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5e Feats

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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 you can't benefit from the Grappler feat until your Strength
is restored.

General 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 Deception and 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 Insight check contested by your
Deception check allows a listener to determine that the effect is faked.

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.
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.

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).

Cruel
(Critical Role: Tal’Dorei Campaign)

The challenges and struggles you’ve faced throughout your life have left you ruthless in
combat, relishing in the pain you inflict.
▪ You have a number of cruelty points equal to your proficiency modifier. Once per
turn, whenever you deal damage to a creature with an attack, you can spend one
cruelty point to deal an additional 1d6 damage of the attack damage type to that
creature.
▪ You can also spend one cruelty point when you score a critical hit against a
creature to regain 1d6 hit points.
▪ While making a Charisma (Intimidation) check that involves inflicting pain, you can
spend one cruelty point to gain advantage on the roll.
▪ You regain your expended cruelty points when you finish a long rest.

Defensive Duelist
Prerequisite: 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 it to miss you.

Dual-Focused
(Critical Role: Tal’Dorei Campaign)
Prerequisite: The ability to cast at least one spell
Countless hours have been spent training your mind to maintain focus on concurrent
incantations, taxing as the process may be.
▪ If you attempt to cast a spell that requires concentration while already
concentrating on an existing spell, you can maintain concentration on both spells
simultaneously. You must spend a standard action each subsequent round on
maintaining this concentration, or lose concentration for both spells.
▪ At the end of each turn where you have two spells you are concentrating on, you
must make a Constitution saving throw (DC equals 10 + the number of complete
rounds you’ve been concentrating on two spells). On a failure, you lose
concentration for both spells. You can drop concentration on one of your spells
during your turn as a free action to avoid this saving throw.
▪ Any time you would be forced to make a Constitution saving throw to maintain
concentration due to taking damage, the DC equals 10 + both spells’ levels
combined, or half the damage you take, whichever number is higher. On a failure,
you lose concentration on both 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.

Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the
following benefits:
▪ You have advantage on Perception and 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.
▪ Traveling at a fast pace doesn't impose the normal -5 penalty on your passive
Wisdom (Perception) score.

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 equals twice your Constitution modifier (minimum of 2).

Elemental Adept
Prerequisite: The ability to cast at least one spell

When you gain this feat, 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.

You can select this feat multiple times. Each time you do so, you must choose a
different damage type.

Flash Recall
(Critical Role: Tal’Dorei Campaign)

Prerequisite: The ability to prepare spells, and cast at least one spell
You’ve developed the ability to instantly recall an unprepared spell in moments of
sudden necessity. As an action, you can instantly prepare a spell from your available
class spell list (or spellbook, if you prepare spells from one) that you did not have
prepared. This spell choice must be of a level for which you have spell slots. You then
lose preparation of a different spell of your choice of equal or higher spell level. If you
are multiclassed, you can only Flash Recall spells from a class that prepares spells.
Once you use this ability, you must finish a short or long rest before you can use it
again.

Grappler
Prerequisite: 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.

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.

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.

Inspiring Leader
Prerequisite: 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.

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.

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.
▪ 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.

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.

Mage Slayer
You have practiced techniques useful in melee combat against spell casters, 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.

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 from that same list. You learn that spell and,
using this feat, can cast it at its lowest level. Once you cast it in this way, 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.
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).
▪ If you already have superiority dice, you gain one more; otherwise, you have one
superiority die, which is a d6. These dice are used to fuel your maneuvers. A
superiority die is expended when you use it. You regain your expended superiority
dice when you finish a short or long rest.

Mending Affinity
(Critical Role: Tal’Dorei Campaign)

Your body has begun to adapt extremely well to healing itself through extraordinary
means, gifting you the following benefits:
▪ Increase your Constitution score by 1, to a maximum of 20.
▪ When a creature uses a healer’s kit to stabilize you when you are dying, you also
regain hit points equal to your proficiency modifier.
▪ Whenever you regain hit points as a result of a spell, potion, or class ability, you
regain additional hit points equal to your proficiency modifier.

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.

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 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.

Mystic Conflux
(Critical Role: Tal’Dorei Campaign)

Through your repeated exposure to the natural flow of arcane magic throughout
Exandria, you’ve adapted to attune with additional enchantments, though the process
can be physically taxing. You gain the following benefits:
▪ You have advantage on Intelligence (Arcana) checks when investigating the
nature of a magical object or device.
▪ You can now be attuned to a maximum of four magical items, rather than the
normal limit of three. Other attunement limitations still apply.

