These represent a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature & you can forgo taking that feature to take a Feat of your choice instead.
You can take each feat only once, unless the feat's description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow you can't benefit from the Grappler feat until your Strength is restored.
General Feats
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase Charisma score by 1, to a maximum of 20.
- You have Advantage on Deception & Performance checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception allows a listener to determine that the effect is faked.
Alert
Always on the lookout for danger, you gain the following benefits:
- You can't be Surprised while you are conscious.
- You gain a +5 bonus to Initiative.
- Other creatures don't gain Advantage on Attack rolls against you as a result of being unseen by you.
Athlete
You have undergone extensive physical training to gain the following benefits:
- Increase Strength or Dexterity score by 1, to a maximum of 20.
- When you are Prone, standing up uses only 5 feet of your movement.
- Climbing doesn't cost you extra movement.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Charger
When you use your Action to Dash, you can use a Bonus Action to make one melee weapon Attack or to shove a creature. If you move at least 10 feet in a straight line immediately before doign so, you either gain a +5 bonus to the Attack's damage roll (if you chose to make a melee attack & hit) or push the target up to 10 feet away from you (if you chose to shove & succeed).
Defensive Duelist
Prerequisite: Dexterity 13 or higher
When you are wielding a Finesse weapon with which you are Proficient & another creature hits you with a melee Attack, you can use your Reaction to add your Proficiency Bonus to your AC for that attack, potentially causing it to miss.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You can draw or stow 2 one-handed weapons when you would normally be able to draw or stow only 1.
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- You have Advantage on Perception & Investigation checks made to detect the presence of secret doors.
- You have Advantage on Saving Throws made to avoid or resist traps.
- You have Resistance to the damage dealt by traps.
- Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
Durable
Hardy and resilient, you gain the following benefits:
- Increase your Constitution by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain equals 2X your Constitution modifier (minimum of 2).
Elemental Adept
Prerequisite: The ability to cast at least one spell
When you gain this Feat, choose one of the following damage types: Acid, Cold, Fire, Lightning or Thunder.
Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this Feat multiple times. Each time you do so, you must choose a different damage type.
Grappler
Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have Advantage on Attack rolls against a creature you are Grappling.
- You can use your Action to try to pin a creature Grappled by you. To do so, make another Grapple check. If you succeed, you & the creature are both Restrained until the Grapple ends.
Great Weapon Master
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn when you critically hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a Bonus Action.
- Before you make a melee Attack with a Heavy weapon that you are Proficient with, you can choose to take a -5 penalty to the Attack roll. If the Attack hits, you add +10 to the Attack's damage.
Healer
You are an able physician, allowing you to mend wounds quickly & get your allies back in the fight. You gain the following benefits:
- When you use a Healer's Kit to Stabilize a Dying creature, they also regains 1 HP.
- As an Action, you can spend one use of a Healer's Kit to tend to a creature & restore 1D6+4 HP to it, plus additional HP equal to the creature's max. Hit Dice. The creature can't benefit from this Feat again until it finishes a Short or Long Rest.
Inspiring Leader
Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
Linguist
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice.
- You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever 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.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Mage Slayer
You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and, using this feat, can cast it at its lowest level. Once you cast it in this way, you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Observant
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Perception and Investigation scores.
Resilient
Choose one ability score. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability.
Ritual Caster
Prerequisite: Intelligence or Wisdom 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Savage Attacker
Once per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Skilled
You gain proficiency in any combination of 3 skills or tools of your choice.
Skulker
Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Perception checks relying on sight.
Spell Sniper
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from.
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Weapon Feats
Blade Mastery
(Unearthed Arcana)
You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:
- You gain a +1 bonus to attack rolls you make with the weapon.
- On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.
- When you make an opportunity attack with the weapon, you have advantage on the attack roll.
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Fell Handed
You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:
- You gain a +1 bonus to attack rolls you make with the weapon.
- Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
- Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.
- If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
Firearm Mastery
You are adept at using guns effectively.
- Gain Proficiency with Firearms.
- If you roll a misfire on an Attack with a Firearm, you can use your Reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the Firearm does not misfire. You cannot use this feature again until you complete a Short or Long Rest.
- When you use the Attack Action with a one-handed weapon, you can use a Bonus Action to attack with a loaded firearm with the light property that you are holding.
Flail Mastery
The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.
- You gain a +1 bonus to attack rolls you make with the weapon.
- As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
- When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
- When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. This attack uses the same ability modifier as the primary attack.
- While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Spear Mastery
Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.
- You gain a +1 bonus to attack rolls you make with a spear.
- When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon's die.)
- You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving.
- As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strikes use a d4 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. A grapple check is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check.
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with four simple or martial weapons of your choice.
Armour Feats
Lightly Armoured
You have trained to master the use of Light Armour, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain Proficiency with Light Armour.
