The Racial Feat Compendium
This is a complete list of racial feats for every offical race in D&D 5e. There is at least 3 feats advalable to each race allowing for a diverce set of option to choose from. This was mainly designed with the idea of giving races a free racial feat at level 1, and since there wasn't feats for every race, I made them. I have also reworked many of the previous racial feats; none of the feats are on the power level of a half feat.
New character creation options
When you make a character, to increase build variety you may choose one racial feat at level 1.
(Optional) Additionally when take a racial feat, you may increase of an ability of you choice by 1, to a maximum of 20.
Language Clarification
In this document, I may refer to a couple of terms that are not in core DnD. This is just a clarification for what these mean.
- Critical Hit Range: the range of numbers that a character can critically hit on with an attck with. typically this is just 1, with most characters critting only on 20. Champions Fighters however have a critical hit range of 2, critting on a 19, or 20. If your critical hit range increases, then lower the minimum number needed to crit by the increase. For example a Champion Fighter with a crit range increase of 1 would Crit on a 18, 19, or 20, for a total crit range of 3.
Aarakocra
Aarakoca Elemental Magic
Prerequisite: Aarakocra
Your study of the air and winds has unlocked power that few other Aarakocra possess. Drawing on your ancestry, you can manipulate the air to create several effects. You gain the following benefits:
- You learn the Gust cantrip.
- Choose from either the Cloud of Daggers spell, the Dust Devil spell, or the Warding Wind spell. You learn the chosen 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, Wisdom or Charisma is your spellcasting ability for these spells.
- When you make an attack roll and hit, you can direct a force of wind toward the target and force it to be pushed up to 5 feet away from you. A large or larger creature or object is unaffected by this.
Wind Warden
Prerequisite: Aarakocra or Owlin
You are trained for both scouting the skies and aerial combat. You gain the following benefits:
- You gain proficiency in Wisdom (perception) checks. If you already have proficiency in Wisdom (perception) checks, then you gain expertise in them.
- You gain proficiency with spears, javelins and nets.
- Your flying speed no longer provokes opportunity attacks unless the attacker has advantage.
- When you are flying and dive at least 10 feet towards a target before hitting it with a melee weapon, you can cause the attack to deal additional weapon damage equal to your proficiency bonus.
Cormoranti
Prerequisite: Aarakocra
- You gain the amphibious trait meaning you can breath normally in both air and water.
- Your learn the shape water cantrip as well as the create or destroy water spell. You can cast create or destroy water once, without expending a spell slot. After you finish a short or long rest you regain the ability to cast create or destroy water in this way. Intelligence, Wisdom or Charisma is your spellcasting ability for these spells.
- You gain a swimming speed equal to your flying speed.
Aasimar
Divine Warrior
Prerequisite: Aasimar
Your divine ancestry has gifted you with more spells typical to those strong of faith. You gain the following benefits:
- Choose a cantrip from the cleric spell list. You learn the chosen cantrip.
- Choose a first level spell and a second level spell from the cleric or paladin spell lists. You learn the chosen spells and can cast them once at their lowest level without expending a spell slot. You regain the ability to cast the spell in this way when you finish a short or long rest.
- Intelligence, Wisdom, or Charisma is your spellcasting ability for all these spells.
Divine Health
Prerequisite: Aasimar
Your divine connection gifts you with better health and resistance to harm. You gain the following effects:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
- You become immune disease.
- You become resistant to poison damage and you gain advantage on saving throws against being poisoned.
Enhanced Celestial Revelation
Prerequisite: Aasimar
Your celestial heritage is stronger than others of your kind, granting you more control over and benefit from your Celestial Revelation trait. You gain the following benefits:
- You gain one additional use of your Celestial Revelation ability that is regained upon finishing a long rest.
- While transformed via your Celestial Revelation trait, radiant damage or necrotic damage that you deal with the trait is doubled.
- When you use your Celestial Revelation trait, you gain the following benefits depending on the chosen revelation:
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- Your necrotic shroud trait also makes creatures that fail the saving throw stunned until the end of your next turn.
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- When you use your radiant consumption feature, you can choose which creatures take radiant damage at the end of each of your turns.
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- While you are transformed via your radiant soul feature, at the start of each of your turns you can heal one creature that you can see within 10 feet of you hit points equal to your proficiency bonus.
Autognome
Enhanced Armour Plating
Prerequisite: Warforged or Autognome
Your creator made you from an atypical material, or included your natural armour with protective magic that has enhanced your ability to resist damage. Choose one of the following options:
- Adamantine Plating: Your body has been reinforced with Adamantine, granting you greater resistance to attacks. Your armour class increases by 1 and you become immune to critical hits. If a hit was to be a critical one, it instead becomes a normal one.
- Ironwood Body: Your body is constructed from a light, organic wood that is as hard as steel that allows you to be more nimble without giving up protection. Your movement speed increases by 10 feet. When you make a dexterity saving throw to avoid damage, you may reduce the damage you do take by half.
- Elemental Warding: Your body is enchanted with magic that helps ward against the elements. When you finish a long rest, you may choose a damage type: acid, cold, fire, lightning, or thunder. You gain resistance to the chosen damage type until you next finish a long rest. Additionally, when you take damage of one of those damage types, you may use your reaction and expend a hit dice to cast absorb elements.
Squat Nimbleness
Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 5 feet.
- You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice).
- You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled.
- You can take the disengage action, and the dodge action as a bonus action, on each of your turns.
Healing Factory
Prerequisite: Autognome
Your creator designed you to benefit more from several spells and effects that preserve life; You gain the following benefits.
- You learn the mending cantrip. You can cast it using your bonus action once, after witch you must finish a short rest before you can do so again. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell.
- When you use your 'Healing Machine' racial trait to expend your hit dice to heal when the mending cantrip is cast on you, you can expend a number of hit dice equal to your proficiency bonus, rather than just one.
- When you receive healing, you can increase that healing by an amount equal to your proficiency bonus.
- In addition to the healing spells present on your 'Healing Machine' trait, you are also effected by the following spells: Heal, Mass Heal, Power Word Heal, and Prayer of Healing
Bugbear
Brutish Force
Prerequisite: Bugbear
Your strength on the battlefield is unmatched in its primal ferocity. You gain the following benefits:
- Your Critical Hit range increases by 1.
- When you make a melee weapon attack against a creature, you may choose to do so with advantage. If the attack hits, you roll one of the weapon's damage dice an additional time and add it as extra damage. You can use this ability a number of time equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you land a critical hit, you regain one use of this feature.
Grappling Limbs
Prerequisite: Bugbear
Your limbs are built to help you when it comes to grappling, you gain the following benefits:
- You have advantage when rolling to grapple a creature, and creatures have disadvantage when rolling to escape your grapples.
- You can have up to two creatures grappled at a time. If you attempt to grapple a third, the other two are set free.
- You can add your proficiency bonus to the damage roll of any creature that you are grappling.
Warborn
Prerequisite: Goblin, Verdan, Hobgoblin, or Bugbear
You were born during the conquest of a host and carried as a battle standard. You learned many things from watching the slaves of the host. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain proficiency with one weapon, one tool, and you learn a language of your choice.
- You gain advantage on saving throws against being charmed or frightened.
Centaur
Grand Galloper
Prerequisite: Centaur
Your legs grow even stronger from hard training or extended use, and you feel even faster than before. You gain the following benefits:
- You can take the dash action as a bonus action on each of your turns.
- Opportunity attacks made against you are done so with disadvantage.
- When you take the dash action, you may make one attack with your hooves.
- Your hooves damage increases to 1d8 + your strength modifier. Additionally your hooves now count as magical for the purposes of overcoming resistance.
Routing Charger
Prerequisite: Centaur
You are a dangerous foe to face for an unmounted opponent, and your intimidating presence can cause enemies to break ranks and flee. You remain relentless in your pursuit of a fleeing foe. You gain the following benefits:
- You gain proficiency with the Charisma(Intimidation) skill. If you already have proficiency with the Charisma(Intimidation) skill, then you gain expertise in it.
- When you critically hit or reduce a creature to 0 hit points, you can attempt to frighten nearby foes who are your size or smaller. Creatures of your choice that can see or hear you that are within 20 feet must make a Wisdom saving throw. On a failure, they are frightened of you for 1 minute. At end of its turn, a frightened creature may repeat the saving throw, ending the effect on a success. The DC for this save is equal to your Strength or Charisma modifier + your proficiency bonus + 8.
- When a hostile creature provokes an attack of opportunity from you, or uses the dash, or disengage action within your melee attack range, you can move up to half your speed after the attack, or movement of the other creature. This movement doesn't provoke attacks of opportunity.
- You have advantage on attack rolls against creatures that are smaller than you if they are frightened of you.
Unicorn Magic
Prerequisite: Centaur
Your family is one of the few lucky enough to have a bloodline with a unicorn ancestor. Once dormant magic now courses through your veins, providing you with spellcasting typical of unicorns. You gain the following benefits:
- You can choose to grow a unicorn horn on your forehead.
- You learn the druidcraft cantrip.
- You learn the detect evil and good spell and can cast it at will.
- You learn the entangle spell and the pass without trace spell. You can cast each once without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest.
- Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells.
Changeling
Chameleon
Prerequisite: Changeling
Your shapechanging is so complex, that it is hard to see through it even by magical means. You gain the following benefits:
- You have advantage on any saving throws against spells or effects designed to reveal your true nature, including divination spells.
- Once per short rest, if you fail a Charimsa (Deception) ability check, you can reroll the check; you must take the new roll.
- You can cast the nondetection, targeting yourself, at will. Charisma is your spellcasting ability for this spell.
Morphic Body
Prerequisite: Changeling
Your control over your body allows you some control of your internal organs as well as your external appearance. You gain the following benefits:
- You gain resistance to poison damage and you gain advantage on saving throws made against being poisoned.
- When you take damage, you can use your reaction to make yourself resistant to that damage until the start of your next turn.
- When you suffer a cirtical hit, you can instead make it a normal hit. You can use this ability a number of times equal to your Constitution modifier (minimum of once), after which you must finish a long rest before you can do so again.