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 Perception and Investigation scores.

Rapid Drinker
(Critical Role: Tal’Dorei Campaign)

Through your repeated exposure to the natural flow of arcane magic throughout
Exandria, you’ve adapted to attune with additional enchantments, though the process
can be physically taxing. You gain the following benefits:
▪ You can drink a potion as a bonus action, instead of as an action.
▪ You have advantage on any saving throws triggered by ingesting an alcoholic or
dangerous substance.

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
Prerequisite: Intelligence or Wisdom 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 following classes: bard, cleric, druid, sorcerer, warlock,
or wizard. You must choose your spells from that class's spell list, and the spells you
choose must have the ritual tag. 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 material components you expend as you experiment with the spell to master
it, as well as the fine inks you need to record it.

Savage Attacker
Once per turn when you roll damage for a melee weapon attack, you can reroll the
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 cover and three-quarters cover.
▪ Before you make an attack with a ranged weapon that you are proficient with, you
can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to
the attack's damage.

Skilled
You gain proficiency in any combination of 3 skills or tools of your choice.

Skulker
Prerequisite: Dexterity 13 or higher

You are 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 Perception checks relying on sight.

Spell Driver
(Critical Role: Tal’Dorei Campaign)

Prerequisite: Character level 8th or higher


Through intense focus, training, and dedication, you’ve harnessed the techniques of
rapid spellcasting. You are no longer limited to only one non-cantrip spell per turn.
However, should you cast two or more spells in a single turn, only one of them can be of
3rd level or higher.

Spell Sniper
Prerequisite: 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 choose from.

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.

War Caster
Prerequisite: 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.

Weapon Feats

Blade Mastery
(Unearthed Arcana)

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the
following benefits when using any of them:

▪ You gain a +1 bonus to attack rolls you make with the weapon.
▪ On your turn, you can use your reaction to assume a parrying stance, provided
you have the weapon in hand. Doing so grants a +1 bonus to your AC until the
start of your next turn or until you're not holding the weapon.
▪ When you make an opportunity attack with the weapon, you have advantage on
the attack roll.

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.

Fell Handed
(Unearthed Arcana)

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the
following benefits when using any of them:

▪ You gain a +1 bonus to attack rolls you make with the weapon.
▪ Whenever you have advantage on a melee attack roll you make with the weapon
and hit, you can knock the target prone if the lower of the two d20 rolls would also
hit the target.
▪ Whenever you have disadvantage on a melee attack roll you make with the
weapon, the target takes bludgeoning damage equal to your Strength modifier
(minimum of 0) if the attack misses but if the higher of the two d20 rolls would
have hit.
▪ If you use the Help action to aid an ally's melee attack while you're wielding the
weapon, you knock the target's shield aside momentarily. In addition to the ally
gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the
target is using a shield.

Firearms Specialist
(Critical Role: Tal’Dorei Campaign)

You are adept at using guns effectively.


▪ You gain proficiency with Firearms.
▪ If you roll a misfire on an attack with a firearm, you can use your reaction to roll a
d20. If the number rolled is higher than the weapon’s misfire score, the firearm
does not misfire. You cannot use this feature of this feat again until you complete
a short or long rest.
▪ When you use the Attack action and attack with a one-handed weapon, you can
use a bonus action to attack with a loaded firearm with the light property you are
holding.

Flail Mastery
(Unearthed Arcana)

The flail is a tricky weapon to use, but you have spent countless hours mastering it. You
gain the following benefits.
▪ You gain a +1 bonus to attack rolls you make with the weapon.
▪ As a bonus action on your turn, you can prepare yourself to extend your flail to
sweep over targets' shields. Until the end of this turn, your attack rolls with a flail
gain a +2 bonus against any target using a shield.
▪ When you hit with an opportunity attack using a flail, the target must succeed on a
Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or
be knocked prone.

Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
▪ When you take the Attack action and attack with only a glaive, halberd, or
quarterstaff, 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 the
attack deals bludgeoning damage. This attack uses the same ability modifier as
the primary attack.
▪ While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures
provoke an opportunity attack from you when they enter the reach you have with
that weapon.

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.

