularly and focus your will on growing them. 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. At 5th level, the d8 becomes a d10. At 11th level, the d10 becomes 2d6, and at 17th level, it becomes 2d8. * **Natural Weapons.** 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.** 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.** 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 d8 increases to a d10 at 11th level, and to 2d6 at 17th level. \columnbreak ## 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.** 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. If you take this feature twice, you can also make a grapple check as part of your Drain Life attack. * **Aether Energy Reroute.** 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 to nullify an amount of fire, cold, lightning, or thunder damage equal to three times your character level. * **Life Redistribute.** 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. If you take this feature twice, when you use this healing ability, you can gain temporary hit points equal to half the restored hit points. * **Energy Conversion.** 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. \pagebreak ## 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.** You have learned to use the gills of your kind effectively. You can breathe underwater. * **Poisonous Skin.** 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.** You gain a swim speed equal to your walking speed. When in water, you can also use the Dash action as a bonus action. * **Tortle Protector.** 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. \columnbreak ## Underwater **Prerequisite:** You are a Merfolk, Triton, or another lineage with at least 25% parentage in one or multiple of these races. * **Aquatic Diplomat.** 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.** 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.** You are accustomed to the immense pressure that comes with living in the depths of the ocean. You have resistance to bludgeoning damage. \pagebreak ## Gith **Prerequisite:** You are a Gith or another lineage with at least 25% parentage in this race. * **Kill the Mage.** You can instinctively react with hostility to those attempting to control minds. If a creature within your range attempts to inflict the charmed or frightened condition on a creature, you can use your reaction to make a weapon attack against the creature. * **Psionic Adaptation.** 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 +1 bonus to Wisdom saving throws. * **Psionic Beginnings.** Being part of a race naturally resistant to psionics, you have unlocked a small amount of psychic ability. As an action, you can deal 1d4 psychic damage to a creature you can see within 60 feet of you. If you take this feature twice, you can add your Intelligence modifier to this damage. \columnbreak ## Centaur **Prerequisite:** You are a Centaur. * **Climb of the Mountain Goat.** 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.** You have advantage on saving throws against being charmed, and magic can't put you to sleep. * **Grand Galloper.** 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.** You have advantage on attack rolls against creatures that are smaller than you if they are frightened of you. * **Routing Charge.** 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. \pagebreak ## Goblinoid **Prerequisite:** You are a Goblin, Hobgoblin, or another lineage with at least 25% parentage in one or multiple of these races. * **Centurion Training.** You must be a 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 and confidently lead your allies. You may add your proficiency bonus to your initiative rolls. When you use your Saving Face trait, you do not expend a use of it unless your roll succeeds. \columnbreak ## Taurus **Prerequisite:** You are a Minotaur or another lineage with at least 25% parentage in this race. * **Labyrinthine Mind.** 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. \pagebreak 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. \columnbreak ## 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.