Feats

Feats are special features not tied to a single Class. A feat represents 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 1st level, your character gains a 1st+ level feat from their Background Features. At 4th level, your character gains the Ability Score Improvement feat in addition to a feat of your choice. You must meet any prerequisite specified in a feat to take that feat.  

1st+ Level Feats

 

Alert

Alert

Prerequisite: None
Repeatable: No
 

Always on the lookout for danger, you gain the following benefits:

Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.

Brawler

Brawler

Prerequisite: None
Repeatable: No
 

Accustomed to brawling, you gain the following benefits:

Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.

Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.

Shove. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.

Healer

Healer

Prerequisite: None
Repeatable: No
 

You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

Battle Medic. If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

Lightly Armoured

Lightly Armoured

Prerequisite: None
Repeatable: No
 

You gain the following Armour Training: Light Armour, Shields.

Lucky

Lucky

Prerequisite: None
Repeatable: No
 

You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:

Luck Points. You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.

Advantage. Immediately after you roll a d20 for a d20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.

Disadvantage. When a creature rolls a d20 for an Attack Roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

Magic Initiate

Magic Initiate

Prerequisite: None
Repeatable: Yes, but you must choose a different Spell list each time
 

You have learned the basics of a particular magical tradition. Choose one Spell list: Arcane, Divine, or Primal. You gain the following benefits related to that choice:

Two Cantrips. You learn two cantrips of your choice from your chosen Spell list.

1st-Level Spell. Choose one 1st-level spell from your chosen Spell list. You always have that Spell prepared. You can cast it once without a Spell Point, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Points you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat).

Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from your chosen Spell list.

Musician

Musician

Prerequisite: None
Repeatable: No
 

You are a practiced musician, granting you the following benefits:

Instrument Training. You gain Tool Proficiency with Musical Instruments.

Inspiring Song. As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.

Savage Attacker

Savage Attacker

Prerequisite: None
Repeatable: No
 

You have trained to deal particularly damaging strikes. When you take the Attack Action and hit a target with a Weapon as part of that Action, you can roll the Weapon’s damage dice twice and use either roll against the target. You can use this benefit only once per turn.

Skilled

Skilled

Prerequisite: None
Repeatable: No
  You have exceptionally broad learning. Choose three Skills in which you lack Proficiency. You gain Proficiency in those Skills.

Tough

Tough

Prerequisite: None
Repeatable: No
 

Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.

4th+ Level Feats

 

Ability Score Improvement

Ability Score Improvement

Prerequisite: 4th+ Level
Repeatable: Yes
 

Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feat.

Actor

Actor

Prerequisite: 4th+ Level, Charisma 13+
Repeatable: No
 

Skilled at mimicry and dramatics, you gain the following benefits:

Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.

Impersonation. While you’re disguised as a fictional person or a real person other than yourself, you have Advantage on Charisma (Performance) Checks to convince others that you are that person.

Mimicry. You can mimic the sounds of other creatures, including speech. To mimic a sound or a way of speaking, you must listen to it for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma (Performance) Check to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.

Athlete

Athlete

Prerequisite: 4th+ Level, Strength, Dexterity, or Constitution 13+
Repeatable: No
 

You have undergone extensive physical training to gain the following benefits:

Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

Climb Speed. You gain a Climb Speed equal to your Speed.

Hop Up. When you are Prone, you can right yourself with only 5 feet of movement.

Jumping. You have Advantage on any Ability Check you make for the Jump Action.

Cartomancer

Cartomancer

Prerequisite: 4th+ Level, Spellcasting Feature
Repeatable: No
 

You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:

Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.

Hidden Ace. When you finish a Long Rest, you can choose one spell from your class’s spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell points. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a Bonus Action to flourish the card and cast the spell within. The card then immediately loses its magic.

Charger

Charger

Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
Repeatable: No
 

You have trained to charge headlong into battle, gaining the following benefits:

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Improved Dash. When you take the Dash Action, your Speed increases by 10 feet for that Action.

Charge Attack. If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack Action on your turn, choose one of the following effects:

  • Gain a +1d8 bonus to the attack’s damage roll
  • Push the target up to 10 feet, provided the target you want to push is no more than one Size larger than you.
  •  

    You can use this benefit only once on each of your turns.

    Chef

    Chef

    Prerequisite: 4th+ Level, Constitution or Wisdom 13+
    Repeatable: No
     

    Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

    Ability Score Increase. Increase your Constitution or Wisdom score by 1, to a maximum of 20.

    Tool Proficiency. You gain proficiency with cook’s utensils if you don’t already have it.

    Stout Meal. 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.

    Tasty Treats. 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.

    Crossbow Expert

    Crossbow Expert

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    Thanks to extensive practice with crossbows, you gain the following benefits:

    Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

    Ignore Loading. You ignore the Loading property.

    Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls using weapons with the Loading property.

    Dual Wielding. When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a ranged weapon that has the Light property.

    Defensive Duelist

    Defensive Duelist

    Prerequisite: 4th+ Level, Dexterity 13+
    Repeatable: No
     

    You’ve learned to deftly parry attacks, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

    Parry. If you are holding a Finesse weapon and another creature hits you with a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armour Class for that attack, potentially causing the attack to miss you.

    Dual Wielder

    Dual Wielder

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    You master fighting with two weapons, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Enhanced Dual Wielding. When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property.

    Quick Draw. You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.

    Durable

    Durable

    Prerequisite: 4th+ Level, Constitution 13+
    Repeatable: No
     

    Hardy and resilient, you gain the following benefits:

    Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.

    Defy Death. You have Advantage on Death Saving Throws.

    Speedy Recovery. As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll.

    Elemental Adept

    Elemental Adept

    Prerequisite: 4th+ Level, Spellcasting Feature
    Repeatable: Yes, but you must choose a different Damage Type each time for Energy Mastery
     

    In your spellcasting, you can harness a particular form of energy with deadly mastery, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Energy Mastery. 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.

    Fighting Initiate

    Fighting Initiate

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    Your martial training has helped you develop a particular style of fighting, granting you the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Combat Stance. You learn one Combat Stance of your choice from the Fighter class. If you already have a Combat Stance, the one you choose must be different. Whenever you gain a level, you can replace this feat's Combat Stance with another one from the Fighter class that you don't have.

    Grappler

    Grappler

    Prerequisite: 4th+ Level, Strength or Dexterity 13+
    Repeatable: No
     

    You’re an accomplished wrestler, granting you the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Attack Advantage. You have Advantage on Attack Rolls against a creature Grappled by you.

    Fast Wrestler. You don’t spend extra movement when you move a creature Grappled by you, provided the creature is your Size or smaller.

    Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.

    Great Weapon Master

    Great Weapon Master

    Prerequisite: 4th+ Level, Proficiency with any Martial Melee Weapon
    Repeatable: No
     

    You’ve learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

    Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

    Cleave. Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.

    Heavy Weapon Mastery. When you hit a creature with a Heavy Melee Weapon as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus, and you can deal it only once per turn.

    Heavily Armoured

    Heavily Armoured

    Prerequisite: 4th+ Level, Medium Armour Training
    Repeatable: No
     

    You have trained to use Heavy Armour effectively, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

    Armour Training. You gain Heavy Armour Training.

    Heavy Armour Master

    Heavy Armour Master

    Prerequisite: 4th+ Level, Heavy Armour Training
    Repeatable: No
     

    You can use your Heavy Armor to deflect strikes, granting you the following benefits:

    Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

    Damage Reduction. When you’re hit by an attack while you’re wearing Heavy Armor, any Bludgeoning, Piercing, or Slashing Damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.

    Inspiring Leader

    Inspiring Leader

    Prerequisite: 4th+ Level, Wisdom or Charisma 13+
    Repeatable: No
     

    You are adept at encouraging others, granting you the following benefits:

    Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20.

    Encouraging Performance. At the end of a Short Rest or a Long Rest, you can give an inspiring performance: a speech, a song, or a dance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who witness the performance. The chosen creatures each gain Temporary Hit Points equal to 2d4 + your Proficiency Bonus.

    Keen Mind

    Keen Mind

    Prerequisite: 4th+ Level, Intelligence 13+
    Repeatable: No
     

    You have trained to rapidly recall or discover vital details, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.

    Lore Knowledge. Choose one of the following Skills: Arcana, History, Investigation, Nature, or Religion. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.

    Quick Study. You can take the Study Action as a Bonus Action.

    Mage Slayer

    Mage Slayer

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    You have practiced techniques useful in battling magic-users, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the Saving Throw it makes to maintain Concentration.

    Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Long Rest.

    Martial Adept

    Martial Adept

    Prerequisite: 4th+ Level, Strength or Dexterity 13+
    Repeatable: No
     

    You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Combat Maneuvers. You learn two maneuvers of your choice from the Martial Maneuvers list. 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).

    Maneuver Dice. You gain two maneuver dice, which are d6s (these dice are added to any maneuver dice you have from another source). These dice are used to fuel your maneuvers. A maneuver die is expended when you use it. You regain your expended maneuver dice when you finish a Short Rest or a Long Rest.

    Medium Armour Master

    Medium Armour Master

    Prerequisite: 4th+ Level, Medium Armour Training
    Repeatable: No
     

    You have practiced moving in medium armour to gain the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Dexterous Wearer. While you are wearing Medium Armour, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.

