5e Feats
5e Feats
5e Feats
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.
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)
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)
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’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:
You have practiced moving in medium armor to gain the following benefits:
Heavily Armored
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
Acrobat
(Unearthed Arcana)
Animal Handler
(Unearthed Arcana)
You master the techniques needed to train and handle animals. You gain the following
benefits:
Arcanist
(Unearthed Arcana)
Brawny
(Unearthed Arcana)
Diplomat
(Unearthed Arcana)
Empathic
(Unearthed Arcana)
You possess keen insight into how other people think and feel. You gain the following
benefits:
Investigator
(Unearthed Arcana)
You have an eye for detail and can pick out the smallest clues. You gain the following
benefits:
Medic
(Unearthed Arcana)
Menacing
(Unearthed Arcana)
You become fearsome to others, gaining the following benefits:
Naturalist
(Unearthed Arcana)
Your extensive study of nature rewards you with the following benefits:
Perceptive
(Unearthed Arcana)
You hone your senses until they become razor sharp. You gain the following benefits:
Performer
(Unearthed Arcana)
You master performance so that you can command any stage. You gain the following
benefits:
Quick-Fingered
(Unearthed Arcana)
Your nimble fingers and agility let you perform sleight of hand. You gain the following
benefits:
Silver-Tongued
(Unearthed Arcana)
You develop your conversational skill to better deceive others. You gain the following
benefits:
Stealthy
(Unearthed Arcana)
You know how best to hide. You gain the following benefits:
Survivalist
(Unearthed Arcana)
Theologian
(Unearthed Arcana)
Your extensive study of religion rewards you with the following benefits:
Alchemist
(Unearthed Arcana)
You have studied the secrets of alchemy and are an expert in its practice, gaining the
following benefits:
Burglar
(Unearthed Arcana)
You pride yourself on your quickness and your close study of certain clandestine
activities. You gain the following benefits:
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:
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:
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:
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)
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:
Prerequisite: Dragonborn
You manifest scales and claws reminiscent of your draconic ancestors. You gain the
following benefits:
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.
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:
Elven Accuracy
(Xanathar's Guide to Everything)
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:
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:
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:
Fey Teleportation
(Xanathar's Guide to Everything)
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:
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:
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:
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:
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:
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
Prodigy
(Xanathar's Guide to Everything)
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:
Squat Nimbleness
(Xanathar's Guide to Everything)
You are uncommonly nimble for your race. You gain the following benefits:
▪ 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)
You master the tinker techniques of your people. You gain the following benefits:
Aberrant Dragonmark
(Wayfinder's Guide to Eberron)
You have manifested an aberrant dragonmark. Determine its appearance and the flaw
associated with it. You gain the following benefits:
Greater Dragonmark
(Wayfinder's Guide to Eberron)
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:
Revenant Blade
(Wayfinder's Guide to Eberron)
Prerequisite: Elf