Feats
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have an 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.
Ancient Nord Smithing
Nord (race)
You learn the ablity to craft superior Iron weapons and armour that have the statistics of Steel weapons & armour while using only iron ingots.
Athlete
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you are prone, standing up uses only 5 feet of your movement.
- Climbing doesn't cost you extra movement.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Beastial Shifting
Argonian, Khajiit, Orc (race)
Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you shift, you gain an additional benefit based on one of the following options: Beasthide. You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. Longtooth. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Swiftstride. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
Cartomancer
4th Level, Spellcasting Feature
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 slots. 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.
Chef
Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
- Increase your Constitution or Wisdom score 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.
Critter Friend
Bosmer (race)
Your friendship with animals mystically deepens. You gain the following benefits:
- You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
- You learn the Speak with Animals spell and can cast it at will, without expending a spell slot. You also learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Dark Elf Magic
Dunmer (race)
You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it at will, without expending a spell slot. You also learn Levitate and Dispel Magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Durable
Hardy and resilient, you gain the following benefits:
- Increase your Constitution score 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 twice your Constitution modifier (minimum of 2).
Eldritch Adept
Spellcasting or Pact Magic feature
Studying occult lore, 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’re a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Elven Accuracy
Bosmer (race)
The accuracy of wood elves is legendary, especially that of wood 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.
Elven Supremacy
Altmer, Dunmer, Bosmer (race)
Your lineage flows with the blood of immortals, your connection to magic and the natural world is unparalleled, you gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- Learn two cantrips of your choice from the wizard's spell list.
- Gain proficinecy in the Arcana and Nature skills, if you already have ethier of these proficiencies, they become expertise.
Everybody's Friend
Imperial (race)
You develop your magnetic personality to ease your way through the world. You gain the following benefits:
- Increase your Charisma score by 1, up to a maximum of 20.
- You gain proficiency in Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Fade Away
Breton (race)
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.
Flames of the Ancestors
Dunmer (race)
You learn to call on the flames of your ancestors 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.
Grappler
Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- 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 from this feat again until it finishes a short or long rest.
Heavy Armour Master
Proficiency with heavy armour
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- While you are wearing heavy armour, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Highborn Teleportation
Altmer (race)
Your study of high elven lore has unlocked magical power that few other elves possess. Drawing on your highborn ancestry, you can momentarily stride through the planes 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 Old Aldmeris
- 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.
Inspiring Leader
Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Khajiit Nimbleness
Khajiit (race)
You are uncommonly nimble, even 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.
Lightly Armoured
You have trained to master the use of light armor, gaining the following benefits.
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with light armor.
Lucky
You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
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. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Metamagic Adept
Spellcasting or Pact Magic feature
- 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 but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Observant
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Orcish Smithing
8th level, Orc (race)/Orc Tribe Member (background)
You learn to craft superior Orcish weapons and armour that use orichalcum ingots. If you have this ability already through another feature or if you take this feat an additional time, you can craft superior Orcish weapons & armour with equivielent properties to Ebony weapons & armour.
Poisoner
You can prepare and deliver deadly poisons, gaining the following benefits:
- When you make a damage roll, you ignore resistance to poison damage.
- You can coat a weapon in poison 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 50 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 DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Prodigy
Breton (race)
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.
Revenant Blade
Redguard (race)
You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:
- Increase your Dexterity or Strength score by 1, to a maximum of 20.
- While you are holding two double-bladed scimitar with both hands, you gain a +1 bonus to Armor Class.
- Any double-bladed scimitar has the finesse and light property when you wield it.
Rune Shaper
Spellcasting Feature or Rune Carver Background
You’ve studied the magic of runes, granting you the following benefits:
- Comprehend Languages. You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.
- Rune Magic. You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have. You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.
Rune | Spell |
---|---|
Cloud | Fog Cloud |
Death | Inflict Wounds |
Dragon | Chromatic Orb |
Enemy | Disguise Self |
Fire | Burning Hands |
Frost | Ice Flesh |
Hill | Goodberry |
Journey | Longstrider |
King | Command |
Mountain | Entangle |
Stone | Sanctuary |
Storm | Thunderwave |
Second Chance
Imperial (race)
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.
Shadow Touched
You have the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score 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 Reanimation 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 the ability increased by this feat.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Slasher
You've learned where to cut to have the greatest results, granting you the following benefits:
- Increase your Strength or Dexterity 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.