Evasive Morphing
Prerequisite: Changeling
You have learned to use your physical ability to be able to more out of the way of certain attacks. You gain the following benefits:
- When you calculate your armour class, you can use your Charisma modifier, rather than your Dexterity modifier.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to reduce that damage by an amount equal to your Charisma modifier multiplied by your Proficiency bonus (minimum of 1). Using this ability reveals your shapeshifting nature to any creature that can see you.
- When a creature within 30 feet you can see makes an attack roll against you, you can use your reaction to shift your form to impose disadvantage on the roll. Using this ability reveals your shapeshifting nature to any creature that can see you.
Dragonborn
Dragon Fear
Prerequisite: Dragonborn
When angered, you can radiate menace. You gain the following benefits:
- You gain proficiency in Charisma(Intimidation) checks. If you already have proficiency in Charisma (Intimidation, then you gain expertise in them.
- Whenever you can expend a use of your Breath Weapon trait, you can also let out a roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. At the end of each of the frightened targets turns, it can repeat the saving throw, ending the effect on itself on a success. If you wish, you can forgo using your breath weapon and just roar. When you do any creature that makes the save, does so with disadvantage.
Dragon Hide
Prerequisite: Dragonborn
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
- Your scales harden. While you aren’t wearing armour, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
- You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the normal bludgeoning damage for an unarmed strike.
Dragon Sight
Prerequisite: Dragonborn
Your draconic ancestors grant you improved sight and detection as well as an eye for wealth. You gain the following benefits:
- You gain proficiency in Wisdom (Perception) checks. If you already have proficiency in Wisdom (Perception), then you gain expertise in them.
- You gain advantage on Intelligence (Investigation) checks that are made to locate coins and other valuable items, and you gain advantage on skill checks to determine the value of an item.
- You gain a darkvision out to a range of 60ft and blindsight out a range of 10ft.
Dwarf
Dwarven Fortitude
Prerequisite: Dwarf
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
- You gain advantage on death saving throws.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- Whenever you take the Dodge action in combat, you can spend one or more Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Squat Nimbleness
Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 5 feet.
- You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice).
- You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled.
- You can take the disengage action, and the dodge action as a bonus action, on each of your turns.
The Unshaken Mountain
Prerequisite: Dwarf or Rock Gnome
You the blood of the old heroes makes you fearless in the face of grave danger and challenge. You gain the following benefits:
- You have advantage on saving throws against being frightened.
- When fighting a creature that is larger than you, if you fail a saving throw you can instead chose to succeed. Once you use this ability, you must finish a long rest before you can do so again.
Elf
Elven Accuracy
Prerequisite: Elf, or Half-Elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
- Whenever you hit with an attack that isn't a critical hit, your critical hit range increases by 1. This benefits stacks until you land a critical hit, miss an attack, or enter or exit combat, after which it resets to your default.
- Whenever you have advantage on an attack roll, you can reroll one of the dice once.
Drow High Magic
Prerequisite: Drow
You learn more of the magic typical of dark elves. You gain the following benefits:
- 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 those two spells in this way when you finish a short or long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for all three spells.
- When another creature succeeds on a saving throw against your spell save DC, you can force that creature to re-roll their save. It must then take the second roll. Once you use this ability, you cannot use it again until you finish a short or long rest.
Drow Shadow Magic
Prerequisite: Drow
You learn to blend into the shadows. You gain the following benefits:
- You can attempt to hide even if you are only lightly obscured.
- You learn the darkness spell and you can cast it at will. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell.
- While you are in complete darkness you become magically invisible. You remain invisible until you enter light, attack or cast a spell; at which point you become visible until the start of your next turn.
Eladrin Seasons
Prerequisite: Eladrin
You are more intouch with the season that others of your kind. You gain the following benefits:
- You are in touch with the forces of nature giving you proficiency in Intelligence (nature) checks.
- You gain a benefit depening on your current season:
- Autumn: You are an Eladrin that is associated with Autumn. You are a peaceful soul who is good willed towards people. You often share what you don't need with others and think the best of people. Your appearance changes to represent the colours of autumn with colours such as orange, red and yellow. You also gain the following benefits:
- The cycle of life ends with autumn when the plants start to die and animals begin to stockpile for the winter. This familiarity gives you resistance to necrotic damage.
- You also learn the powers that dictate the power of decay. You learn the chill touch cantrip and the bane spell, which you can cast at 1st level once per short rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- Spring: You are an Eladrin that is associated with Spring. You are upbeat and cheerful. You like people and you make a lot of friends and most people look unto you for your natural leadership skills. Your appearance changes to represent the colours of Spring with colours such as green, yellow and blue. You also gain the following benefits:
- The storms of spring bring new life into the land. This familiarity gives you resistance to lightning damage.
- You also learn to harness the power of some storms. You learn the lightning lure cantrip and the thunderwave spell, witch you can cast at 1st level once per short rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- Summer: You are an Eladrin that is associated with Spring. You are bold and a natural leader. You are you a natural leader and your leadership is highly valued. You also are aggressive towards people you don't trust. Your appearance changes to represent the colours of Summer with colours such as yellow. You also gain the following benefits:
- The heat of summer is well followed by you. This familiarity gives you resistance to fire damage.
- You also learn to harness the power of summer and is heat. You learn the produce flame cantrip and the burning hands spell, which you can cast at 1st level once per short rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- Winter: You are an Eladrin that is associated with Winter. You are a quiet person who overly frank with others. You don't keep the company of many though your not hostile towards others. Your appearance changes to represent the colours of winter with colours such as white and blue. You also gain the following benefits:
- You are comfortable with cold and frigid temperatures. This familiarity gives you resistance to cold damage.
- You learn to cool water into ice. You learn the ray of frost cantrip and the frost fingers spell, which you can cast at 1st level once per short rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Fey Spirit Magic
Prerequisite: Eladrin
You are more in touch with the fickle magics of the Feywild than others of you kind, allowing you to alter your form. You gain the following benefits:
- You learn to speak, read, and write Sylvan. If you already know Sylvan, you can learn a different language.
- You learn the alter self spell and can cast it at will. You also learn the faerie fire spell and the charm person spell. You can cast each of these spells once without expending a spell slot and you regain the ability to do so once you complete a short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Fey Teleportation
Prerequisite: Elf (high), Elf (Aereni high), or Elf (Valenar high)
Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
- You learn to speak, read, and write Sylvan. If you already know Sylvan, you can learn a different language.
- You learn one of the following cantrips: produce flame, ray of frost, lightning lure, or chill touch. Your spellcasting ability modifier for the cantrip is Intelligence, Wisdom, or Charisma.
- As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
High Elf Magic
Prerequisite: Elf (high), Elf (Aereni high), or Elf (Valenar high)
Your study of high elven divination lore has unlocked magical power that few other elves possess. Drawing on your innate spellcasting, you can cast spells at will that others would have to use power to. You gain the following benefits:
- You learn the identify spell and the comprehend languages spell that you can cast at will. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- When you cast a spell that deals damage, you can add your proficiency bonus to the damage.
Wood Elf Magic
Prerequisite: Elf (wood), Elf - Valenar Wood Elf, or Elf - Aereni Wood Elf
You learn the magic of the primeval woods, which are revered and protected by your people. You gain the following benefits
- 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 short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- When you cast a spell that applies a buff to target. If the duration is 1 minute or longer, you can cause the duration to be doubled for this casting. Once you use this ability, you cannot do so again until you finish a short or long rest.
Magic of the Grove
Prerequisite: Elf (wood), Elf - Valenar Wood Elf, or Elf - Aereni Wood Elf
There are few as attuned to the forest as you. You gain the following benefits:
- You learn Druidic, the secret language of druids.
- You learn the barkskin spell and can cast it at will.
- You learn the entangle spell and the spike growth. You can cast each of these spells once without expending a spell slot. You regain the ability to cast the spell in this way after finishing a short or long rest.
- Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Aquan Magic
Prerequisite: Triton or Sea Elf
You are more attuned to the magic of the Elemental Plane of Water than others of your kind. You gain the following benefits:
- You learn the shape water cantrip.
- You learn the create or destroy water spell, and the warding wind spell. You may cast each at there lowest level, once without expending a spell slot. You regain use to cast each spell after you finish a short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- Whenever you start your turn fully submerged in water, you gain temporary hit points equal to your level. These temporary hit points are lost if you end your turn not submerged in water.
Strength of The Sea
Prerequisite: Sea Elf
Your time deep beneath the waves has toughened your body. You gain the following benefits:
- You gain immunity to cold damage.
- You gain advantage on Strength and Dexterity skill checks while underwater.
- You are resistant to the effects of extreme pressure.
- While submerged in water, you can take the dash action as a bonus action on your turn.
Shadow Spirit Magic
Prerequisite: Elf (Shadar-kai)
You are more in touch with the magics of the Shadowfell than others of you kind. You gain the following benefits:
- Your 'Blessing of the Raven Queen' feature now recharges on a short or long rest. Additionally, if you have no uses this feature, you can expend a spell slot of 1st level or higher to use this ability again.
- You learn the invisibility spell and the bane spell. You can cast each of these spells once without expending a spell slot and you regain the ability to do so once you complete a short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Shadow Constitution
Prerequisite: Elf (Shadar-kai)
The magic of the shadowfell runs strong in you, unlocking a resilience greater than most of your kind. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain immunity to necrotic damage and resistance to poison damage.
- You have advantage on saving throws against being poisoned.
Lunar Fortitude
Prerequisite: Pallid Elf
Your attunemnt and blessings from the Moon Weaver have increased your fortitude. You gain the following benefits:
- You gain resistance to radiant damage.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- As an action, you can call upon the Moon Weavers magic to rapidly aid in the regeneration of your body. For the next minute, or until you fall unconscious, you heal hit points equal to your proficiency bonus at the end of each of your turns. Once you use this ability, you must finish a long rest before you can do so again.
Lunar Weaver Magic
Prerequisite: Pallid Elf
You are closer to the magic and blessing of your lunar patron. You gain the following benefits:
- You learn celestial. If you already know celestial you learn another language of your choice.