    Mobile

    Mobile

    Prerequisite: 4th+ Level, Dexterity or Constitution 13+
    Repeatable: No
     

    You possess exceptional speed and stamina, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.

    Speed Increase. Your Speed increases by 10 feet while you aren’t wearing Heavy Armor.

    Improved Dash. When you take the Dash Action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.

    Moderately Armoured

    Moderately Armoured

    Prerequisite: 4th+ Level, Light Armour Training
    Repeatable: No
     

    You have trained to use Medium Armour effectively, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

    Armour Training. You gain Medium Armour Training.

    Mounted Combatant

    Mounted Combatant

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    You have developed a bond with your mounts, granting you the following benefits:

    Ability Score Increase. Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.

    Mount Handler. You have Advantage on Wisdom (Animal Handling) Checks made to handle or train horses and other Beasts employed as mounts.

    Mounted Strike. While mounted, you have Advantage on Attack Rolls against any creature that is within 5 feet of your mount and at least one Size smaller than it.

    Leap Aside. 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. For your mount to gain this benefit, you must be riding it, and neither of you can be Incapacitated.

    Veer. While mounted, you can use your Reaction to force an attack that hits your mount to hit you instead.

    Observant

    Observant

    Prerequisite: 4th+ Level, Intelligence or Wisdom 13+
    Repeatable: No
     

    Quick to notice details around you, you gain the following benefits:

    Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

    Keen Observer. Choose one of the following Skills: Insight, Investigation, or Perception. If you lack Proficiency with the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.

    Quick Search. You can take the Search Action as a Bonus Action.

    Polearm Master

    Polearm Master

    Prerequisite: 4th+ Level, Proficiency with any Martial Heavy Reach Weapon
    Repeatable: No
     

    You have trained extensively with weapons that have Reach, granting you the following benefits:

    Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

    Pole Strike. Immediately after you take the Attack Action and attack with a weapon that has the Heavy and Reach properties, 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 it deals Bludgeoning damage.

    Reactive Strike. While you are holding a Weapon that has the Heavy and Reach properties, you can use your Reaction to make one Melee Attack against a creature that enters the Reach you have with that weapon.

    Resilient

    Resilient

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You have developed the resilience to better withstand certain dangers, granting you the following benefits:

    Ability Score Increase. Choose one ability in which you lack Saving Throw Proficiency. Increase the chosen Ability Score by 1, to a maximum of 20.

    Saving Throw Proficiency. You gain Saving Throw Proficiency with the chosen ability.

    Ritual Caster

    Ritual Caster

    Prerequisite: 4th+ Level, Intelligence, Wisdom, or Charisma 13+
    Repeatable: No
     

    You have studied ritual magic, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Ritual Spells. Choose two 1st-level Spells that have the Ritual tag from the Arcane, Divine, and Primal Spell Lists. You always have those two Spells prepared, and you can cast them with any Spell Points you have. The Spells’ Spellcasting Ability is the ability increased by this Feat.

    Quick Ritual. With this benefit, you can cast a Ritual Spell that you have prepared using its regular casting time, rather than the extended time for a Ritual. Doing so doesn’t require a Spell Point. Once you cast the Spell in this way, you can’t use this benefit again until you finish a Long Rest.

    Sentinel

    Sentinel

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Guardian. Immediately after a creature within 5 feet of you takes the Disengage Action or makes an Attack Roll against a target other than you, you can make an Opportunity Attack against that creature.

    Halt. When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the turn.

    Sharpshooter

    Sharpshooter

    Prerequisite: 4th+ Level, Proficiency with any Martial Ranged Weapon
    Repeatable: No
     

    You can make shots that others find impossible, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

    Bypass Cover. Your Ranged Attacks with weapons ignore Half Cover and Three Quarters Cover.

    Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged Attack Rolls with weapons.

    Long Shots. Attacking at Long Range doesn’t impose Disadvantage on your ranged Attack Rolls with weapons.

    Shield Master

    Shield Master

    Prerequisite: 4th+ Level, Shield Training
    Repeatable: No
     

    You’ve trained to use shields not just for protection, but also for offense, granting you the following benefits:

    Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

    Shield Bash. If you attack a creature within 5 feet of you as part of the Attack Action and hit with a Melee Weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength Saving Throw against a DC equal to 8 + your Strength modifier + your Proficiency Bonus. On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns.

    Interpose Shield. 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 and are wielding a Shield, interposing your shield between yourself and the source of the effect.

    Skill Expert

    Skill Expert

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You have honed your proficiency with particular skills, granting you the following benefits:

    Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

    Skill Proficiency. Choose one Skill in which you lack Proficiency. You gain Proficiency in that Skill.

    Skill Expertise. Choose one Skill in which you have Proficiency. You gain Expertise with that Skill.