Spear Mastery
(Unearthed Arcana)

Though the spear is a simple weapon to learn, it rewards you for the time you have
taken to master it. You gain the following benefits.

▪ You gain a +1 bonus to attack rolls you make with a spear.


▪ When you use a spear, its damage die changes from a d6 to a d8, and from a d8
to a d10 when wielded with two hands. (This benefit has no effect if another
feature has already improved the weapon's die.)
▪ You can set your spear to receive a charge. As a bonus action, choose a creature
you can see that is at least 20 feet away from you. If that creature moves within
your spear's reach on its next turn, you can make a melee attack against it with
your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing
damage, or an extra 1d10 piercing damage if you wield the spear with two hands.
You can't use this ability if the creature used the Disengage action before moving.
▪ As a bonus action on your turn, you can increase your reach with a spear by 5 feet
for the rest of your turn.

Thrown Arms Master


(Critical Role: Tal’Dorei Campaign)

You’ve honed your ability to lob weaponry into the fray, including weapons not meant for
ranged combat. You gain the following benefits:
▪ Increase your Strength or Dexterity score by 1, to a maximum of 20.
▪ Simple and martial melee weapons without the thrown property can be treated as
if they have the thrown property. One-handed weapons have a range of 20/60,
while two-handed weapons have a range of 15/30.
▪ Weapons that naturally have the thrown property increase their range by +20/+40.
▪ When you miss with a thrown weapon attack using a light weapon, the weapon
immediately boomerangs back into your grasp.

Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at
hand, you gain the following benefits:
▪ Increase your Strength or Constitution score by 1, to a maximum of 20.
▪ You are proficient with improvised weapons.
▪ Your unarmed strikes use 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. A grapple check
is a Strength (Athletics) check contested by the target's Strength (Athletics) or
Dexterity (Acrobatics) check.

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 simple or martial weapons of your choice.
Armor Feats

Lightly Armored
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.

Moderately Armored
Prerequisite: Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following
benefit:

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


▪ You gain proficiency with medium armor and shields.

Medium Armor Master


Prerequisite: Proficiency with medium armor

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

▪ Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth)


checks.
▪ When you wear medium armor, you can add 3, rather than 2, to your AC if you
have a Dexterity of 16 or higher.

Heavily Armored
Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

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


▪ You gain proficiency with heavy armor.

Heavy Armor Master


Prerequisite: Proficiency with heavy armor
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 armor, bludgeoning, piercing, and slashing damage
that you take from non-magical weapons is reduced by 3.

Skill Proficiency Feats

Acrobat
(Unearthed Arcana)

You become more nimble, gaining the following benefits:

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


▪ You gain proficiency in the Acrobatics skill. If you are already proficient in the skill,
you add double your proficiency bonus to checks you make with it.
▪ As a bonus action, you can make a DC 15 Acrobatics check. If you succeed,
difficult terrain doesn't cost you extra movement until the end of the current turn.

Animal Handler
(Unearthed Arcana)

You master the techniques needed to train and handle animals. You gain the following
benefits:

▪ Increase your Wisdom score by 1, to a maximum of 20.


▪ You gain proficiency in the Animal Handling skill. If you are already proficient in
the skill, you add double your proficiency bonus to checks you make with it.
▪ You can use a bonus action on your turn to command one friendly beast within 60
feet of you that can hear you and that isn't currently following the command of
someone else. You decide now what action the beast will take and where it will
move during its next turn, or you issue a general command that lasts for 1 minute,
such as to guard a particular area.

Arcanist
(Unearthed Arcana)

You study the arcane arts, gaining the following benefits:

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


▪ You gain proficiency in the Arcana skill. If you are already proficient in the skill,
you add double your proficiency bonus to checks you make with it.
▪ You learn the Prestidigitation and Detect Magic spells. You can cast Detect
Magic once without expending a spell slot, and you regain the ability to do so
when you finish a long rest.

Brawny
(Unearthed Arcana)

You become stronger, gaining the following benefits:

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


▪ You gain proficiency in the Athletics skill. If you are already proficient in the skill,
you add double your proficiency bonus to checks you make with it.
▪ You count as if you were one size larger for the purpose of determining your
carrying capacity.