- You learn the guiding bolt and the moonbeam spells, both of witch you can cast at there lowest level once. You regain the ability to cast it in this way when you finish a short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- Whenever you roll to heal hit points, you can increase that healing by an amount equal to the spellcasting ability modifier for that spell (minimum of 0).
Step of the Astral Sea
Prerequisite: Astral Elf
You have adapted yourself with the magic of the astral sea, using it to bolster your Astral Step trait. The range of your Astral Step trait doubles and after you finish a long rest, you can attune yourself to one of the forces of the stars until you next finish a long rest. When you teleport with your Astral Step feature you gain a benefit depending on your attunement:
- Solar. Until the start of your next turn you can add half your proficiency bonus (rounded down) to your amour class and to your saving throws, as a fiery barrier protects you from harm.
- Nebular. Until the start of your next turn you can deal additional force damage equal to your proficiency bonus when you roll for damage, as bolts of energy leap from you to your target to cause harm.
- Vortex. Until the start of your next turn you become invisible as astral energy protects you from sight. While invisible in this way your critical hit range increases by an amount equal to half your proficiency bonus.
- Stardust. Choose a number of creatures equal to your proficiency bonus that are within 5 feet of you. If they are willing you can bring them along with you when you teleport, as space warps in the area close to you.
Astral Magic
Prerequisite: Astral Elf
Your connection to the astral sea has granted you innate magics that few others possess. You gain the following benefits:
- Choose an additional cantrip from your 'astral fire' racial trait, you learn the chosen cantrip.
- You learn the faerie fire spell and can cast it at will, without concentration. When you cast it in this way, it appears as multi-coloured sparkling stars.
- You learn the guiding bolt and the bless spells. You can cast each spell once, after which you must finish a short or long rest before you can do so again.
- Intelligence, Wisdom or Charisma is your spellcasting ability modifier for these spells.
Firbolg
Friend of the Forest
Prerequisite: Firbolg or Forrest Gnome
When entering your forest homeland, or another safe space within the forest you are greeted with pleasure. You gain the following benefits:
- You gain a bonus to your initiative equal to your proficiency bonus.
- While inside a forest you gain advantage on Wisdom skill checks.
- You learn the speak with animals and the speak with plants spells, and you can cast them at will, without expending material components. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Advanced Firbolg Magic
Prerequisite: Firbolg
You learn the advanced druidic magic that a select few of your race unlock access to. You gain the following benefits:
- You learn one druid cantrip of your choice. You also learn the animal friendship and faerie fire 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 short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- You gain the ability to magically assume the shape of a beast you have seen before similar to the wildshape feature from the druid class.
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- As an action you can assume the form of a beast of CR 1/4 or less. The beast you transform into cannot have a flying or swimming speed.
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- You remain in beast shape for 1 hour, after which you revert back to your normal form. You can revert to your normal form earlier by using a bonus action on your turn.
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- While you are transformed, the all of the regular rules for wildshape apply, as listed in the druid class.
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- You gain one use of the wildshape feature. If you already posses this feature, you can use wildshape 1 additional time and you can abide by the normal rules for wildshape rather than the ones outlined above. (Including using wildshape for to fuel features like symbiosis or summon wildfire spirit). You regain the expended use when you finish a short or long rest.
Protector of Nature
Prerequisite: Firbolg
You have learned to use Fey charms to prevent others from tampering with the areas you protect. You gain the following benefits:
- You gain proficiency in Persuasion. If you are already proficient, you can add double your proficiency bonus to your persuasion checks.
- As an action, you can beguile those who would damage the natural world. Choose one creature within 30 feet of you. It must succeed on a Wisdom saving throw (DC 8 + proficiency bonus + your Charisma modifier) or become charmed by you for 1 hour. A creature makes this saving throw with disadvantage if it has harmed a beast or plant in the past round. If the target takes any damage, it may repeat the saving throw, ending the effect on a success. You can do this once, and regain the ability to do it again after you finish a short or long rest.
Genasi
Primordial Constitution
Prerequisite: Genasi
As a plane touched humanoid, your body is hardier than many others. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain resistance to poison damage and you gain advantage on saving throws against being poisoned.
- You become immune to critical hits. If a hit was to be a critical one, it instead becomes a normal hit.
Abyssal Corruption
Prerequisite: Genasi
Your elemental ancestor was tainted by the power of the Abyss, corrupting your Genasi form. You gain the following benefits:
- You learn Abyssal, the language of creatures from the abyss. If you already know Abyssal, you can instead learn a different language of your choice.
- You gain resistance to psychic damage, and you gain advantage on saving throws against being frightened.
- You learn the chaos bolt spell as well as the hideous laughter spell. You can cast these spells once per short rest, without expending a spell slot. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Emissary of the Air
Prerequisite: Air Genasi
The quickness of wind guides your movements You gain the following benefits:
- Your walking speed increases by 5 feet.
- In response to being hit with an attack, you can use your reaction to transform your body into wind, instantly reappearing in an unoccupied space within 30 feet causing the attack to miss. You regain use of this ability after you finish a short or long rest.
Grasp of the Earth
Prerequisite: Earth Genasi
You use the power of the earth to impede your enemies.
Once per turn, as apart of the attack action, you can strike the ground, causing soil and rocks to leap up around another creature within 30 feet. This creature must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or take bludgeoning damage equal to your level and be restrained until the end of your next turn. On a success, the creature takes bludgeoning damage equal to half your level (rounded down) and suffers no additional effect. Additionally, if the creature is within range, you may use a bonus action to make a melee attack against it after this attack.
You can use this ability a number of times equal to your proficiency bonus and you regain all uses of it when you finish a short or long rest
The Eternal Flame
Prerequisite: Fire Genasi
A flame burns within you, and you've learned how to harness it. As an action, you surround yourself with a a wreath of flames which lasts for one minute. While this is active you gain the following benefits:
- 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.
- Any creature that hits you with a melee attack from within 5 feet of you takes fire damage equal to your proficiency bonus.
- When you roll fire damage while this wreath is active, you may deal bonus fire damage equal to your proficiency bonus.
- Any creature that is grappling you or being grappled by you takes fire damage equal to your proficiency bonus at the start of each it its turns.
- As a bonus action on each of your turns, you can cause a streak of fire to emit from the wreath. Make a ranged spell attack against a target within 30ft of you. On a hit, the target takes 1d10 fire damage. Your spellcasting ability modifier for this attack is Intelligence, Wisdom, or Charisma.
You can use this ability a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Guardian of the Waves
Prerequisite: Water Genasi
You are attuned to the oceans and the deep places of the world, gracing you with powers. As an action, you give yourself a watery form:
- Any equipment you are carrying can either merge with your form or you can continue to wield it (Armour still counts while merged with your form but weapons do not).
- You gain temporary hit points equal to your half your level multiplied by your proficiency bonus. If you lose these temporary hit points, your watery form ends early.
- While in this form, you can pass through another creatures space, however you cannot end your turn there.
- You may also pass through gaps as small as 1 inch.
- You gain a swimming speed double that of your walking speed and while fully submerged in water you become invisible although equipment that you are carrying does not.
- You become resistant to fire damage and poison damage as well as becoming immune to the grappled, restrained, and poisoned conditions.
The watery form lasts for one minute, until you lose the temporary hit points granted by this ability, or until you end it as a bonus action. You can use it an amount of times equal to your proficiency bonus and you regain all uses after you finish a long rest.
Giff
Astral Resilience
Prerequisite: Hadozee, Giff, Plasmoid, or Thri-kreen
Your exposure to the Astral Sea has hardened you, and as such your body is hardier than many others. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain resistance to psychic damage and to force damage.
- You gain advantage on constitution checks and saving throws.
Sparksplitter
Prerequisite: Giff
Your natural proficiency and experience in battle has granted you greater prowess that few other in your race achieve. You gain the following benefits:
- Your critical hit range for attacks increases by 1.
- If you land a critical hit, you regain 1 use of your 'astral spark' trait.
- When you make an attack and use your 'astral spark' trait, you can cause a second creature that is within a number of feat equal to your proficiency bonus multiplied by five to take force damage equal to half the damage that the attack dealt.
Close Quarters Specialist
Prerequisite: Giff
You have partaken in special training, honing your sills in close quarters combat. You gain the following benefits:
- If you are within 5 feet of an enemy, your attacks with firearms do not suffer disadvantage.
- When you make a melee weapon attack with a weapon you are wielding in one hand, you can fire a loaded firearm that is in your other hand at the same target. You can only do this once per turn.
- When you are within melee range of a target and you miss with an attack, you gain a communitive +1 bonus to your attack rolls. This bonus stacks until you hit, or enter or exit combat.
Gith
Astral Constitution
Prerequisite: Githyanki, or Githzerai
Your exposure to the Astral Sea has hardened you, and as such your body is hardier than many others. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain immunity to psychic damage and you gain advantage on saving throws against having your mind read.
- You become immune to critical hits. If a hit was to be a critical one, it instead becomes a normal hit.
Planar Perception
Prerequisite: Githyanki, or Githzerai
You have improved visual sight that is atypical for others among your race. You gain the following benefits:
- You gain darkvision of 120 ft and blindsight of 10 ft.
- You gain proficiency in Wisdom (perception) or Intelligence (investigation).
- Dim light doesn't impose disadvantage on your Wisdom (perception) or Intelligence (investigation) checks relying on sight.
Improved Gith Psionics
Prerequisite: Githyanki, or Githzerai
Your Psionic power is greater than others of your kind. You gain the following benefits:
- You learn more of the psionic disciplines of your people. You learn the cantrips Encode Thoughts and Mind Sliver. You also learn the Intellect Fortress spell, which you can cast once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- Additionally, none of these spells or your racial abilities require verbal or somatic components, and they require no material components unless they are consumed by the spell.
Gnome
Fade Away
Prerequisite: Gnome
Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
- You gain proficiency in Dexterity (stealth) checks. If you already have proficiency in Dexterity (stealth) checks then you gain expertise in them.
- Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses whenever you finish a short or long rest.
Squat Nimbleness
Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 5 feet.
- You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice).
- You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled.
