Manual of Skilled Trades

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Contents

Magic Item

Feats
Acrobat Historian
Alchemist Intuitive Seer
Amanuensis Master of Disguise
Apothecary Medium
Arcane Artisan Menacing
Arcanist Merchant
Architect Naturalist
*Athlete Performer
Beast Whisperer Silver-Tongued
Diplomat *Skilled
Empath Sleuth
Farrier Survivalist
Gamer Theologian
Gourmand Thief
*Healer Toxicologist
An asterisk (*) indicates that the feat updates rules for an
existing feat found in the Player’s Handbook.

Alcohol Poisoning

Sidebars
Medicinal Herbs

Contents
Back 2 Contents
Credits
Designer: Christopher Thomas Grabowski
Author: Christopher Thomas Grabowski
Editor: Angela Grabowski

Graphic Designer: Christopher Thomas Grabowski

Legal
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the


Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2021 by


Christopher Thomas Grabowski and published under the
Community Content Agreement for Dungeon Masters Guild.

Credits
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Magic Item
The manual of skilled trades is a magic item in its own right.

Manual of Skilled Trades


Wondrous item, common
This book contains instructions and advice detailing the best
practices of several trades and professions. If you study these
teachings, you gain access to the feats Acrobat, Alchemist,
Amanuensis, Apothecary, Arcane Artisan, Arcanist, Architect,
*Athlete, Beast Whisperer, Diplomat, Empath, Farrier,
Gamer, Gourmand, *Healer, Historian, Intuitive Seer, Master
of Disguise, Medium, Menacing, Merchant, Naturalist,
Performer, Silver-Tongued, *Skilled, Sleuth, Survivalist,
Theologian, Thief, and Toxicologist. An asterisk (*) indicates
that the feat updates rules for an existing feat found in the
Player’s Handbook.
If you spend at least 30 minutes of a short or long rest
studying this book, when you finish the rest, you can choose a
skill or tool that you are not proficient with. You are
considered proficient with that skill or tool until you finish a
long rest, and you can’t use this property again until then.

Magic Item
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Feats
This book grants access to the following feats. An asterisk (*)
indicates that the feat updates rules for an existing feat found
in the Player’s Handbook.

Acrobat
You become more nimble, gaining the following benefits:
 When you fall, you can use your reaction to make a
Dexterity (Acrobatics) check. You reduce any falling
damage you take by an amount equal to the check result.
 As a bonus action, you can make a DC 15 Dexterity
(Acrobatics) check. If you succeed, difficult terrain doesn’t
cost you extra movement until the end of the current turn.
 When you take the Attack action on your turn, you can
replace one attack with an acrobatic strike against a
creature within your reach. When you do, make a
Dexterity (Acrobatics) check against the targets AC. If you
succeed, you deal bludgeoning damage equal to 1d6 + your
Dexterity modifier and the target can’t take reactions until
the start of its next turn.

Feats
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Alchemist
Prerequisite: Proficiency with alchemist’s supplies
You have alchemical training that grants you the following
benefits:
 Increase your Dexterity or Intelligence score by 1, to a
maximum of 20.
 You can use alchemist’s supplies to create magic alchemical
items for which you have a formula. At the DM’s option,
crafting certain items may require exotic ingredients, the
casting of particular spells, or the use of a special
workshop—such as an alchemy lab.
 In the time it takes you to craft a single consumable item
using alchemist’s supplies, you can create a batch of two of
the same item. You must expend raw materials for each
item you create as normal.
 When you create a consumable item using alchemist’s
supplies, you can change the DC of any saving throw called
for by the item to be equal to 8 + your proficiency bonus +
your Intelligence modifier.
 When you throw a one-handed improvised weapon—such
as acid or alchemist’s fire—you add your proficiency bonus
to the attack roll, and you treat the weapon as if it has the
finesse and light properties.