Diplomat
(Unearthed Arcana)

You master the arts of diplomacy, gaining the following benefits:

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


▪ You gain proficiency in the Persuasion skill. If you are already proficient in this
skill, you add double your proficiency bonus to checks you make with it.
▪ If you spend 1 minute talking to someone who can understand what you say, you
can make a Persuasion check contested by the creature's Insight check. If you or
your companions are fighting the creature, your check automatically fails. If your
check succeeds, the target is charmed by you as long as it remains within 60 feet
of you and for 1 minute thereafter.

Empathic
(Unearthed Arcana)

You possess keen insight into how other people think and feel. You gain the following
benefits:

▪ Increase your Wisdom score by 1, to a maximum of 20.


▪ You gain proficiency in the Insight skill. If you are already proficient in the skill, you
add double your proficiency bonus to checks you make with it.
▪ You can use your action to try to get uncanny insight about one humanoid you can
see within 30 feet of you. Make an Insight check contested by the target's
Deception. If your check succeeds, you have advantage on attack rolls and ability
checks against the target until the end of your next turn.
Historian
(Unearthed Arcana)

Your study of history rewards you with the following benefits:

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


▪ You gain proficiency in the History skill. If you are already proficient in the skill,
you add double your proficiency bonus to checks you make with it.
▪ When you take the Help action to aid another creature's ability check, you can
make a DC 15 History check. On a success, that creature's check gains a bonus
equal to your proficiency bonus, as you share pertinent advice and historical
examples. To receive this bonus, the creature must be able to understand what
you're saying.

Investigator
(Unearthed Arcana)

You have an eye for detail and can pick out the smallest clues. You gain the following
benefits:

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


▪ You gain proficiency in the Investigation skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.
▪ You can take the Search action as a bonus action.

Medic
(Unearthed Arcana)

You master the physician's arts, gaining the following benefits:

▪ Increase your Wisdom score by 1, to a maximum of 20.


▪ You gain proficiency in the Medicine skill. If you are already proficient in the skill,
you add double your proficiency bonus to checks you make with it.
▪ During a short rest, you can clean and bind the wounds of up to six willing beasts
and humanoids. Make a DC 15 Medicine check for each creature. On a success, if
a creature spends a Hit Die during this rest, that creature can forgo the roll and
instead regain the maximum number of hit points the die can restore. A creature
can do so only once per rest, regardless of how many Hit Dice it spends.

Menacing
(Unearthed Arcana)
You become fearsome to others, gaining the following benefits:

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


▪ You gain proficiency in the Intimidation skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.
▪ When you take the Attack action on your turn, you can replace one attack with an
attempt to demoralize one humanoid you can see within 30 feet of you that can
see and hear you. Make a Intimidation check contested by the target's Insight. If
your check succeeds, the target is frightened until the end of your next turn. If your
check fails, the target can't be frightened by you in this way for 1 hour.

Naturalist
(Unearthed Arcana)

Your extensive study of nature rewards you with the following benefits:

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


▪ You gain proficiency in the Nature skill. If you are already proficient in the skill, you
add double your proficiency bonus to checks you make with it.
▪ You learn the Druidcraft and Detect Poison and Disease spells. You can
cast Detect Poison and Disease once without expending a spell slot, and you
regain the ability to do so when you finish a long rest.

Perceptive
(Unearthed Arcana)

You hone your senses until they become razor sharp. You gain the following benefits:

▪ Increase your Wisdom score by 1, to a maximum of 20.


▪ You gain proficiency in the Perception skill. If you are already proficient in the skill,
you add double your proficiency bonus to checks you make with it.
▪ Being in a lightly obscured area doesn't impose disadvantage on your Perception
checks if you can both see and hear.

Performer
(Unearthed Arcana)

You master performance so that you can command any stage. You gain the following
benefits:

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


▪ You gain proficiency in the Performance skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.
▪ While performing, you can try to distract one humanoid you can see. The
humanoid must see and hear you. Make a Performance check contested by the
humanoid's Insight check. If your check succeeds, you grab the humanoid's
attention enough that it makes Perception and Investigation checks with
disadvantage until you stop performing.

Quick-Fingered
(Unearthed Arcana)

Your nimble fingers and agility let you perform sleight of hand. You gain the following
benefits:

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


▪ You gain proficiency in the Sleight of Hand skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.
▪ As a bonus action, you can make a Sleight of Hand check to plant something on
someone else, conceal an object on a creature, lift a purse, or take something
from a pocket.