- You can take the disengage action, and the dodge action as a bonus action, on each of your turns.
Svirfneblin Magic
Prerequisite: Gnome (deep gnome)
You have inherited the innate spellcasting ability of your ancestors. You gain the following benefits:
- You can 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 Short or long rest.
- Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Friend of the Forest
Prerequisite: Firbolg or Forrest Gnome
When entering your forest homeland, or another safe space within the forest you are greeted with pleasure. You gain the following benefits:
- You gain a bonus to your initiative equal to your proficiency bonus.
- While inside a forest you gain advantage on Wisdom skill checks.
- You learn the speak with animals and the speak with plants spells, and you can cast them at will, without expending material components. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
The Unshaken Mountain
Prerequisite: Dwarf or Rock Gnome
You the blood of the old heroes makes you fearless in the face of grave danger and challenge. You gain the following benefits:
- You have advantage on saving throws against being frightened.
- When fighting a creature that is larger than you, if you fail a saving throw you can instead chose to succeed. Once you use this ability, you must finish a long rest before you can do so again.
Goblin and Verdan
Squat Nimbleness
Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 5 feet.
- You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice).
- You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled.
- You can take the disengage action, and the dodge action as a bonus action, on each of your turns.
Warborn
Prerequisite: Goblin, Verdan, Hobgoblin, or Bugbear
You were born during the conquest of a host and carried as a battle standard. You learned many things from watching the slaves of the host. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain proficiency with one weapon, one tool, and you learn a language of your choice.
- You gain advantage on saving throws against being charmed or frightened.
Trickster Spirit
Prerequisite: Goblin or Verdan
At one point you were possessed by the spirit of a Nilbog, and though it has since passed on to another host, it has left its mark on you. You gain the following benefits:
- You gain proficiency in Charisma (persuasion) and Charisma (deception) checks.
- When you take damage, you may use your reaction to roll a hit dice and reduce the damage taken by the amount rolled + your Constitution modifier. If this reduces the damage taken to zero, you gain a number of temporary hit points equal to your Constitution modifier.
- You learn the mirror image spell and you can cast it once per short rest without expending a spell slot. Your spellcasting ability modifier for this spell is Intelligence, Wisdom, or Charisma.
Goliath
Athletic Perfection
Prerequisite: Goliath
The time spent competing with your peers has helped to shape your body to a near perfect state. You gain the following benefits:
- You gain expertise in Strength (Athletics) skill checks.
- When you take the dash action, you can move up to three times your speed, rather than twice your speed.
- You have advantage on Strength based skill abilty checks.
Mountains Blessing
Prerequisite: Goliath
The markings that cover your body expand, indicating your blessing by a mountain spirit. You gain the following benefits:
- You gain proficiency in Wisdom (religion). If you already have proficiency in Wisdom (religion) checks, then you can expertise with them.
- You learn the mold earth cantrip. You also learn the earth tremor spell. You can cast this spell once per short or long rest without expending a spell slot. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- When you make a saving throw against a magical effect, you may reroll the dice. You can do this after you see the roll, but before you know the result. You regain use of this feature after you finish a short or long rest.
Berserker's Fury
Prerequisite: Goliath, or Minotaur
Your people's rage and wild fighting style has left its mark on you. As a action, you can enter a fury while in combat. This state lasts for 1 minute, and confers the following benefits:
- When you make a melee weapon attack using Strength, you add your profficency bonus to the damage dealt.
- As a reaction to taking bludgeoning, piercing, or slashing damage, you can reduce that damage by half. You may only do this three times, and then your fury ends.
- Your speed increases by 5 feet if you aren't wearing heavy armour.
- If you drop to 0 hit points but do not die outright, you may instead drop to 1 hit point. Regardless of weather you choose to drop to 1 hit point or not, your fury then ends.
- If you are able to cast spells, you can't cast them or concentrate on them while in your fury.
Your fury lasts for 1 minute. You can also end your fury on your turn as a bonus Action. You may use this ability once per short or long rest.
Hadozee
Astral Resilience
Prerequisite: Hadozee, Giff, Plasmoid, or Thri-kreen
Your exposure to the Astral Sea has hardened you, and as such your body is hardier than many others. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain resistance to psychic damage and to force damage.
- You gain advantage on constitution checks and saving throws.
Squat Nimbleness
Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 5 feet.
- You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice).
- You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled.
- You can take the disengage action, and the dodge action as a bonus action, on each of your turns.
Master Glider
Prerequisite: Hadozee
You have spent your time mastering gliding and how to maximise your ability to do so. By magickly manipulating air currents, you can give gained areal manoeuvrability unmatched by many of your race. You gain the following benefits:
- While gliding you can keep yourself aloft temporarily. While you are gliding, you can choose to only fall a maximum of 5 feet.
- While using your gliding, your movement doesn't provoke attacks of opportunity unless the attacker would have advantage.
- As an action you can create an updraft of air around you. You create a 15 foot diameter, 60 foot higher cylinder of updraft centred on yourself. Any creature that completely enters the updraft it pulled up by it unless they succeed on a strength saving throw (DC: 8 + 2 * your proficiency bonus). A creature can choose to fail the saving throw. On a failure they are flung 60 feet into the air inside the column of air at no cost to their own movement. Unless the creature has some way to move itself through the air, such as flight, it cannot move while suspended inside of the column. The column last until the start of your next turn, after which any creature not held aloft by other means falls towards the ground, taking fall damage as normal. You can use use this ability 3 times and you regain all expended uses of it when you finish a short or long rest.
Half-Elf
Elven Accuracy
Prerequisite: Elf, or Half-Elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
- Whenever you hit with an attack that isn't a critical hit, your critical hit range increases by 1. This benefits stacks until you land a critical hit, miss an attack, or enter or exit combat, after which it resets to your default.
- Whenever you have advantage on an attack roll, you can reroll one of the dice once.
Prodigy
Prerequisite: Half-elf, Half-orc, or Human
You have a knack for learning new things. You gain the following benefits:
- 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.
- You can attune to up to 4 magic items rather than the normal 3.
Friend to All
Prerequisite: Half-elf
Your Human and Elven descent makes you well liked among most people. You gain the following benefits:
- You learn the friends cantrip. Charisma is your spellcasting ability for this cantrip.
- You learn a language of your choice.
- You gain proficiency with Charisma (deception) checks and Charisma (persuasion) checks. If you already have proficiency with Charisma (deception) checks or Charisma (persuasion) checks, you instead gain expertise with the respective skill.
- You gain advantage on Charisma skill checks with anyone who isn't hostile toward you, guarded towards you, or afraid of you. (DM's Descension)
Half-Orc
Orcish Fury
Prerequisite: Half-orc
Your inner fury burns tirelessly. You gain the following benefits:
- When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. You can use this a number of times equal to your proficiency bonus, and you regain uses of this ability when you finish a short or long rest.
- When you hit a creature with a weapon attack, you gain temporary hit points equal to your proficiency bonus.
- Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Prodigy
Prerequisite: Half-elf, Half-orc, or Human
You have a knack for learning new things. You gain the following benefits:
- 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.
- You can attune to up to 4 magic items rather than the normal 3.
Body of Steel
Prerequisite: Half-Orc, Orc, or Orc of Ebberon
Your Orcish bloodline make you more endurable than the average humanoid. You gain the following benefits:
- You gain advantage on Constitution saving throws.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- When an attacker that you can see hits you with an attack, you can use your reaction to half the bludgeoning, piercing, and slashing damage, for that attack.
Halfling
Bountiful Luck
Prerequisite: Halfling
Your people have extraordinary luck, which you have learned to mystically lend to you and your companions when you see them falter. You gain the following benefits:
- You have a pool luck points equal to your proficiency bonus. Whenever you, or an ally you can see within 30 feet of you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. If you have advantage or disadvantage, resolve them first.
- You regain your half your expended luck points (rounded down) when you finish a long rest.
Second Chance
Prerequisite: Halfling
Fortune favours you people of your race, and you have learned to utilise some magic to further tip the scales in your favour:
- You learn the silvery barbs and fortune's favour spells. You may cast each of these spells once, without expending a spell slot, after which you must take a short or long rest before you can do so again.
- Additionally you learn the bless or bane spell. You can cast the chosen spell once, as a bonus action, without concentration, and without expending a spell slot. After which you must finish a long rest before you can do so again.
- Intelligence, Wisdom, or Charisma is your spellcasting is your spellcasting ability for these spells. Additionally you do not need to provide the material components for any of these spells.
Squat Nimbleness
Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 5 feet.
- You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice).
- You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled.
- You can take the disengage action, and the dodge action as a bonus action, on each of your turns.
Harengon
Trigger Hoppy
Prerequisite: Harengon
You unusually quick to act than others of your kind, you gain the following benefits:
- When you roll initiative, you can treat a roll of 9 or lower as a 10.
- When you roll for initiative, you may use your reaction to move up to your speed and then take an action, or bonus action. If you cast a spell, it must be one with a casting time of 1 action that targets only one creature. If you target another hostile creature, the target must have an initiative lower than yours. When you move in this way, you don't provoke opportunity attacks. You can do this a number of times equal to your proficiency bonus, after which you must finish a long rest before you can do so again.
Escape Reflex
Prerequisite: Harengon
You are especially nimble while in situations that threaten your life. You gain the following benefits:
- If you roll for initiative with no uses of your 'Rabbit Hop' feature, you regain one use of it.
- If you have half your maximum hit point or less, your movement speed increases by half your walking speed. (both rounded down)
- When a creature moves within 5ft of you, you may use your reaction and expend one use of your 'Rabbit Hop' feature to jump up to a number of feet equal to five times your proficiency bonus without provoking opportunity attacks. You can use this trait only if your speed is greater than 0.
Squat Nimbleness
Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 5 feet.
- You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice).
- You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled.
- You can take the disengage action, and the dodge action as a bonus action, on each of your turns.
Hobgoblin
Martial Prowess
Prerequisite: Hobgoblin
You become much better at displaying your martial power on the battlefield. You gain the following benefits:
- You gain proficiency with one martial weapon of your choice.
