Racial Feats in Avalor | World Anvil
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Racial Feats

Leveling up in a class is the main way a character evolves during a campaign. This page introduces a collection of special feats that allow you to explore your character's race further. A racial feat represents either a deepening connection to your race's culture or a physical transformation that brings you closer to an aspect of your race's lineage.   The cause of a particular transformation is up to you and your DM. A transformational feat can symbolize a latent quality that has emerged as you age, or a transformation might be the result of an event in the campaign, such as exposure to powerful magic or visiting a place of ancient significance to your race. Transformations are a fundamental motif of fantasy literature and folklore. Figuring out why your character has changed can be a rich addition to your

Bountiful Luck

  Prerequisite: Halfling   Your people have extraordinary luck, which you have learned to mystically lend to your companions when 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.  

Changeling Metamorphosis

  Prerequisite: Changeling   Your ability to shapechange is more than skin deep. Increase your Constitution score by 1, to a maximum of 20. In addition, when you use your Shapechanging trait, you can choose one of the following benefits, which lasts until you use your Shapechanging trait again. Some of these benefits require specific physical features, such as gills or claws, hat can be seen by observers.   Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.   Darkvision. You adapt your eyes and gain darkvision with a range of 60 feet.   Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.  

Dragon Fear

  Prerequisite: Dragonborn   When angered, you can 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 failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
 

Dragon Hide

  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, to a maximum of 20.
  • Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
 

Drow High Magic

  Prerequisite: Elf (drow)   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 those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three 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, 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:
  • 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.
 

Envoy Specialist

  Prerequisite: Warforged   You have modified your body to perform a specific task, integrating a tool directly into your body. You gain the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency with one tool of your choice.
  • Choose one of these tools you are proficient with that weights 10 pounds or less: an artisan's tool, forgery kit, herbalism kit, poisoner's kit, thieves' tools, or a musical instrument. You have a working model of this tool integrated in your body. It can't be removed, and as long as you have a hand free, you can make use of the integrated tool.
  • Your proficiency bonus is doubled when you make ability checks using this integrated tool.
 

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

Focused Personas

  Prerequisite: Changeling   You've developed personas that help you focus your talents. Work with your DM to define two unique personas—identities with distinct appearances and personalities. You gain the following benefits:
  • Increase your Charisma score by 1, to a maximum of 20.
  • Choose a tool and define a persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, you are proficient with that tool. If you are already proficient in it, your proficiency bonus is doubled for any ability check you make using that tool while assuming that persona.
  • Choose a skill you're proficient in and define a different persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, your proficiency bonus is doubled for any ability check you make using that skill.
 

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:
  • Increase your Constitution score by 1, to a maximum of 20.
  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.
 

Juggernaut Plating

  Prerequisite: Warforged   Your armor is a part of you, strengthened by your life force. You gain the following benefits:
  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you use Integrated Protection to don light or medium armor, you can add your Constitution modifier to your Armor Class instead of your Dexterity modifier (to a maximum of +2 when using medium armor).
  • When you use Integrated Protection to don heavy armor, you have advantage on Strength saving throws and Strength (Athletics) checks to resist being knocked prone or moved against your will.
  • When it's incorporated into your body, your armor can't be targeted by any effect (such as heat metal or the antennae of a rust monster) against your will.
 

Monstrous Build

  Prerequisite: Goblin, Kobold   Your hefty build allows you to handle an unusual amount of weight for a creature of your stature. You gain the following benefits:
  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You count as one size larger when grappling.
  • You no longer have disadvantage on attack rolls due to the heavy property of weapons.
 

Orcish Fury

  Prerequisite: Half-orc   Your inner fury burns tirelessly. You gain the following benefits:
  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • 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. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • 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. The skill 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.
 

Superior Shifting

  Prerequisite: Shifter   You have a strong connection to the beast within, strengthening your body and your ability to shift. You gain the following benefits:
  • Choose one of the ability scores affected by your subrace's Ability Score Increase. Increase this ability score by 1, to a maximum of 20.
  • When you use your Shifting trait, the transformation lasts for ten minutes, until you die, or until you end it as a bonus action.
  • You can use your Shifting trait one additional time. You regain all uses when you complete a short or long rest.
 

Svirfneblin Magic

  Prerequisite: Gnome (deep gnome)   You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.   Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.  

Wood Elf Magic

  Prerequisite: Elf (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.

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