Feats
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Amanuensis
Prerequisite: Proficiency with calligrapher’s supplies
Your training in creating manuscripts and keeping written
records grants you the following benefits:
 Increase your Dexterity or Intelligence score by 1, to a
maximum of 20.
 You can use calligrapher’s supplies, cartographer’s tools, or
a forgery kit to duplicate a magic written item for which
you have a copy and that is appropriate for the tools. You
must be proficient with the tools to use them in this way.
At the DM’s option, crafting certain items may require
exotic materials, the casting of particular spells, or the use
of a special workshop or device—such as a scriptorium or
desk.
 You can use your proficiency with calligrapher’s supplies (in
lieu of the Arcana skill) to create a spell scroll for any spell
you know or have prepared. You must provide any
material components required for the casting of the spell,
as well as spend the requisite time and money to craft the
item.
 If you are a wizard, when you attempt to copy a wizard
spell on a spell scroll into your spellbook, you have
advantage on the Intelligence (Arcana) check due to your
proficiency with calligrapher’s supplies. Additionally, this
attempt does not destroy the spell scroll, though you must
still spend the requisite time and money for the attempt.
 You can sell a non-magical work of writing that you have
penned and signed at its full market value, rather than half
its market value.
Continue on the next page.

Feats
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 You can influence literate creatures from afar through your
writing. You can spend 30 minutes of a short or long rest
using calligrapher’s supplies to create a one-page
document describing a request, demand, or suggestion.
When the document is delivered to its intended recipient, if
the recipient understands the language that you wrote the
message in, you make a Dexterity or Intelligence check.
The Deception, Intimidation, or Persuasion skill may apply
to the check depending on the nature of your message.
You have advantage on the check due to your proficiency
with calligrapher’s supplies. The DC of this check is
determined by the DM as if the recipient is being
influenced through conversation. Alternatively, the DM
may allow a creature to use such a document in tandem
with its Charisma (Deception, Intimidation, or Persuasion)
check to gain advantage on the check.

Feats
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Apothecary
Prerequisite: Proficiency with an herbalism kit
You have herbalism training that grants you the following
benefits:
 Increase your Intelligence or Wisdom score by 1, to a
maximum of 20.
 You can use an herbalism kit to create magic herbal
concoctions for which you have a formula. At the DM’s
option, crafting certain items may require exotic
ingredients, the casting of particular spells, or the use of a
special workshop—such as an apothecary lab.
 In the time it takes you to craft a single consumable item
using an herbalism kit, you can create a batch of two of the
same item. You must expend raw materials for each item
you create as normal.
 When you create a consumable item using an herbalism kit,
you can change the DC of any saving throw called for by the
item to be equal to 8 + your proficiency bonus + your
Intelligence modifier.
 You can gather medicinal herbs while foraging for food and
water. On a successful foraging check, roll as you would for
food and water (1d6 + your Wisdom modifier) to determine
how much medicinal herbs (in pounds) you find.
 With 1 minute of work, you can use an herbalism kit to turn
one pound of medicinal herbs unto a poultice, which
functions as a use of a healer’s kit.

Feats
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MEDICINAL HERBS
Medicinal herbs are a generic classification of plants that can be
found in almost any environment and are useful in creating a
variety of medicinal remedies. They serve as a core ingredient in
crafting items such as antitoxin and potions of healing, but they
can serve in other capacities depending on the skill of the user.
For crafting purposes, one pound of medicinal herbs is worth 5
gp.
Where specific herbs might typically be acquired on the open
market, medicinal herbs are typically gathered while traveling.
Players can add the following option to their list of activities
while traveling.
Gather Herbs. The character can keep an eye out for medicinal
herbs, making a Wisdom (Survival) check when the DM calls for
it. (Proficiency with the herbalism kit applies to this check if the
character doesn’t have proficiency in Survival.) The DM can use
the rules for foraging; except when a character would find food
and water, roll to find medicinal herbs (in pounds) instead.