- When attacking with a martial weapon, your critical hit range increases by one.
- Whenever you have advantage on an attack roll using a martial weapon, you can reroll one of the dice once.
Warborn
Prerequisite: Goblin, Verdan, Hobgoblin, or Bugbear
You were born during the conquest of a host and carried as a battle standard. You learned many things from watching the slaves of the host. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain proficiency with one weapon, one tool, and you learn a language of your choice.
- You gain advantage on saving throws against being charmed or frightened.
Natural Leader
Prerequisite: Hobgoblin
You have been trained since birth to be a leader on the battlefield. You gain the following benefits:
- Once per turn, you can deal an extra 2d6 damage to a creature that you with a weapon attack if that creature is within 5 ft. of an ally that isn't incapacitated.
- As a reaction, you can can utter a special command or warning whenever an ally you can see within 30 feet makes an attack roll or saving throw. This creature can add a d4 to the roll provided it can hear and understand you. A creature can only benefit from one such die at a time. This dice increases as you level: a D6 at level 5, a D8 at level 11 and a D10 at level 17.
Human
Prodigy
Prerequisite: Half-elf, Half-orc, or Human
You have a knack for learning new things. You gain the following benefits:
- 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.
- You can attune to up to 4 magic items rather than the normal 3.
Human Determination
Prerequisite: Human
You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:
- When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this a number of times equal to your proficiency bonus and you regain all uses when you finish a short or long rest.
- Whenever you roll a 20 on a D20 roll, you gain one point of inspiration.
Discipline of the Legion
Prerequisite: Human
As a citizen and soldier of The Imperium your conviction and discipline is exceptional. You know how to stand your ground. You gain the following benefits:
- You gain proficiency with light armour, medium armour and shields.
- You gain proficiency with three weapons of your choice.
- On your turn you can use your action to end one of the following conditions affecting you: frightened, stunned, or charmed, and you get immunity against the removed condition for 1 minute. Additionally, when you use this ability, you regain 1d8 + your Constitution modifier hit points if you removed a condition or if there was no condition you regain 2d8 + Constitution modifier hit points. Once you use this ability, you can’t use it again until you finish a short or long rest.
Kalashtar
Lingering Connection
Prerequisite: Kalashtar
You have honed your mental connection to other creatures to greater acuity. You gain the following benefits:
- While a creature remains inside the range of your Mink Link, the duration of your Mind Link is infinite. When that creature leaves your Mind Link range, the duration lasts for a number of hours equal to your proficiency bonus.
- If any creature that you have ever communicated with using your Mind Link ability comes within your range of that ability you become aware of their proximity. You know exactly how far that creature is from you and also in what direction and as such that creature cannot benefit from invisibility against you nor does it gain any bonus for being hidden from you. You simply recognize them as a creature with whom you've communicated before, and not there identity.
Psychic Support
Prerequisite: Kalashtar
You're able to tap into others' psychic energies to affect their concentration. You gain the following benefits:
- When you have a Mind Link with an ally, and that ally fails a Concentration, Wisdom, Intelligence or Charisma saving throw, you can use your reaction to make the same save against the same DC; if you succeed, that ally succeeds on their saving throw as well. Regardless of the outcome of your saving throw, using this ability breaks the Mind Link with your ally.
- When you have a Mind Link with an ally, and that ally is concentrating on a spell, you can use a bonus action to take over concentration for that spell (as long as the ally is willing); leaving your ally able to concentrate on a different spell. The target of the spell doesn't change and you must still abide by the normal concentration rules and the duration of the spell carries over. If you lose concentration, or your Mind Link breaks, then you both take 2d6 psychic damage.
- When you have a Mind Link with an opponent, and that opponent has to make a Concentration, Wisdom, Intelligence or Charisma saving throw, you can impose disadvantage on that saving throw. If they succeed their saving throw, your Mind Link with them is broken.
Mental Assault
Prerequisite: Kalashtar
You are able to focus your rage and anger through your mental connection to another creature in order to harm them. You gain the following benefits:
- You learn the mind sliver cantrip. Your spellcasting ability modifier for this spell is Intelligence, Wisdom, or Charisma.
- As a bonus action, you can bombard a creature that is connected to your Mind Link with psychic power. That creature must make succeed on a Wisdom Saving Throw (DC 8+your proficiency bonus+your intelligence/wisdom/charisma bonus), taking psychic damage equal to your level on a failure, or half as much on a success. If the creature succeeded the save, you lose your Mind Link with that creature.
- Whenever you deal psychic damage to a creature that is connected to you mind link, you can increase the damage dealt by your proficiency bonus times two.
Kenku
Arcane Plagiarist
Prerequisite: Kenku
You have learned to mimic the magical abilities of others. You gain the following benefits:
- You learn the minor illusion cantrip. You learn the silent image spell and the disguise self and may cast each once at first level without expending a spell slot. You regain use of this ability after you finish a short or long rest.
- Once per long rest, when a creature that you can see casts a spell, you can use your reaction to memorise that spell. You learn the spell and can cast it with any spell slots you have. The maximum level of a spell you can memorise equals one third of your level (rounded up), and you can only have one spell memorised at a time.
- Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Expert Mimic
Prerequisite: Kenku
You have spent so long copying others, it's second nature to you now. You gain the following benefits.
- You gain proficiency with the forgery kit and the disguise kit
- During a long rest, you can spend time observing a willing ally. From this, you can mimic their proficiency in a specific skill or tool, gaining proficiency in this skill until the end of your next long rest, or until you use this feature again.
Curse of the Old One
Prerequisite: Kenku
You have learned to draw power from the Old One that has cursed your people. You gain the following benefits:
- You learn the Comprehend Languages spell and can cast it at will. You also learn Shadow Blade and Hunger of Hadar, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- Additionally, using the magic of the Old One, you gain a limited ability to tap into creatures' minds. After concentrating on a creature (like on a spell) for 1 minute, the target must make a Wisdom save (DC 10 + your proficiency bonus + your Charisma modifier), on a failed save you steal their voice and you can use it to talk normally, without needing to hear them talk, on a success, you won't gain anything and they will know their minds have been taped into. You can have a number of voices stored in your mind equal to your proficiency bonus.
Kobold
Squat Nimbleness
Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 5 feet.
- You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice).
- You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled.
- You can take the disengage action, and the dodge action as a bonus action, on each of your turns.
Draconic Blessing
Prerequisite: Kobold
Either you or your ancestors received a boon from a chromatic dragon, granting you a spark of their power. You gain the following benefits:
- You gain blindsight out to a range of 10ft.
- Choose one of the following draconic bloodlines. Your spellcasting ability for the cantrips is Intelligence, Wisdom, or Charisma. You gain the benefits associated with it:
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- Black: You gain resistance to acid damage and learn the acid splash cantrip.
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- Blue: You gain resistance to lightning damage and learn the shocking grasp cantrip.
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- Green: You gain resistance to poison damage and learn the poison spray cantrip.
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- Red: You gain resistance to fire damage and learn the produce flame cantrip.
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- White: You gain resistance to cold damage and learn the ray of frost cantrip.
Urd Wings
Prerequisite: Kobold
You gain the ability to manifest a pair of leathery, almost dragon-like wings. which grant you a flight equal to your walking speed. Your armour must accommodate these wings, and cloth will be ripped if not properly made to account for their growth. You cannot benefit from this speed if you are wearing heavy armour, or you are above your carrying capacity.
Leonin
Leader of The Pack
Prerequisite: Tabaxi or Leonin
You have a magnetic personality, and cats always seem to look to you for guidance. You gain the following benefits:
- You have advantage on Wisdom (animal handling) and Charisma checks made with feline creatures.
- You gain proficiency in a skill or tool of your choice.
- You learn the find familiar and the speak with animals spell, and you can cast both at will, without material components. Unless you gain the spells from another source, you can only create a cat familiar, and you can only commune with cats. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Nine Lives
Prerequisite: Tabaxi or Leonin
Your feline luck allows you to survive blows that would otherwise knock you unconscious. You gain the following benefits:
- You gain advantage on death saving throws.
- When you are reduced to 0 hit points but not killed outright, roll 1d20. On a 9 or lower, you instead drop to one hit point and gain a number of temporary hit points equal to your level. If damage from a critical hit is what reduced you to 0 hit points, then this trait cases to function. Each time you successfully use this ability, you must roll a number equal to '9 - the number of times this succeeded' or less. After you finish a long rest, the 'number of time this succeeded' resets.
Iconoclast
Prerequisite: Leonin
Your people may not deny that the gods exist, but most deny their altruism. You have trained as an iconoclast, learning to hunt down the corrupt servants of these equally corrupt deities. You gain the following benefits:
- You gain proficiency in Intelligence (religion) checks. If you already have proficiency, then you gain expertise. Knowing your enemy is key to defeating them.
- You gain resistance to radiant damage.
- When you are subjected to an effect that allows you to make a Wisdom, Intelligence, or Charisma saving throw to take only half damage, you can use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Lizardfolk
Reptile Regeneration
Prerequisite: Lizardfolk
The environment that you grew up in is a hostile one; the weak perish, and the string survive. Your body has has to adapt and as such you gain the following benefits:
- You regain 1 hit point every hour as long as you have at least 1 hit point, or you are stabilized with 0 hit points.
- You can regrow lost body parts, the time required depends on the lost body part; 1d4 days for a finger or toe, 1d6 weeks for an arm or leg).
- As an action you can release a surge of regeneration in your body. For 1 minute, or until you fall unconscious, at the start of each of your turns, you regain a number of hit points equal to your proficiency bonus. Once you use this ability, you can't do so again until you finish a long rest.
Touch of Sess’inek
Prerequisite: Lizardfolk
The demonic god of lizards has gifted you with demon-like strength. You gain the following benefits:
- You learn to speak, read, and write Abyssal. If you already know Abyssal, then you learn a different language of your choice.
- You gain immunity to the frightened condition.
- You gain resistance to fire damage, and poison damage.
- You gain advantage on saving throws against being poisoned.
Blood of The Komodo
Prerequisite: Lizardfolk
You produce a deadly venom which you can use to augment your attacks. You gain the following benefits:
- You gain immunity to poison damage.