Silver-Tongued
(Unearthed Arcana)

You develop your conversational skill to better deceive others. You gain the following
benefits:

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


▪ You gain proficiency in the Deception skill. If you are already proficient in the skill,
you add double your proficiency bonus to checks you make with it.
▪ When you take the Attack action on your turn, you can replace one attack with an
attempt to deceive one humanoid you can see within 30 feet of you that can see
and hear you. Make a Deception check contested by the target's Insight. If your
check succeeds, your movement doesn't provoke opportunity attacks from the
target and your attack rolls against it have advantage; both benefits last until the
end of your next turn or until you use this ability on a different target. If your check
fails, the target can't be deceived by you in this way for 1 hour.

Stealthy
(Unearthed Arcana)

You know how best to hide. You gain the following benefits:

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


▪ You gain proficiency in the Stealth skill. If you are already proficient in the skill,
you add double your proficiency bonus to checks you make with it.
▪ If you are hidden, you can move up to 10 feet in the open without revealing
yourself if you end the move in a position where you're not clearly visible.

Survivalist
(Unearthed Arcana)

You master wilderness lore, gaining the following benefits:

▪ Increase your Wisdom score by 1, to a maximum of 20.


▪ You gain proficiency in the Survival skill. If you are already proficient in the skill,
you add double your proficiency bonus to checks you make with it.
▪ You learn the Alarm spell. You can cast it once without expending a spell slot, and
you regain the ability to do so when you finish a long rest.

Theologian
(Unearthed Arcana)

Your extensive study of religion rewards you with the following benefits:

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


▪ You gain proficiency in the Religion skill. If you are already proficient in the skill,
you add double your proficiency bonus to checks you make with it.
▪ You learn the Thaumaturgy cantrip and Detect Evil and Good spells. You can
cast Detect Evil and Good once without expending a spell slot, and you regain the
ability to do so when you finish a long rest.

Tool Proficiency Feats

Alchemist
(Unearthed Arcana)

You have studied the secrets of alchemy and are an expert in its practice, gaining the
following benefits:

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


▪ You gain proficiency with alchemist's supplies. If you are already proficient with
them, you double your proficiency bonus to checks you make with them.
▪ As an action, you can identify one potion within 5 feet of you, as if you had tasted
it. You must see the liquid for this benefit to work.
▪ Over the course of any short rest, you can temporarily improve the potency of one
potion of healing of any rarity. To use this benefit, you must have alchemist's
supplies with you, and the potion must be within reach. If the potion is drunk no
more than 1 hour after the short rest ends, the creature drinking the potion can
forgo the potion's die roll and regains the maximum number of hit points that the
potion can restore.

Burglar
(Unearthed Arcana)

You pride yourself on your quickness and your close study of certain clandestine
activities. You gain the following benefits:

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


▪ You gain proficiency with thieves' tools. If you are already proficient with them, you
add double your proficiency bonus to checks you make with them.

Gambler
(Critical Role: Tal’Dorei Campaign)

Spending countless hours winning and losing coin in ale-stained taverns has forged you
into a consummate gambler and chance-seeking addict. You gain the following benefits
and features:
▪ Increase your Charisma score by 1, to a maximum of 20.
▪ You gain proficiency with two types of gaming sets of your choice.
▪ You have advantage on Charisma (Deception) checks to bluff opponents in
games of chance, and Charisma (Persuasion) checks to convince others to join
you for a game.
▪ You have a reputation as a card shark in some circles. Some folks may avoid
playing you for this reason, while other gamblers may seek you out specifically.
▪ When you take the Carousing downtime action, you may reroll your result once,
but must keep the results of the second roll.

Gourmand
(Unearthed Arcana)

You have mastered a variety of special recipes, allowing you to prepare exotic dishes
with useful effects. You gain the following benefits:

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


▪ You gain proficiency with cook's utensils. If you are already proficient with them,
you add double your proficiency bonus to checks you make with them.
▪ As an action, you can inspect a drink or plate of food within 5 feet of you and
determine whether it is poisoned, provided that you can see and smell it.
▪ During a long rest, you can prepare and serve a meal that helps you and your
allies recover from the rigors of adventuring, provided you have suitable food,
cook's utensils, and other supplies on hand. The meal serves up to six people,
and each person who eats it regains two additional Hit Dice at the end of the long
rest. In addition, those who partake of the meal have advantage on Constitution
saving throws against disease for the next 24 hours.