    Skulker

    Skulker

    Prerequisite: 4th+ Level, Dexterity 13+
    Repeatable: No
     

    You are expert at slinking through shadows, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

    Blindsight. You have Blindsight with a range of 10 feet.

    Fog of War. Exploiting the distractions of battle, you have Advantage on any Dexterity (Stealth) Check you make as part of the Hide Action during combat.

    Sniper. If you make an Attack Roll while Hidden and the roll misses, making the Attack Roll doesn’t end the Hidden Condition on you.

    Spell Sniper

    Spell Sniper

    Prerequisite: 4th+ Level, Spellcasting Feature
    Repeatable: No
     

    You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Bypass Cover. Your Attack Rolls for Spells ignore Half Cover and Three-Quarters Cover.

    Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with Spells.

    Increased Range. When you cast a Spell that has a range of at least 10 feet and that requires you to make an Attack Roll, you can increase the Spell’s range by 60 feet.

    War Caster

    War Caster

    Prerequisite: 4th+ Level, Spellcasting Feature
    Repeatable: No
     

    You have practiced casting spells in the midst of combat, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Concentration. You have Advantage on Constitution Saving Throws that you make to maintain your Concentration.

    Reactive Spell. When a creature provokes an Opportunity Attack from you by moving out of your Reach, 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 one Action and must target only that creature.

    Somatic Components. You can perform the Somatic Components of Spells even when you have Weapons or a Shield in one or both hands.

    Weapon Master

    Weapon Master

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You gain the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Mastery Technique. Your training with weapons allows you to learn one Mastery Technique of your choice.

    Weapon Training

    Weapon Training

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You have practiced extensively with a variety of weapons, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Weapon Proficiency. You gain Martial Weapon Proficiency.

    Lineage Feats

     

    Dragon Fear

    Dragon Fear

    Prerequisite: 4th+ Level, Dragonborn
    Repeatable: No
     

    When angered, you radiate menace. You gain the following benefits:

    Ability Score Increase. Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.

    Terrible Roar. 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 against your Breath Weapon DC. A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target has the Frightened condition for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the condition on a success.

    Dwarven Fortitude

    Dwarven Fortitude

    Prerequisite: 4th+ Level, Dwarf or Half-Dwarf
    Repeatable: No
     

    The hardy blood of the dwarves flows through your veins. You gain the following benefits:

    Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.

    Rugged Nature. Whenever you take the Dodge action in combat, you can expend 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

    Elven Accuracy

    Prerequisite: 4th+ Level, Elf or Half-Elf
    Repeatable: No
     

    The accuracy of elves is legendary. You have uncanny aim with attacks that rely on precision rather than brute force, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Supernatural Aim. Whenever you have Advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

    Fade Away

    Fade Away

    Prerequisite: 4th+ Level, Gnome
    Repeatable: No
     

    You have learned a magical Gnomish trick for fading away when you suffer harm, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

    Slip into Shadows. Immediately after you take damage, you can use a Reaction to magically gain the Invisible condition until the end of your next turn. The condition ends early if you make an 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 Rest or a Long Rest.

    Goblinoid Aggression

    Goblinoid Aggression

    Prerequisite: 4th+ Level, Goblin
    Repeatable: No
     

    Your inner ferocity comes forth when someone tries to strike you. You gain the following benefits:

    Ability Score Increase. Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.

    Disturbing Visage. When a creature you can see hits you with an attack roll, you can use your Reaction to hiss and snarl, forcing that creature to reroll. Once you use this trait, you can’t use it again until you roll Initiative or until you finish a Short Rest or a Long Rest.

    Orcish Fury

    Orcish Fury

    Prerequisite: 4th+ Level, Orc or Half-Orc
    Repeatable: No
     

    Your fury burns tirelessly. You gain the following benefits:

    Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

    Furious Blow. When you hit with an attack made with a Simple or Martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a Short Rest or a Long Rest.

    Unending Assault. Immediately after you use your Relentless Endurance trait, you can use your Reaction to make one weapon attack.

    Mannish Determination

    Mannish Determination

    Prerequisite: 4th+ Level, Man
    Repeatable: No
     

    You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

    Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

    Enhanced Resourcefulness. Your Resourceful trait grants you Heroic Advantage at the end of a Short Rest or a Long Rest.

    Squat Nimbleness

    Squat Nimbleness

    Prerequisite: 4th+ Level, Small Lineage
    Repeatable: No
     

    You are uncommonly nimble for your kind. You gain the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Quick. Your Speed increases by 5 feet.

    Skillful. You gain proficiency in the Athletics or Acrobatics skill (your choice).

    Slippery. You have Advantage on Strength or Dexterity saving throws you make to end the Grappled condition.