- You secrete a dangerous venom. When you make a bite attack, you can force the target to make a constitution saving throw, taking 2d6 poison damage on a failure and becoming poisoned for one minute. On a success they talk half damage and are not poisoned. You can do this a number of times equal to your constitution modifier and you regain all expended uses when finishing a long rest.
- As an action, you can expend a use of your venomous bite and coat a weapon, or up to 5 pieces of ammunition with poison. The poison retains its potency for 1 minute. During this time, when an attack hits a creature, that creature must make a constitution saving throw or take an extra 1d6 poison damage (half as much on a success). The poison damage can only occur 5 times, after which it loses its potency.
- The poison damage for both your bite and coated weapons increases as you level; At 6th level the damage dice increases to a d8, at 11th level the damage dice increases to a d10, and at 16th level the damage dice increases to a d12. Your save DC for this poison is 8 + Proficiency bonus + your Constitution score.
Loxodon
Loxodon Indomitability
Prerequisite: Loxodon
You natural build and strength has made you more resistant and hearty than many others. You gain the following benefits:
- Your natural armour increases to 13 + your Constitution modifier, rather than 12 + your Constitution modifier.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain resistance to bludgeoning, piercing and slashing damage from nonmagical attacks.
Dexterous Trunk
Prerequisite: Loxodon
You have mastered using your trunk to perform complicated tasks in order to use it much as one would use a hand. You gain the following benefits:
- You can perform any action with your trunk that you could do with one arm
- Your trunk is able wield one handed weapons, shields, use tools, and activate magic items.
- If you attack with a weapon you are wielding with your trunk, your range increases by 5 feet.
Tusker
Prerequisite: Loxodon
You learned to use your tusks as dangerous weapons. You gain the following benefits:
- Your tusks become natural weapons. They deal 1d6 + your Strength modifier piercing damage.
- When making an attack with your tusks, your critical hit range increases by 1.
- If you move at lest 10 feet in a straight line towards a target, you make make a goring attack with your tusks as a bonus action. If the attack hits the target is also knocked prone
Minotaur
Berserker's Fury
Prerequisite: Goliath, or Minotaur
Your people's rage and wild fighting style has left its mark on you. As a action, you can enter a fury while in combat. This state lasts for 1 minute, and confers the following benefits:
- When you make a melee weapon attack using Strength, you add your profficency bonus to the damage dealt.
- As a reaction to taking bludgeoning, piercing, or slashing damage, you can reduce that damage by half. You may only do this three times, and then your fury ends.
- Your speed increases by 5 feet if you aren't wearing heavy armour.
- If you drop to 0 hit points but do not die outright, you may instead drop to 1 hit point. Regardless of weather you choose to drop to 1 hit point or not, your fury then ends.
- If you are able to cast spells, you can't cast them or concentrate on them while in your fury.
Your fury lasts for 1 minute. You can also end your fury on your turn as a bonus Action. You may use this ability once per short or long rest.
Gore or Glory
Prerequisite: Minotaur
You've sharpened and cared for your horns to make them into deadly lacerating weapons. You gain the following benefits:
- When making an attack with your horns, your critical hit range increases by 1.
- When you hit a creature with your horns you can Gore them, leaving them bleeding. The target must make a Constitution saving throw at the start of each of its turns. On a failure, the creature takes piercing damage equal to your proficiency bonus. The condition lasts until they receive any healing, or if the creature succeeds on the saving throw three times. The saving throw equals 8 + your Proficiency Bonus + your Strength Modifier. You can use this feature a number of times equal to your proficiency bonus, after witch you must finish a short or long rest before you can do so again. If you land a critical hit with the horns, you regain one use of this feature.
Resident of the labyrinth
Prerequisite: Minotaur
Your ancestors lived far underground, and roamed labyrinthian mazes devoid of light. You gain the following benefits:
- You have darkvision out to a range of 120 feet.
- You have advantage on any checks made to navigate dark, underground spaces.
- You can accurately memorise even the most complex layouts of mazes, labyrinths, confusing cave systems, floor plans of buildings, and the alike. As such you always remember your way in such environments.
- You learn the find the path spell and can cast it once. Once you cast it this way you must finish a long rest before you can do so again. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell.
Owlin
Wind Warden
Prerequisite: Aarakocra or Owlin
You are trained for both scouting the skies and aerial combat. You gain the following benefits:
- You gain proficiency in Wisdom (perception) checks. If you already have proficiency in Wisdom (perception) checks, then you gain expertise in them.
- You gain proficiency with spears, javelins and nets.
- Your flying speed no longer provokes opportunity attacks unless the attacker has advantage.
- When you are flying and dive at least 10 feet towards a target before hitting it with a melee weapon, you can cause the attack to deal additional weapon damage equal to your proficiency bonus.
Bird of Pray
Prerequisite: Owlin
You've inherited some of the core traits that make Owls excellent hunters, especially so in the dead of night, honing your incredible senses to your advantage. You gain the following benefits:
- You gain blindsight out a range of 10 feet.
- You gain proficiency in the Wisdom (Perception) skill. If you already have proficiency in the Wisdom (Perception) skill, the you gain expertise in it.
- Dim light does not impose disadvantage on Wisdom (Perception) checks that rely on sight.
- You gain advantage on Wisdom (Perception) checks that rely on sight or hearing
Stormborn
Prerequisite: Owlin
You where born with, or at some point in your life where granted, the boon of the storm. The fury of the storm lies within you. You gain the following benefits:
- You gain resistance to lightning damage and thunder damage.
- You learn the lightning lure and the thunderclap cantrips. Your spellcasting ability for these cantrips is Intelligence, Wisdom, or Charisma.
- Whenever you deal lightning damage or thunder damage, you may increase that damage by an amount equal to your proficiency bonus.
Orc
Body of Steel
Prerequisite: Half-Orc, Orc, or Orc of Ebberon
Your Orcish bloodline make you more endurable than the average humanoid. You gain the following benefits:
- You gain advantage on Constitution saving throws.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- When an attacker that you can see hits you with an attack, you can use your reaction to half the bludgeoning, piercing, and slashing damage, for that attack.
Savage Attacker
Prerequisite: Half-Orc, Orc, or Orc of Ebberon
When you hit someone, they had better stay down. You gain the following benefits:
- Your critical hit range is increased by one.
- When you land a critical hit or reduce a creature to zero hitpoints with a melee weapon attack, you can make another melee weapon attack as a bonus action. If this attack hits, it does additional damage equal to your proficiency bonus.
- Once per turn, When you have advantage on an attack, you can forgo the advantage and instead attack twice as apart of the same attack action. You can do this a number of times equal to your proficiency bonus and regain all expended uses upon finishing a long rest.
Chosen of Gruumsh
Prerequisite: Half-Orc, Orc, or Orc of Ebberon
The deeds of you, or those of your ancestors have earned you the favour of Gruumsh. You gain the following benefits:
- You learn the augury spell and can cast it at will, without expending a spell slot.
- You also learn the bless and the divine favour spell. Both of witch you can cast once, without expending a spell slot. Additionally when you cast bless in this way, you can do so as a bonus action. You regain the ability to cast each spell when you finish a short or long rest.
- Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Plasmoid
Astral Resilience
Prerequisite: Hadozee, Giff, Plasmoid, or Thri-kreen
Your exposure to the Astral Sea has hardened you, and as such your body is hardier than many others. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain resistance to psychic damage and to force damage.
- You gain advantage on constitution checks and saving throws.
Pseudopod Warrior
Prerequisite: Plasmoid
You have adapted to using your pseudopod for combat, grandting you abilites atypical for other of your race. You gain the following benefits:
- Using your 'Shape Self' racial trait. you may use your bonus action to create up to 2 pseudopods, rather than just once. You may use the same bonus action to control them both.
- You may use your pseudopods for any action, rather than just the ones listen in your 'Shape Self' trait, including attacking with a weapon that they are holding. When you attack using the pseudopod, you have a range of 10 feet.
- You pseudopods act as natural weapons. They have a range of 10 feet, and use your Strength or Dexterity modifier, dealing 1d4 bludgeoning damage plus your Strength or Dexterity modifier on a hit.
Evasive Shaping
Prerequisite: Plasmoid
You have learned to shape your body when in danger to better avoid harm. You gain the following benefits:
- While you aren’t wearing armour, you can calculate your Armour Class as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
- If a creature roll to attack you and rolls exactly your armour class, you take half as much damage from the attack. When you are subjected to an effect that allows you to make a dexterity saving throw to take only half as much damage, you take half as much damage as you would of. When you take damage, you can use your reaction to move up to half your movement speed. This movement does not provoke attacks of opportunity.
Satyr
Faunic Charm
Prerequisite: Satyr
Always having time to celebrate, you gain the following benefits:
- You learn a 1st level spell of your choice from the bard spell list that doesn't count against your number of known/prepared spells. You can cast this spell once per short rest without expending a spell slot and your spell casting ability for this is Intelligence, Wisdom, or Charisma.
- If you already have or gain Bardic Inspiration as a class feature, this grants more uses of Bardic Inspiration equal to your proficiency bonus; otherwise, you gain uses of Bardic Inspiration equal to your proficiency bonus that are d6. You regain expended uses when you finish a long rest.
- As bonus action on your turn, choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die. Once within the next 10 minutes, that creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Reveler
Prerequisite: Satyr
You are an excellent shepherd, seducer and musician, able to capture the magic of the gods in your revels. As an action you can play a magical melody or weave enchanted words into your honeyed speech and create one of the following effects:
- Charm. A creature within 60 feet that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier) or be charmed by you for 1 minute. If you or any of your companions harms the creature, it can repeat the saving throw, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Reveler effects for the next 24 hours.
- Fright. A creature within 60 feet that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier) or be frightened by you for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Reveler effects for the next 24 hours. Lullaby. A creature within 60 feet that can hear you falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake. Once a creature awakens, is it immune to your Reveler effects for the next 24 hours.
Once you use each ability, you must finish a short or long rest before you can use that ability again.
