Feats
Full Feats:
Alert
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Artificer Initiate
- You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
- You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
- You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses your chosen spellcasting ability.
ASI +1/+1/+1
- If you chose to increase three different ability scores with your racial ASI, then you can increase the remaining three ability scores by 1.
Bonus Surge
- Once on your turn, you can take one additional bonus action. You can't do so again until you finish a short or long rest.
Crossbow Expert
- You ignore the loading property of crossbows you are proficient with.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- You can load a one-handed weapon without needing a free hand.
- When you use the Attack action and attack with a weapon that you’re wielding with one hand, you can make an additional attack with a hand crossbow that you’re wielding with the other hand.
Dual Wielder
- 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.
Duelist
- When you are wielding a melee weapon in one hand and not using a shield or wielding other weapons, then your critical hit range with weapon attacks extends by 1.
- When a creature misses you with a melee attack, you can make an opportunity attack against the attacking creature.
Elemental Adept
- When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
- Damage you deal of the chosen type ignores resistance and considers immunity to be resistance.
- When you roll a 1 or 2 on a damage die of the chosen damage type, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Eldritch Adept
- You learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Flash Recall
- If you have a Spellcasting feature from a class that prepares spells, you can as a bonus action, prepare a spell of 1st level or higher from your spellbook (if you’re a wizard) or from your class spell list (if you’re not a wizard). This spell must be of a level for which you have spell slots, and it replaces another spell of an equal or higher level that you had previously prepared. Once you use this feat to recall a spell, you can’t do so again until you finish a short or long rest.
Gift of the Chromatic Dragon
- Chromatic Infusion: As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d6 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
- Reactive Resistance: When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to the triggering damage type until the start of your next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Metallic Dragon
- Draconic Healing: You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
- Protective Wings: You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll and until the start of your next turn or until the target moves further then 5 feet away from you. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Great Weapon Master
- On your turn, when you score a critical 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 double the weapon's damage dice.
Healer
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
- As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points like this again until it finishes a short or long rest.
Inspiring Leader
- 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.
Ki Adept
- You learn two Elemental Disciplines of your choice from among those available to the Way of the Four Elements archetype in the monk class. If an Elemental Discipline you use requires your target to make a saving throw to resist it's effects, the saving throw DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this feat). Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Elemental Disciplines with another one from the Way of the Four Elements archetype in the monk class.
- You gain 2 ki points (these points are added to any ki points you have from another source). You regain all spent ki points when you finish a short or long rest.
Mage Slayer
- When a creature within your melee attack range casts a spell, you can make an opportunity 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 your melee attack range.
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 to learn from that same list. You can cast the spell once, and you must finish a long rest before you can cast it in this way again. You can also cast that spell using spell slots you have of the appropriate level. The spells’ spellcasting ability is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Martial Adept
- 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).
- You gain two superiority dice, which are d6s (these dice are added to any superiority dice you have from another source). 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.
Metamagic Adept
- You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
- You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source). You regain all spent sorcery points when you finish a long rest.
Mobile
- 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
- While you are mounted, 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.
Opportunist
- You make opportunity attacks at advantage and they no longer expend your reaction. You can only make one opportunity attack per round, resetting at the start of your turn. If anything prevents you from taking reactions then it also prevents you from making opportunity attacks.
Poisoner
- Poison damage you deal ignores resistance and considers immunity to be resistance.
- You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
- You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 30 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw (DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this feat)) or take 2d8 poison damage and become poisoned until the end of your next turn.
Polearm Master
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear wielded with two hands, you can make an additional melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Ritual Caster
- 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. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
- 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.
Sentinel
- 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 your melee attack range makes an attack against a target other than you, you can make an opportunity attack against the attacking creature.
Sharpshooter
- 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 2 additional weapon damage dice to the attack's damage.
Shield Master
- You are proficient with improvised weapon attacks using a shield.
- As a bonus action, you can use your shield to either try to shove or make an improvised weapon attack against a creature within your melee attack range.
- You can add your shield's AC bonus to any Dexterity saving throw you make to try to avoid taking damage.
- When 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.
Skulker
- 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 Wisdom (Perception) checks relying on sight.
Spell Sniper
- 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 is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Summon Familiar
- You learn the find familiar spell and can cast it as a ritual.
- When you take the Attack action, you can forgo one attack to allow your familiar to make one attack of its own.
- If your familiar is within 60 feet of you, you can teleport as a bonus action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.
Taunt
- As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear you. The target must succeed on a Wisdom saving throw or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this feat). You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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.
Vital Sacrifice
- As a bonus action, you can choose to take 1d6 necrotic damage to gain a blood boon. Your blood boon lasts for 1 hour or until expended and the damage you take to gain a blood boon can’t be reduced in any way. You can expend this blood boon to gain one of the following benefits:
- When you make an attack roll, you roll 1d6 and add it to the total.