Master of Disguise
(Unearthed Arcana)

You have honed your ability to shape your personality and to read the personalities of
others. You gain the following benefits:

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


▪ You gain proficiency with the disguise kit. If you are already proficient with it, you
add double your proficiency bonus to checks you make with it.
▪ If you spend 1 hour observing a creature, you can then spend 8 hours crafting a
disguise you can quickly don to mimic that creature. Making the disguise requires
a disguise kit. You must make checks as normal to disguise yourself, but you can
assume the disguise as an action.

Racial Feats

Barbed Hide
(Unearthed Arcana)

Prerequisite: Tiefling

One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your
head. 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
(Xanathar's Guide to Everything)

Prerequisite: Halfling

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!

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.

Critter Friend
(Unearthed Arcana)

Prerequisite: Gnome (forest)

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.

Dragon Fear
(Xanathar's Guide to Everything)

Prerequisite: Dragonborn

When angered, you 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 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
(Xanathar's Guide to Everything)

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, up 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 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.

Dragon Wings
(Unearthed Arcana)

Prerequisite: Dragonborn

You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you
aren't wearing heavy armor and aren't exceeding your carrying capacity.

Drow High Magic


(Xanathar's Guide to Everything)

Prerequisite: Elf (drow)

You learn more of the magic typical of dark elves. You learn the Detect Magic spell and
can cast it at will, without expending a spell slot. You also learn Levitate and Dispel
Magic, each of which you can cast once without expending a spell slot. You regain the
ability to cast the spell in this way when you finish a long rest. Charisma is your
spellcasting ability for these spells.

Dwarven Fortitude
(Xanathar's Guide to Everything)

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
(Xanathar's Guide to Everything)

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.

Everybody's Friend
(Unearthed Arcana)

Prerequisite: Half-elf

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 the 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
(Xanathar's Guide to Everything)

Prerequisite: Gnome

Your people are clever, with a knack for illusion magic. You have learned a magical trick
for fading away when you suffer harm. You gain the following benefits:

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


▪ Immediately after you take damage, you can use a reaction to magically
become invisible until the end of your next turn or until you attack, deal damage,
or force someone to make a saving throw. Once you use this ability, you can't do
so again until you finish a short or long rest.

Fey Teleportation
(Xanathar's Guide to Everything)

Prerequisite: Elf (high)

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
(Xanathar's Guide to Everything)

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.

Grudge-Bearer
(Unearthed Arcana)

Prerequisite: Dwarf

You have a deep hatred for a particular kind of creature. Choose your foes, a type of
creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs,
dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You
gain the following benefits:

▪ Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.


▪ During the first round of any combat against your chosen foes, your attack rolls
against any of them have advantage.
▪ When any of your chosen foes makes an opportunity attack against you, it makes
the attack roll with disadvantage.
▪ Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check
to recall information about your chosen foes, you add double your proficiency
bonus to the check, even if you're not normally proficient.

Human Determination
(Unearthed Arcana)

Prerequisite: Human

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.

Infernal Constitution
(Xanathar's Guide to Everything)

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, up to a maximum of 20.


▪ You have resistance to cold damage and poison damage.
▪ You have advantage on saving throws against being poisoned.

Orcish Aggression
(Unearthed Arcana)

Prerequisite: Half-orc

As a bonus action, you can move up to your speed toward an enemy of your choice that
you can see or hear. You must end this move closer to the enemy than you started.

Orcish Fury
(Xanathar's Guide to Everything)

Prerequisite: Half-orc

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.

Prodigy
(Xanathar's Guide to Everything)

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
(Xanathar's Guide to Everything)

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
(Xanathar's Guide to Everything)

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.
Svirfneblin Magic
(Mordenkainen's Tome of Foes)

Prerequisite: Gnome (deep gnome)

▪ You have inherited the innate spellcasting ability of your ancestors. This ability
allows you to cast Nondetection on yourself at will, without needing a material
component. You can also cast each of the following spells once with this
ability: Blindness/Deafness, Blur, and Disguise Self. You regain the ability to cast
these spells when you finish a long rest. Intelligence is your spellcasting ability for
these spells, and you cast them at their lowest possible levels.