Mythical Mindfulness
Prerequisite: Satyr
You wholly embrace your people’s tradition of living wholly in the present moment, keeping your senses sharp for everything around you. You gain the following benefits:
- When you make an ability check, an attack roll, or a saving throw and have advantage on the roll, you can add 1d4 to the result of that roll. You can choose to add the d4 after you see the roll, but before you know the outcome. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon finishing a long rest.
- When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon finishing a long rest.
Shifter
Self-Preservation
Prerequisite: Shifter
Your heritage gives you a greater sense of danger, and when backed into a corner, helps to keep you alive. You gain the following benefits:
- When you are reduced to 0 hit points, but not killed outright, you can instead drop to 1 hit point. In addition, if the attacker is within range, you can use your reaction make an attack of opportunity against that creature with advantage. Once you use this ability, you must finish a long rest before you can do so again.
- When you reach 1/2 of your total hit points (rounded up), you can add your proficiency bonus to your damage rolls.
- When you reach 1/10 of your total hit points (rounded up), you can make all your attacks with advantage.
Thick Blood
Prerequisite: Shifter
The blood of your heritage runs thick within your body, it has enhanced your senses and your shifting ability. You gain the following benefits:
- You gain advantage on initiative rolls. While you are conscious, you cannot be surprised.
- You gain an additional shifting feature. When you activate your shifting trait you gain the benefit of both shifting features. You cannot choose the feature that you already possess.
- If you ever get the chance to choose a feat, you can also choose the racial feat specific to the shifter feature that you chose with this feat.
Thick Hide
Prerequisite: Beasthide Shifter, or Thickblood: Beasthide
You are tapped into more of your animal heritage than most of your race. You gain the following benefits:
- When you use your bonus action to shift, the number of temporary hit points you gain increases by a further 1d6. This increases as you level; to 2d6 at 4th level, to 3d6 at 8th level, to 4d6 at 12th level, to 5d6 at 16th level, and to 6d6 at 20th level.
- The bonus to your armour class while shifted increases by half of your proficiency bonus (round down).
- While shifted, you gain resistance to piercing, slashing, and bludgeoning damage from non-magical weapons that aren't silvered.
Razer Fangs
Prerequisite: Longtooth Shifter, or Thickblood: Longtooth
You are tapped into more of your animal heritage than most of your race. You gain the following benefits:
- While you are shifted, your elongated fangs deal extra piercing damage equal to your proficiency bonus.
- When you hit a creature with your elongated fangs, you gain temporary hit points equal to your proficiency bonus. These temporary hit points stack with existing temporary hit points, unless you have a number of temporary hit points exceeding your level.
- When you attack with your elongated fangs, your critical hit range increases by one.
Wild Stamina
Prerequisite: Swiftstride Shifter, or Thickblood: Swiftstride
You are tapped into more of your animal heritage than most of your race. You gain the following benefits:
- While Shifted, your movement speed increase increases by an additional 5 feet. This movement increases further as you level; increasing to 10 feet at 5th level, to 15 feet at 11th level, and 20 feet at 17th level.
- When you use your reaction to move after a creature ends it turn within 5ft of you. You can make an opportunity attack against that creature before you move. Additionally you can move a number of feet equal to your movement speed increase while shifted, rather than the usual 10 feet.
- While shifted, you gain a climbing and swimming speed equal to your walking speed.
Hunter's Instincts
Prerequisite: Wildhunt Shifter, or Thick Blood: Wildhunt
You are tapped into more of your animal heritage than most of your race. You gain the following benefits:
- While Shifted, you also gain advantage on all Dexterity checks.
- While Shifted, whenever you roll a attack, saving throw or ability check with advantage, you can re-roll one of the dice.
- In addition, the duration of your shift increases by a number of minutes equal to your proficiency bonus. If you still have temporary hit points from your shift trait at the end of the duration, your shift lasts until you lose those temporary hit points. These temporary hit points are lost upon completing a short or long rest.
Simic Hybrid
Simic Regeneration
Prerequisite: Simic Hybrid
Your bodies alteration have bolstered its natural ability to repair from harm. You gain the following benefits:
- If you succeed on 3 death saving throws, you immediately return to 1 hit point.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- Whenever you take the dodge action in combat, you can spend one or more hit dice to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Simic Mutation
Prerequisite: Simic Hybrid
Your enhancements are more numerous that many others of your race. You gain the following benefits:
- You gain advantage on initiative rolls. While you are conscious, you cannot be surprised.
- You gain an additional animal enhancement feature that you don't already possess.
- If you ever choose the enhancement perfection racial feat, you can choose the perfection that corresponds to the trait you chose for this feat.
Enhancement Perfection
Prerequisite: Simic Hybrid
You partook in an experimental adaptation for one of your enhancements, the results leading to a more perfect enhancement. You gain the following benefits:
- You gain advantage on constitution checks and saving throws.
- Choose an Animal Enhancement that you possess. Depending of the chosen Enhancement, you may gain additional benefits:
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- Manta Glide Perfection - Manta Flight: Your ray-like fins grow stronger, acting more like traditional wings. You gain a flying speed equal to your walking speed. You cannot benefit from this flight speed if you are wearing heavy armour.
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- Nimble Climber Perfection - Spider Enhancement: Your climbing ability enhances beyond the ability of many of your kind. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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- Underwater Adaption Perfection - Water Shield: You have adapted to better protect yourself underwater. If you start your turn fully submerged in water, you gain temporary hit points equal to your level. These temporary hit points are lost if you end your turn not submerged in water.
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- Grappling Appendages Perfection - Shocking Appendages: Your apanages increase in strength and have been infused with the power of lightning. The reach of your appendages increases to 10 feet. When you hit a creature with an attack using your Appendages, the creature takes an additional 1d6 lightning damage. If you are grappling a creature with your Appendages, that creature takes 1d6 lightning damage at the start of each of its turns.
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- Carapace Perfection - Magic Absorption: Your carapace has an ability to ward off the effects of some magic. While not wearing heavy armour, you have advantage on saving throws against spells.
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- Acid Spit Perfection - Acidic Skin: You have learned to use your Acid Spit feature to also cause your pores begin excreting acid. When you use your Acid Spit Feature, for 1 minute , when a creature make a melee attack against you (or otherwise makes contact with you) they take 1d6 acid damage, and when you hit with an unarmed strike, you deal an extra 1d6 acid damage
Tabaxi
Leader of The Pack
Prerequisite: Tabaxi or Leonin
You have a magnetic personality, and cats always seem to look to you for guidance. You gain the following benefits:
- You have advantage on Wisdom (animal handling) and Charisma checks made with feline creatures.
- You gain proficiency in a skill or tool of your choice.
- You learn the find familiar and the speak with animals spell, and you can cast both at will, without material components. Unless you gain the spells from another source, you can only create a cat familiar, and you can only commune with cats. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Nine Lives
Prerequisite: Tabaxi or Leonin
Your feline luck allows you to survive blows that would otherwise knock you unconscious. You gain the following benefits:
- You gain advantage on death saving throws.
- When you are reduced to 0 hit points but not killed outright, roll 1d20. On a 9 or lower, you instead drop to one hit point and gain a number of temporary hit points equal to your level. If damage from a critical hit is what reduced you to 0 hit points, then this trait cases to function. Each time you successfully use this ability, you must roll a number equal to '9 - the number of times this succeeded' or less. After you finish a long rest, the 'number of time this succeeded' resets.
Feline Grace
Prerequisite: Tabaxi
Your incredible reflexes and agility further improve. You gain the following benefits:
- You gain expertise in Dexterity (stealth) checks.
- You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move.
- You do not take damage from falling 20 feet or less. When you do take damage from falling, you may reduce the damage by an amount equal to your half your level.
- If you end your move within 5 feet of an enemy creature after using your Feline Agility trait, as a bonus action you can pounce them. Make a unarmed melee attack; on hit, the target is knocked prone and grappled by you
Thri-kreen Psyonics
Astral Resilience
Prerequisite: Hadozee, Giff, Plasmoid, or Thri-kreen
Your exposure to the Astral Sea has hardened you, and as such your body is hardier than many others. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain resistance to psychic damage and to force damage.
- You gain advantage on constitution checks and saving throws.
Multi-Armed Combatant
Prerequisite: Thri-kreen
You have trained and master usage of your secondary arms for combat. You gain the following benefits:
- Your secondary limbs can now wield weapons heaver than light. The weapons that the wield must lack the heavy and special properties.
- When you use an action or bonus action to make a melee weapon attack, you may one melee weapon attack as apart of the same action.
- If you use your action to make a ranged weapon attack, you can use your bonus action to make one attack with a different melee or ranged weapon in a different hand.
Thri-kreen Psyonics
Prerequisite: Thri-kreen
You where born with innate or trained your psionic powers unlocking abelites that few other of your race do. You gain the following benefits:
- You learn the mage hand cantrip. When you cast it using this feat you can make the hand invisible. Additionally you can create 2 hands, rather than just the one when you cast the spell and you can control both hands as apart of the same action.
- You learn the shield spell, or the jump spell. You can cast the chosen spell once using this feat, after which you must finish a short rest before you can do so again.
- You learn the misty step spell, or the detect thoughts spell. You can cast the chosen spell once using this feat, after which you must finish a short rest before you can do so again.
- Intelligence, Wisdom, or Charisma is your spellcasting ability for all these spells.
Tiefling
Aspect of the Hells
Prerequisite: Tiefling
You learn to call on the power of the hells to serve your commands. You gain the following benefits:
- Choose either fire or cold damage. This will effect the damage type for the abilities in this feat.
- When you roll the chosen damage type, you can add your proficiency bonus to the damage of the attack.
- Whenever you cast a spell, of 1st level or higher, that deals the chosen damage type, you can cause flames to wreathe around you, or jagged ice to coat your body for one minute. The flames and ice 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 or ice is present, any creature within 5 feet of you that hits you with a melee attack takes your chosen damage type equal to your proficiency bonus. Additionally any creature that is either grappling you or being grappled by you takes your chosen damage type equal to your proficiency bonus at the start of each of its turns.
Infernal Constitution
Prerequisite: Tiefling
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain resistance to cold damage and poison damage.