Feats
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Arcane Artisan
Prerequisite: Proficiency with cobbler’s tools, glassblower’s
tools, jeweler’s tools, leatherworker’s tools, painter’s supplies,
potter’s tools, smith’s tools, weaver’s tools, woodcarver’s
tools, or tinker’s tools
You have trained to weave magic into your craft. Choose a
type of artisan’s tools that you are proficient with from
among cobbler’s tools, glassblower’s tools, jeweler’s tools,
leatherworker’s tools, painter’s supplies, potter’s tools,
smith’s tools, weaver’s tools, woodcarver’s tools, or tinker’s
tools. You gain the following benefits:
 Either, choose another applicable type of artisan’s tools
that you are proficient with; or increase your Strength,
Dexterity, or Intelligence score by 1, to a maximum of 20.
 You can use your chosen artisan’s tools to create magic
items for which you have a formula and that are
appropriate for the tools. For example, jeweler’s tools
allows you to craft amulets, bracelets, brooches, circlets,
rings, and other items containing gems; smith’s tools allows
you to create armor and weapons made of metal; and
weaver’s tools allows you to create bags, capes, carpets,
cloaks, gloves, robes, and other woven items. At the DM’s
option, crafting certain items may require exotic materials,
the casting of particular spells, or the use of a special
workshop or device—such as a forge or a loom.
Continue on the next page.

Feats
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 When you craft a single permanent item using your chosen
artisan’s tools, you make twice as much progress each
workday. When you craft ammunition using your chosen
artisan’s tools, you can create twice as many pieces. In the
time it takes you to craft a single consumable item using
your chosen artisan’s tools, you can create a batch of two
of the same item. You must expend raw materials for each
item you create as normal.
 You learn one spell chosen from among detect magic (1st-
level), heat metal (2nd-level), identify (1st-level), locate
object (2nd-level), mage hand (cantrip), magic weapon
(2nd-level), mending (cantrip), Nystul’s magic aura (2nd-
level), Tenser’s floating disk (1st-level), and unseen servant
(1st-level). If you chose a second type of artisan’s tools
that you are proficient with as part of this feat, you also
learn a second spell chosen from this list. Intelligence in
your spellcasting ability for the chosen spell(s).
If the chosen spell is a 1st-level spell, you can cast it at
will, without expending a spell slot. You can also cast this
spell using any spell slots you have. If you cast the spell
without expending a spell slot while the spell is in effect,
any of your previous castings of the spell that were cast
without expending a spell slot end immediately.
If the chosen spell is a 2nd-level spell, you can cast it
once at its lowest level without expending a spell slot. You
regain the ability to cast it in this way when you finish a
long rest. You can also cast this spell using any spell slots
you have.
You can select this feat multiple times. Each time you do
so, you must choose a different type of artisan’s tools and a
different spell.

Feats
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Arcanist
You study the arcane arts, gaining the following benefits:
 You learn the prestidigitation cantrip. Intelligence is your
spellcasting ability for this cantrip.
 You can use your action to make a DC 11 Intelligence
(Arcana) check. If you succeed, you cast the detect magic
spell without expending a spell slot. Intelligence is your
spellcasting ability for this spell.
 You can use your reaction when you see a creature within
60 feet of you cast a spell involving a verbal, somatic, or
material component to make an Intelligence (Arcana)
check. If the spell is cast as a class spell and you are a
member of that class, you have advantage on your check;
for example, if the spellcaster casts the spell as a cleric and
you have one or more cleric levels, you make your check
with advantage. The DC equals 15 + the spell’s level. On a
success, you identify the spell and have advantage on any
saving throw you make against the spell.

Feats
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Architect
Prerequisite: Proficiency with carpenter’s tools or mason’s
tools
Your training in building structures and large objects grants
you the following benefits:
 Increase your Strength or Intelligence score by 1, to a
maximum of 20.
 You can use carpenter’s tools or mason’s tools to construct
magic buildings or devices for which you have a design.
You must be proficient with the tools to use them in this
way. At the DM’s option, crafting certain buildings or
devices may require exotic materials, the casting of
particular spells, or other requirements.
 When you collaborate with at least one other crafter to
construct a building or device, you personally contribute
twice the normal amount of work per workday.
 You have advantage on attack rolls against structures.
 You have advantage on Wisdom (Perception) and
Intelligence (Investigation) checks to find secret doors.