Wonder Maker
(Unearthed Arcana)

Prerequisite: Gnome (rock)

You master the tinker techniques of your people. You gain the following benefits:

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


▪ When you make a check using your proficiency with tinker's tools, you add double
your proficiency bonus to the check.
▪ When you make a device with your Tinker trait, you have the following additional
options for what you make:
▪ Alarm: This device senses when a creature moves to within 15 feet of it
without speaking aloud a password chosen when you create it. One round
after a creature moves into range, the alarm makes a shrill ringing that lasts
for 1 minute and can be heard from up to 300 feet away.
▪ Calculator: This device makes doing sums easy.
▪ Lifter: This device can be used as a block and tackle, allowing its user to
hoist five times the weight the user can normally lift.
▪ Timekeeper: This pocket watch keeps accurate time.
▪ Weather Sensor: When used as an action, this device predicts weather
conditions in a 1-mile radius over the next 4 hours, showing one symbol
(clouds, sun/moon, rain, or snow) for each hour.

Wood Elf Magic


(Xanathar's Guide to Everything)

Prerequisite: Elf (wood)


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.
World-specific Feats

Aberrant Dragonmark
(Wayfinder's Guide to Eberron)

Prerequisite: No existing dragonmark.

You have manifested an aberrant dragonmark. Determine its appearance and the flaw
associated with it. You gain the following benefits:

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


▪ You learn a cantrip from the sorcerer spell list. In addition, choose a 1st-level spell
from the sorcerer spell list. You learn that spell and can cast it at its lowest level.
Once you use it with this ability, you cannot do so again until you have finished a
long rest. Constitution is your spellcasting ability for these spells.
▪ You can increase the power of your aberrant spells at the risk of your own vitality.
When you cast a spell you know with your aberrant mark, you can use one of your
Hit Dice to increase the spell’s level by 1. Immediately after you cast the spell, roll
the Hit Die. You take damage equal to the number rolled.

Greater Dragonmark
(Wayfinder's Guide to Eberron)

Prerequisite: 8th level, have a dragonmark

Your dragonmark has grown in size and power. This enhances your existing
dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:

▪ The die type of your dragonmarked Intuition Die increases by one.


▪ Increase one ability score by 1, to a maximum of 20. The abilities available to you
are based on your mark, as shown on the Greater Dragonmark Benefits table.
▪ You learn a set of spells, each of which you can cast once without expending a
spell slot or using a material component. The list of spells, the spellcasting ability
for them, and the type of rest you must complete to regain the use of these spells
are shown on the Greater Dragonmark Benefits table.
▪ To cast Leomund's Secret Chest using this feat and the Mark of Warding, you
must have a Siberys dragonshard with a value of at least 100 gp. It serves as a
focus for the spell and replaces the tiny chest's replica.
Spellcasti Rest
Dragonm
Ability Spells ng Requir
ark
Ability ed

Charisma or Intellig See Invisibility, True Intelligenc


Detection Long
ence Seeing e
Dexterity, Strength, Locate Creature, Find
Finding Wisdom Long
or Wisdom the Path
Beast
Dexterity or
Handling Sense, Dominate Wisdom Long
Wisdom
Beast
Mass Healing
Dexterity or
Healing Word, Greater Wisdom Long
Wisdom
Restoration
Sanctuary, Mordenka
Charisma or
Hospitality inen's Magnificent Charisma Long
Dexterity
Mansion
Dexterity or Intelligenc
Making Fabricate, Creation Long
Intelligence e
Dexterity Blink, Teleportation Constitutio
Passage Long
or Constitution Circle n
Intelligence or Intelligenc Long or
Scribing Sending, Tongues
Charisma e Short
Strength or Compelled Long or
Sentinel Wisdom
Wisdom Duel, Warding Bond Short
Charisma or Nondetection, Mislea
Shadow Charisma Long
Dexterity d
Charisma or Control
Storm Charisma Long
Dexterity Water, Control Winds
Knock, Glyph of
Dexterity or Intelligenc
Warding Warding, Leomund's Long
Intelligence e
Secret Chest*

Revenant Blade
(Wayfinder's Guide to Eberron)

Prerequisite: Elf

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


2. While wielding a double-bladed weapon with two hands, the weapon has the
finesse trait for your attacks with it, and you gain +1 AC.
3. On your turn, when you use a bonus action to make a melee attack with the blade
at the opposite end of the weapon, the weapon’s damage die for this attack
increases to 2d4, instead of 1d4.

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