- You have advantage on saving throws against being poisoned.
Infernal Magic
Prerequisite: Tiefling
Your unique heritage has granted you enhanced magic that is atypical for normal tiefling. You gain the following benefits:
- You learn the produce flame or ray of frost cantrip. Additionally you learn the hex, and the burning hands or the frost fingers spell. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. You can cast the levelled spells once without expending a spell slot, after which you must finish a short or long rest before you can do so again.
- When you deal either fire or cold damage, you can force the creature that took that damage to make a Charisma saving throw (DC 8 + your proficiency bonus + your Intellignce/Wisdom/Charisma score). On a failed save they are frightened by or charmed of you (you choice) until the end of your next turn. You can do this a number of times equal to your proficiency bonus, after which you must finish a long rest before you can do so again.
Tortle
Shell Guardian
Prerequisite: Tortle
You have perfected using your shell in combat to protect you from attacks. You gain the following benefits:
- You can now add up to +2 to your natural AC depending on your Dexterity modifier.
- When you are hit by an attack, you can use your reaction to activate your Shell Defence trait, potentially causing the attack to miss. You may use your Shell Defence trait as a bonus action. While withdrawn, melee attackers don't gain advantage on you due to you being prone, and you may use reactions, but doing so causes you to emerge from your shell.
Dragon Turtle Heritage
Prerequisite: Tortle
Your lineage contains the essence of a dragon turtle, or you have been given the blessing of one. As a result, you get the following benefits:
- You gain a swimming speed equal to your walking speed.
- You gain resistance to fire damage.
- When you take the attack action, you can replace one of your attacks with an exhalation of a cloud of boiling steam in a 15 foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d10 fire damage on a failed save, and half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. The damage increases to 3d10 at 5th level, 4d10 at 11th level, and 5d10 at 17th level. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tortle Nature Magic
Prerequisite: Tortle
You are more attuned with the natural magic of the world than those typical of your race. You gain the following benefits:
- You learn the druidcraft cantrip and one other druid cantrip of your choice.
- You learn the entangle spell and one other 1st level druid spell of your choice. You can cast each of these spells cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- When you are using your Shell Defence trait, you gain advantage on Constitution saving throws made to maintain concentration on your spells. Additionally, while using your Shell Defence trait you can use your bonus action or action to altar or maintain a spell your are casting. For example you can use your bonus action to move a flaming sphere spell.
Triton
Aquan Magic
Prerequisite: Triton or Sea Elf
You are more attuned to the magic of the Elemental Plane of Water than others of your kind. You gain the following benefits:
- You learn the shape water cantrip.
- You learn the create or destroy water spell, and the warding wind spell. You may cast each at there lowest level, once without expending a spell slot. You regain use to cast each spell after you finish a short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
- Whenever you start your turn fully submerged in water, you gain temporary hit points equal to your level. These temporary hit points are lost if you end your turn not submerged in water.
Child of the Current
Prerequisite: Triton
You were born in the water, and have learned to use it to increase your vitality. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain immunity to cold damage.
- You gain advantage on Strength and Dexterity skill check while underwater.
- If you spend an entire short rest submerged in water, you may treat a number of hit dice equal to your constitution modifier (minimum of 1) as having rolled their max.
Spear of the Ocean
Prerequisite: Triton
Your prowess with the Trident is unmatched, the true weapon of the sea at home in your hands. You gain the following benefits:
- You gain proficiency with tridents.
- While wielding a trident, you gain a +1 bonus to your armour class.
- Tridents that you wield gain the finesse property.
- You can add your proficiency bonus to the damage you deal with tridents.
- When you take the attack action and attack with a trident, you can use a bonus action to make another attack with that weapon.
- You have advantage on attack rolls when you and the target you are attacking are completely submerged in water.
Warforged
Arcane Construction
Prerequisite: Warforged
Your creator included your body with arcane energies that have given you some innate magical ability. you gain the following benefits:
- Your body becomes a spellcasting focus and you can use it as one for any of the spells you know. When you do so, you can ignore non-consumed material components up to a value of 50gp.
- You learn two cantrips of your choice.
- You learn one 1st level spell and one 2nd level spell of your choice. You can cast the chosen spells once, without expending a spell slot, after which you must finish a long rest before you can do so again.
- Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma.
Quick Repair
Prerequisite: Warforged
Your creator included your body with the ability to quickly repair small damage to yourself. You gain the following benefits:
- You learn the mending cantrip. Additionally, you can cast it once as an a bonus action. Once you cast it in this way you must finish a shot rest before you can do so again. Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip.
- When the mending cantrip is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
- When you are targeted by a healing spell that requires a roll to determine the hit points regained, you can treat one dice of your choice as if it rolled its maximum. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses upon finishing a long rest.
Enhanced Armour Plating
Prerequisite: Warforged or Autognome
Your creator made you from an atypical material, or included your natural armour with protective magic that has enhanced your ability to resist damage. Choose one of the following options:
- Adamantine Plating: Your body has been reinforced with Adamantine, granting you greater resistance to attacks. Your armour class increases by 1 and you become immune to critical hits. If a hit was to be a critical one, it instead becomes a normal one.
- Ironwood Body: Your body is constructed from a light, organic wood that is as hard as steel that allows you to be more nimble without giving up protection. Your movement speed increases by 10 feet. When you make a dexterity saving throw to avoid damage, you may reduce the damage you do take by half.
- Elemental Warding: Your body is enchanted with magic that helps ward against the elements. When you finish a long rest, you may choose a damage type: acid, cold, fire, lightning, or thunder. You gain resistance to the chosen damage type until you next finish a long rest. Additionally, when you take damage of one of those damage types, you may use your reaction and expend a hit dice to cast absorb elements.
Vedalken
Serene Concentration
Prerequisite: Vedalken
You have spend time mastering preserving the effects of concentration spells, even are you stop maintaining them. You gain the following benefits:
- You can add your proficiency bonus to concentration checks.
- If you are concentrating on a spell and then loose that concentration for any reason, the spells effects persist for additional rounds equal to half your proficiency bonus (rounded down).
Rigorous Precision
Prerequisite: Vedalken
Every imperfection is a change for improvement. You gain the following benefits
- You gain proficiency with one skill or tool of your choice.
- Choose a skill or tool witch which you have proficiency, you gain expertise with that skill or tool.
- When you roll an ability check with a skill or tool that you are proficient with, you can add 1d4 to that ability check. This bonus stacks with your tireless precision trait, for a an extra 2d4 on the skill or tool you choose with that trait.
Interactive Improvement
Prerequisite: Vedalken
You excel at improving your technique, even in the heat of combat. You gain the following benefits:
- You can have up to 2 inspiration points at any given time.
- When you miss an attack, fail an ability check, or fail a saving throw, you gain 1 inspiration. Inspiration gained in this way cannot be given to other players.
Yuan-Ti
Nest of Serpents
Prerequisite: Yuan-Ti
You've studied the rituals of those in higher castes as they devote themselves to the serpent gods, and you've picked up a thing or two from them. You gain the following benefits:
- You gain advantage on Wisdom (animal handling) checks made to handle snakes.
- As an action, you can transform a pile of sticks, ten arrows or small pieces of wood into a swarm of poisonous snakes. The swarm acts as your ally, and obeys your commands. This transformation lasts for one minute, after which the swarm reverts to its original form. If the swarm is killed before this, it reverts to normal early. You may do this once, and regain this ability after you finish a short or long rest.
Acidic Scales
Prerequisite: Yuan-Ti
You can secret an acidic substance from your pores to coat your skin. You gain the following benefits:
- You gain resistance to acid damage.
- As a bonus action you coat yourself in this slimy acid, which lasts for one minute. While the acid coats your skin you gain the following benefits:
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- Whenever you deal acid damage, you can deal extra damage equal to your proficiency bonus.
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- If a creature hits you with a melee attack, it takes acid damage equal to your proficiency bonus.
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- If you are grappled or grappling a creature, that creature takes acid damage equal to your proficiency bonus at the start of each of its turns.
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- You can do this once, after which you must finish a short rest before you can do so again.
Hardened Scales
Prerequisite: Yuan-Ti
Your scales harden and your gain fangs similar to your snake brethren. You gain the following benefits:
- Your scales harden. While you aren’t wearing armour, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
- You grow retractable fangs from your mouth. The fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength. instead of the normal bludgeoning damage for an unarmed strike.
- Additionally when you hit with your fangs, you can deal an additional 2d6 poison damage to the target. You can do this a number of times equal to your proficiency bonus and regain all expended uses upon finishing a short or long rest.
Dragonmarks
Empowered Mark
Prerequisite: A Dragonmark
Your dragonmark has been enhanced. You gain the following benefits:
- Choose a 1st level spell. The chosen spell is added to your 'spells of the mark' feature and it is always prepared. You can cast the spell once through your mark, without expending a spell slot. After you cast the spell in this way, you must finish a short or long rest before you can so again. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma.
- You can expend a number of hit dice to cast a spell from you 'spells of the mark' feature without expending a spell slot. You do not need to have the spell prepared to cast it in this way. The number of hit dice expended equals the level of the spell. When you do this, you can roll the expended hit dice; you gain a number of temporary hit points equal to the number rolled plus your constitution modifier (minimum of 1).
Stroke of Inspiration
Prerequisite: A Dragonmark
Your dragonmark has gifted you with better skill than others. You gain the following benefits:
- You gain proficiency in a skill or tool of your choice.
- You can use your 'Intuition' feature on the skill or tool chosen with this feat.
- When you use your 'Intuition' feature, you can roll a d6, instead of a d4. This dice increases as you level; to a d8 at level 5, to a d10 at level 11, and to a d12 at level 17.
Lineages
Ancestral Origin
Prerequisite: Dhampir Lineages, Hexblood Lineages, or Reborn Lineages
You are a member of a race that has changed in some way or another. Choose a race that your DM allows in the setting (this must match the race chosen for your Ancestral Legacy); you may choose a racial feat from that race and gain that feat.
You may choose this feat multiple times, when you do choose another feat from the race you chose originally.