Ancestral Feats in The Cantara Player's Compendium | World Anvil

Ancestral Feats

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 certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, 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—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored.
The DM may also apply further restrictions to your choice of Feat based on your character. Feats should line up with and highlight a character's training, abilities, and talents. If you wish to take a Feat that is outside of your character's ability, the DM may allow you earn it by dedicating prerequisite amount of downtime to study and training. This training could happen leading up to the level where you take the feat, or you could take the Feat and be unable to use ituntil your training is complete.

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.
 

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: 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 or Half-Elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
  • 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.
 

Fey Teleportation

Prerequisite: 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.
 

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.
 

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.
 

Wood Elf Magic

Prerequisite: 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.