Moderately Armored
Prerequisite: Proficiency with Light Armour
You have trained to master the use of Medium Armour & Shields, gaining the following benefit:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain Proficiency with Medium Armour & Shields.
Medium Armour Master
Prerequisite: Proficiency with Medium Armour
You have practiced moving in Medium Armour to gain the following benefits:
- Wearing Medium Armour doesn't impose Disadvantage on your Dexterity (Stealth) checks.
- When you wear Medium Armour, you can add 3 rather than 2 to your AC, if you have a Dexterity of 16 or higher.
Heavily Armoured
Prerequisite: Proficiency with Medium Armour
You have trained to master the use of Heavy Armour, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain Proficiency with Heavy Armour.
Heavy Armour Master
Prerequisite: Proficiency with Heavy Armour
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- Whilst wearing Heavy Armour, Bludgeoning, Piercing, & Slashing damage that you take from non-magical weapons is reduced by 3.
Skill Proficiency Feats
Acrobat
You become more nimble, gaining the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- As a bonus action, you can make a DC 15 Acrobatics check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
Animal Handler
You master the techniques needed to train and handle animals. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
Arcanist
You study the arcane arts, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Brawny
You become stronger, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You count as if you were one size larger for the purpose of determining your carrying capacity.
Diplomat
You master the arts of diplomacy, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
- If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature's Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
Empathic
You possess keen insight into how other people think and feel. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make an Insight check contested by the target's Deception. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Historian
Your study of history rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Help action to aid another creature's ability check, you can make a DC 15 History check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
Investigator
You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can take the Search action as a bonus action.
Medic
You master the physician's arts, gaining the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Medicine check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
Menacing
You become fearsome to others, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Intimidation check contested by the target's Insight. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
Naturalist
Your extensive study of nature rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the Druidcraft and Detect Poison and Disease spells. You can cast Detect Poison and Disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Perceptive
You hone your senses until they become razor sharp. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- Being in a lightly obscured area doesn't impose disadvantage on your Perception checks if you can both see and hear.
Performer
You master performance so that you can command any stage. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- While performing, you can try to distract one humanoid you can see. The humanoid must see and hear you. Make a Performance check contested by the humanoid's Insight check. If your check succeeds, you grab the humanoid's attention enough that it makes Perception and Investigation checks with disadvantage until you stop performing.
Quick-Fingered
Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- As a bonus action, you can make a Sleight of Hand check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
Silver-Tongued
You develop your conversational skill to better deceive others. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Deception check contested by the target's Insight. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
Stealthy
You know how best to hide. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
Survivalist
You master wilderness lore, gaining the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the Alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Theologian
Your extensive study of religion rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the Thaumaturgy cantrip and Detect Evil and Good spells. You can cast Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Tool Proficiency Feats
Alchemist
You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with alchemist's supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them.
- As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
- Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore.
Burglar
You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency with thieves' tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
Gourmand
You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You gain Proficiency with Cook's Utensils. If you are already Proficient with them, you double your Proficiency Bonus when you make checks with them.
- As an Action you can inspect a drink or plate of food within 5 feet of you & determine whether it is Poisoned, provided that you can see and smell it.
- During a Long Rest, you can prepare & serve a meal that helps you & your allies recover from the rigors of adventuring, provided you have suitable food, Cook's Utensils & other supplies on hand. The meal serves up to 6 people & each person who eats it regains 2 additional Hit Dice at the end of the Long Rest. In addition, those who partake of the meal have advantage on Constitution Saving Throws against Disease for the next 24 hours.
Master of Disguise
You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
- If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
Racial Feats
Barbed Hide
Prerequisite: Bloodline: Infernal (Abyssal)
One of your ancestors was a barbed demon or other spiky fiend. Barbs protrude from your head. You gain the following benefits:
- Increase your Constitution or Charisma score by 1, up to a maximum of 20.
- You gain proficiency in the Intimidation skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it.
- As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
Beasthide
Prerequisite: Bloodline: Feral (Any)
Your mixed Lycanthrope heritage provides you with hardened resistance. Gain +1 Constitution & when you shift, you gain temporary HP equal to your proficiency bonus plus Constitution modifier.
Bountiful Luck
Prerequisite: Halfling
Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter. You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can't use your Lucky racial trait before the end of your next turn.
Critter Friend
Prerequisite: Forest Gnome
Your friendship with animals mystically deepens. You gain the following benefits:
- You gain proficiency in the Animal Handling skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it.
- You learn the Speak with Animals spell and can cast it at will, without expending a spell slot. You also learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Divine Constitution
Prerequisite: Bloodline: Celestial (Any)
Celestial blood runs strong in you, unlocking a resilience akin to that possessed by the truly Divine. You gain the following benefits:
- Increase your Constitution score by 1, up to a maximum of 20.
- Gain resistance to fire & cold damage.
- You have advantage on saving throws against being poisoned.
Dragon Fear
Prerequisite: Dragonborn
When angered, you radiate menace. You gain the following benefits:
- Increase your Strength, Constitution or Charisma score by 1, to a maximum of 20.
- Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Charisma modifier). A target automatically succeeds on the Save if it can't hear or see you. On a fail the target becomes Frightened for 1 minute. If the Frightened target takes any damage it can repeat the Saving Throw, ending the effect on itself on a success.
Dragon Hide
Prerequisite: Dragonborn
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.
- Your scales harden. While you aren't wearing Armour you calculate your AC as 13 + your Dexterity modifier. You can use a Shield and still gain this benefit.
- You grow large claws from the tips of your fingers. Your Unarmed Strikes may now do Slashing damage if you wish.
Dragon Wings
Prerequisite: Dragonborn
You either grow a pair of draconic wings or any you already have enlarge & become fully functional. You gain a Flying Speed of 20' if you aren't wearing Heavy Armour & aren't exceeding your carrying capacity.
Drow High Magic
Prerequisite: Dark Elf
You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it at will, without expending a spell slot. You also learn Levitate and Dispel Magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Dwarven Fortitude
Prerequisite: Dwarf
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Elven Accuracy
Prerequisite: Elf or Bloodline: Fey (Any)
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:
- Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Everybody's Friend
Prerequisite: Bloodline: Fey (Any)
You develop your magnetic personality to ease your way through the world. You gain the following benefits:
- Increase your Charisma score by 1, up to a maximum of 20.
- You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
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:
- Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
- Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
Fey Teleportation
Prerequisite: Elf (Sun)
Your study of high elven lore has unlocked fey power that few other elves possess, except your High Elf cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- You learn to speak, read, and write Sylvan
- You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Flames of Phlegethos
Prerequisite: Bloodline: Infernal (Diabolic)
You learn to call on hellfire to serve your commands. You gain the following benefits:
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Grudge-Bearer
Prerequisite: Dwarf
You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, dragons, elementals, fey, fiends, monstrosities, oozes, plants, or undead. You may alternatively pick 1 specific humanoid species instead such as orcs or gith. You gain the following benefits:
- Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
- During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
- Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient.
Human Determination
Prerequisite: Human
You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a long rest.
Orcish Aggression
Prerequisite: Bloodline: Greenskin (Orcish)
As a bonus action, you can Dash but only towards an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Orcish Fury
Prerequisite: Bloodline: Greenskin (Orcish)
Your fury burns tirelessly. You gain the following benefits:
- Increase your Strength or Constitution score by 1, up to a maximum of 20.
- When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a long rest.
- Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Prodigy
Prerequisite: Human or Bloodline: (Fey or Greenskin)
You have a knack for learning new things. You gain the following benefits:
- You gain 1 skill proficiency of your choice, 1 tool proficiency of your choice, and fluency in 1 language of your choice.
- Choose 1 skill or tool in which you have proficiency. You gain expertise with it, which means your proficiency bonus is doubled for any ability check you make with it. The skill or tool you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Second Chance
Prerequisite: Halfling
Fortune favors you when someone tries to strike you. You gain the following benefits:
- Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
- When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Squat Nimbleness
Prerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Increase your walking speed by 5 feet.
- You gain proficiency in the Acrobatics or Athletics skill (your choice).
- You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Svirfneblin Magic
Prerequisite: Gnome (Svirfneblin)
- You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast Nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: Blindness/Deafness, Blur, and Disguise Self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
Toxic
Prerequisite: Grung
A creature Poisoned by a Grung can suffer an additional effect that varies depending on the Grung’s skin color. This effect lasts until the creature is no longer Poisoned by that Grung or 1 minute passes.
- Green: The Poisoned creature can’t move except to Climb or make standing Jumps. If the creature is Flying, it can’t take any Actions or Reactions unless it lands.
- Blue: The Poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its Turn.
- Purple: The Poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take Actions or Move except to do so or to reach a body of liquid or mud.
- Red: The Poisoned creature must use its action to eat if food is within reach or seek food out if it is not.
- Orange: The Poisoned creature is Frightened of its allies.
- Gold: The Poisoned creature is Charmed and can understand Grung.
Wildhunt
Prerequisite: Bloodline: Feral (Any)
You have honed your stalking senses allowing you to track by scent. Add 2x your proficiency bonus to Survival checks when tracking creatures you have already seen or smelled. Gain proficiency in the Wisdom (Perception) skill. At level 10, you can use Blindsight with a 40ft range for one round. You may use this ability again after a long rest.
Wonder Maker
Prerequisite: Rock Gnome
You master the tinker techniques of your people. You gain the following benefits:
- Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
- When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check.
- When you make a device with your Tinker trait, you have the following additional options for what you make:
- Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
- Calculator: This device makes doing sums easy.
- Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
- Timekeeper: This pocket watch keeps accurate time.
- Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.
Wood Elf Magic
Prerequisite: Wood Elf or Bloodline: Fey (Wood Elf)
You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the Longstrider and Pass without Trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.