Spell Sniper
The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Tavern Brawler
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Strength or Consititution score by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score 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 the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Thieves Magic
Khajiit (race)
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: Senseless, 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
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.
Vigor of the Hill Giant
4th level, Strike of the Giants feat
You’ve manifested the resilience emblematic of hill giants, granting you the following benefits:
- Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
- Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren’t moved and don’t have the prone condition.
- Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
Wood Elf Magic
Bosmer (race)
Alert
Always on the lookout for danger, you gain the following benefits:
- You can't be surprised while you are conscious.
- You gain a +5 bonus to initiative.
- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Artificer Initiate
You’ve learned some of an artificer’s inventiveness:
- 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. Intelligence is your spellcasting ability for these spells.
- 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 Intelligence as its spellcasting ability.
Barbed Hide
Argonian (race)
Horns protrude from your head and barbs protrude from your hide. You gain the following benefits:
- Increase your Constitution or Charisma score by 1, up to a maximum of 20.
- You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
- As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
Bountiful Luck
Imperial (race)
Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter. You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor! Once per long rest, when you or 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 reroll the die. You or the ally must use the new roll.
Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Child of the Sky
4th level, Nord (race)
You learn to channel some of the ancestral magic of the Nordic peoples, learn one shout from the Way of the Voice Monk subclass, you also gain 3 Ki points, the shout you learn and the Ki points you gain will not count against your number of learned shouts or max Ki points if you are a Monk. You can take this feat two additional times to learn another shout and gain an additional 3 Ki points each time.
Crusher
You are practiced in the art of crushing your enemies, granting you the following benefits:
- Increase your Strength or Constitution 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.
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Defensive Duelist
Dexterity 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
Dwemer Smithing
4th level, proficiency with Smith's tools
You learn the ablity to craft superior Dwemer weapons and armour that use dwemer ingots. If you have this ability already through another feature or if you take this feat an additional time, you can craft superior dwemer weapons & armour with equivielent properties to orish weapons & armour.
Elemental Adept
The ability to cast at least one spell
- When you gain this feat, choose one of the following damage types: acid, frost, fire, lightning, or thunder.
- Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
- You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Elven Smithing
4th level, proficiency with Smith's tools
You learn to craft superior Elven weapons and armour that use refined moonstone. If you have this ability already through another feature or if you take this feat an additional time, you can craft superior Guilded Elven weapons & armour that use refined moonstone and quicksilver ingots.
Ember of the Fire Atronach
4th level, Elemental Adept (fire)
You’ve manifested the fiery combat emblematic of fire atronachs, granting you the following benefits:
- Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
- Born of Flame. You have resistance to fire damage.
- Searing Ignition. When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.
Fear of the Wolf
Path of the Werewolf or Circle of Hircine (subclass)
When angered, you radiate menace. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- When in werewolf form, your size increases to large.
- Gain proficency in intimidation.
- While raging or once per long rest, you can use your action to roar. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. If you have this ability already or gain it, the roar is improved, forcing each creature of your choice within 30 feet of you to make the Wisdom saving throw. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Fighting Initiate
Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting. As a result, 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.
Fury of the Frost Atronach
4th level, Elemental Adept (frost)
You’ve manifested the icy might emblematic of frost giants, granting you the following benefits:
- Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
- Born of Ice. You have resistance to frost damage.
- Frigid Retaliation. Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes frost damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its 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.
Great Weapon Master
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn, when you 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 add +10 to the attack's damage.
Heavily Armoured
Proficiency with light armour
You have trained to master the use of heavy armour, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency with heavy armour.
High Elf Domination
Altmer (race)
Your Altmer ancestry gives you an innate talent for Domination magic, you gain the following benefits:
- Increase your Wisdom, Intelligence or Charisma score by 1, to a maximum of 20.
- You gain one extra 1st-level spell slot.
- Learn the Command spell, once per long you can cast this spell without expending a spell slot.
Human Determination
Imperial, Nord, Redguard, Breton (race)
You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
Light Armour Master
Proficiency with light armour
You have practiced moving in light armour to gain the following benefits:
- Wearing light armour doesn't impose disadvantage on your Dexterity (Stealth) checks.
- If the light armour you are wearing has a strength requirement, that requirement is waived for you.
- When you wear light armor, the maximum your dexterity can modify your AC goes up by +1.
Linguist
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice, one of which can be an exotic language.
- 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.