- When you hit with an attack or spell, you deal an additional 2d6 necrotic damage.
- When you cause a creature to make a Strength, Dexterity, or Constitution saving throw, roll a d4 and reduce their save by the amount rolled.
War Caster
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When a creature provokes an opportunity attack from you, you can cast a spell at the creature, rather than making a melee attack. The spell is still considered an opportunity attack and it must have a casting time of 1 action and must target only that creature.
Half Feats:
Aberrant Dragonmark
- Increase one ability score of your choice by 1, to a maximum of 20.
- You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. You can also cast that spell using spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells.
- When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
Actor
- Increase one ability score of your choice by 1, to a maximum of 20.
- You have advantage on Charisma (Deception) and Charisma (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 Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Athlete
- Increase one ability score of your choice 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.
Bolstering Rally
- Increase one ability score of your choice by 1, to a maximum of 20.
- As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Chef
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency with cook’s utensils if you don’t already have it.
- As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
- With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
Commanding Rally
- Increase one ability score of your choice by 1, to a maximum of 20.
- As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make an opportunity attack against a creature within range. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Crusher
- Increase one ability score of your choice by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Demoralizing Strike
- Increase one ability score of your choice by 1, to a maximum of 20.
- Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this feat)). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Durable Recovery
- Increase one ability score of your choice 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 from the roll equals your Constitution modifier (minimum of 1).
- When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).
- Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).
Fey Touched
- Increase one ability score of your choice by 1, to a maximum of 20.
- You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells 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. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Fighting Initiate
- Increase one ability score of your choice by 1, to a maximum of 20.
- You learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.
Gift of the Gem Dragon
- Increase one ability score of your choice by 1, to a maximum of 20.
- Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this feat)). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gunner
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency with firearms.
- You ignore the loading property of firearms.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Heavy Armor Master
- Increase one ability score of your choice by 1, to a maximum of 20.
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Keen Mind
- Increase one ability score of your choice 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.
Life Channel
- Increase one ability score of your choice by 1, to a maximum of 20.
- You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
Linguist
- Increase one ability score of your choice 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.
Magical Balance
- Increase one ability score of your choice by 1, to a maximum of 20.
- When you make an attack roll or an ability check and roll a 9 or lower on the d20, you can balance fate and treat the roll as a 10. You can balance fate in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Medium Armor Master
- Increase one ability score of your choice by 1, to a maximum of 20.
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Observant
- Increase one ability score of your choice 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 Wisdom (Perception) and passive Intelligence (Investigation) scores.
Piercer
- Increase one ability score of your choice by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
- When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Precise Strike
- Increase one ability score of your choice by 1, to a maximum of 20.
- Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.
Protective Ward
- Increase one ability score of your choice by 1, to a maximum of 20.
- When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.
Resilient
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain one saving throw proficiency of your choice.
Shadow Touched
- Increase one ability score of your choice by 1, to a maximum of 20.
- You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells 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. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Skill Expert
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in one skill 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.
Slasher
- Increase one ability score of your choice by 1, to a maximum of 20.
- Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Tavern Brawler
- Increase one ability score of your choice by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strike uses a d6 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.
Telekinetic
- Increase one ability score of your choice by 1, to a maximum of 20.
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence, Wisdom, or Charisma (choose when you select this feat).
- As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier you chose for the mage hand cantrip) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Telepathic
- Increase one ability score of your choice by 1, to a maximum of 20.
- You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
- You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is Intelligence, Wisdom, or Charisma (choose when you select this feat). If you have spell slots of 2nd level or higher, you can cast this spell with them.
Thrown Arms Master
- Increase one ability score of your choice by 1, to a maximum of 20.
- Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a short range of 20 feet and a long range of 60 feet, while two-handed weapons have a short range of 15 feet and a long range of 30 feet.
- Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.
- When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.
Racial Feats:
Bountiful Luck
Prerequisite: Halfling
- Increase one ability score of your choice by 1, to a maximum of 20.
- When an ally you can see within 60 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.
Dragon Fear
Prerequisite: Dragonborn
- Increase one ability score of your choice 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 Constitution 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
- Increase one ability score of your choice 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 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Dwarven Fortitude
Prerequisite: Dwarf
- Increase one ability score of your choice 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
- Increase one ability score of your choice 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.
Fade Away
Prerequisite: Gnome
- Increase one ability score of your choice 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. 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.
Orcish Fury
Prerequisite: Orc
- Increase one ability score of your choice by 1, to a maximum of 20.
- When you hit with a weapon attack, 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 ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Immediately after you use your Relentless Endurance trait, you can make an opportunity attack against a creature within your range.
Second Chance
Prerequisite: Halfling
- Increase one ability score of your choice 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 finish a short or long rest.
Wood Elf Magic
Prerequisite: Wood Elf
- You learn one druid cantrip of your choice.
- You also learn the longstrider spell which you can always cast as a bonus action and the pass without trace spell. You can cast each of these spells once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
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