Mage Slayer
You have practiced techniques in melee combat against spellcasters, gaining the following benefits.
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits.
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Nordic Fortitude
Nord (race)
You have the blood of nordic heroes flowing through your veins. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You have advantage on saving throws against being frightened.
Orcish Fury
Orc (race)
Your fury burns tirelessly. You gain the following benefits:
- Increase your Strength or Constitution score by 1, up to a maximum of 20.
- When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
- Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Piercer
You have achieved a penetrating precision in combat, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll 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, your attack ignores piercing resistance. If the target is immune to piercing damage they instead only gain resistance to the attack.
Polearm Master
You gain the following benefits:
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear in your hands, you can use a bonus action to make a 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.
Resilient
Choose one ability score. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability.
Ritual Caster
Intelligence, Charisma or Wisdom of 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the classes on the Ritual Spell List. You must choose your spells from that class's spells on the Ritual Spell List. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Scaled Hide
Argonian (race)
You manifest more scales and claws. You gain the following benefits:
- Increase your Strength or Constitution score by 1, up to a maximum of 20.
- Your scales harden. While you aren't wearing armor, you can calculate your AC as 14 + your Dexterity modifier. You can use a shield and still gain this benefit.
- You can 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.
Savage Attacker
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half 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 that attack hits, you add +10 to the attack's damage.
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
- 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.
Skulker
Dexterity 13 or higher
You are an expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Soul of the Storm Atronach
4th level, Elemental Adept (lightning/thunder)
You’ve manifested the tempest magic emblematic of storm atronachs, granting you the following benefits:
- Ability Score Increase. Increase your Strength, Wisdom, or Charisma score by 1, to a maximum of 20.
- Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature’s speed is halved until the start of its next turn. 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.
Strike of the Giants
Strength 16 or Giant Foundling Background
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, once per long rest, when using a two-handed melee weapon you can strike the ground using your action causing medium or smaller creatures within 5ft of impact, not including yourself, to be thrown 1d8 x10 feet directly up into the air taking falling damage and landing prone as a result if the creature takes damage from falls. Creatures have a chance to avoid this affect making a Dex saving throw. The saving throw DC for this affect equals 8 + your proficiency bonus + your Strength modifier. Creatures that pass instead take 2d6 force damage.
Telekinetic
You learn to move things with your mind, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score 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 the ability increased by 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 of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
The Gift
You are touched by a form of wild magic, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score 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 Domination 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 the ability increased by this feat.
Vampire Lord
8th level, Vampiric Bloodline (subclass)
Once per long rest, as a bonus action, you may assume your true form, that of a vampire lord granted to you by your vampiric ancestry or pact for 10 minutes. Your skin turns ashen grey, your fangs, limbs and ears elongate into the gruesome visage of a bat, vestigial wings protrude from your back as you rise from the ground wreathed in dark red swirls of blood magic, exposing your true vampric nature to all observers. Your armour and equipment melds into you while in this form, your AC becoming 13 + your Dexterity modifier, other bonuses such as Unarmoured Defence can still be applied. While in this form, you cannot use traditional weapons or armour unless they have been specially designed to accomodate this form, you also gain the following benefits:
- Vampiric Exultation. You have the Levitate spell at no cost, casted with yourself as the target for the entire duration. However if you have the Bats Wings feature active, the limit of 20 feet of movement speed imposed by levitate is instead added to your flying speed.
- Bats Claws. You have retractable claws which can be used as a weapon. Your unarmed strikes deal 1d6 slashing damage and count as having the light and finesse properties. Additionally, your unarmed strikes always gain a +2 bonus to their damage rolls.
- Elongated Fangs. Piercing damage from your Vampires Bite attack is rolled on the d8 instead of the d4 for the duration.
- Chill of the Grave. You have resistance to frost damage and necrotic damage for the duration.
- Vampiric Grip. You learn the spell Telekinesis, which for the duration, you can cast by using an action and expending 4 sorcery points instead of a spell slot if you choose.
- Drain Life. The duration of your vampire lord transformation can be extended by feeding, so long as feeding also results in the death of a creature, whether by magic or bite, your vampire lord transformation is extended a further 10 minutes.
War Caster
The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Yokudan Constitution
Redguard (race)
The blood of Yokuda runs strong in you, unlocking a resilience unmatched by most. You gain the following benefits:
- Increase your Constitution score by 1, up to a maximum of 20.
- You have resistance to radiance damage.
- 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).
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