Feats
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*Athlete
You have undergone extensive physical training to gain the
following benefits:
 Climbing doesn’t cost you extra movement.
 You can make a running long jump or a running high jump
after moving only 5 feet, rather than 10 feet.
 While you are prone, standing up uses only 5 feet of your
movement, rather than an amount of movement equal to
half your speed.
 As an action, you can use two hands to lift and hurl a
creature grappled by you or an object within 5 feet of you.
The creature or object must weigh at least 25 pounds and
weigh no more than half your carrying capacity. When you
take this action, make a Strength (Athletics) check. If you
are lifting a creature, it makes a contested Strength
(Athletics) check. If you succeed (or if you are lifting an
object), you hurl the creature (or object) a number of feet
equal to your check result—rounded down to the nearest 5
feet. When you hurl a creature, it takes bludgeoning
damage equal to 1d8 + your Strength modifier + 1d6 for
every 10 feet it falls (to a maximum of 20d6). A creature
can reduce this damage as it would reduce falling damage.
The creature lands prone, unless it avoids taking damage.
As you hurl a creature or object, you can aim at a target
within the distance determined by your Strength (Athletics)
check. The target you aim at must make a Dexterity saving
throw with a DC equal to the result of your Strength
(Athletics) check. On a failed saving throw, the target takes
bludgeoning damage equal to 1d8 + your Strength
modifier.

Feats
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Beast Whisperer
Experienced in rearing and training animals, you gain the
following benefits:
 If you spend 1 minute within 30 feet of a beast or
monstrosity peaceably observing each other, you can make
a Wisdom (Animal Handling) check against the creature’s
passive Wisdom (Insight) score. If the creature has an
Intelligence score of 8 or higher, you have disadvantage on
your check. If you or your companions are fighting the
creature, your check automatically fails. If your check
succeeds, the target’s attitude shifts one step towards
friendly; a hostile creature becomes indifferent, and an
indifferent creature becomes friendly. Once you succeed
or fail at this check, the creature must finish a long rest
before you can attempt to influence it in this way again.
 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.
 When a beast or monstrosity that you can see within 60
feet of you targets you or one of your allies with an attack,
you can use your reaction to make a Wisdom (Animal
Handling) check. If the creature has an Intelligence score of
8 or higher, you have disadvantage on your check. If your
check result is greater than the attack roll, the attack
misses and the creature cannot make any attacks until the
start of its next turn. Otherwise, the creature can’t be
pacified by you in this way for 1 hour.

Feats
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Diplomat
You have mastered the arts of diplomacy, gaining the
following benefits:
 You can always remember the names of people who you
have been formally introduced to.
 You know how to fit in among aristocracy. If you are using
the downtime activities described in Xanathar’s Guide to
Everything, when you engage in the Carousing downtime
activity, you can mingle with the upper class if you can
spare the requisite gold.
 If you spend 1 minute talking to someone who can
understand what you say, you can make a Charisma
(Persuasion) check against the creature’s passive Wisdom
(Insight) score. 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.

Feats
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Empath
You possess keen insight into how other people think and
feel. You gain the following benefits:
 You can use your action to search for emotions within 30
feet of you. When you do, make a DC 11 Wisdom (Insight)
check. On a success, you begin to sense the presence and
location of creatures within 30 feet of you who you can’t
see and who have a Charisma of 6 or higher. This sense can
penetrate most barriers, but it is blocked by 1 foot of stone,
1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt. You can sustain this sense for 10 minutes or
until your concentration is broken (as if you were casting a
concentration spell).
 You can use your action to try to get uncanny insight about
one humanoid within 30 feet of you who you can see or
sense the emotions of. When you do, make a Wisdom
(Insight) check against the target’s passive Charisma
(Deception) score. If your check succeeds, you have
advantage on attack rolls and ability checks against the
target until the end of your next turn.
 During a long rest, you can form an emotional bond with a
humanoid or beast that stays within 60 feet of you
throughout the rest. The maximum number of emotional
bonds you can maintain in this way is equal to your
Wisdom modifier (minimum of 1). You can sever any
number of these emotional bonds during a long rest.
Whenever a bonded creature who is on the same plane
of existence as you is in mortal danger or dies, you feel an
intense emotion. Mortal danger causes you to feel dread.
Death causes you to be grief-stricken. At the DM’s option,
other significant events involving a bonded creature may
cause you to feel other emotions.
Feats
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Farrier
Your training has made you a specialist in equine hoof care.
You gain the following benefits:
 Increase your Strength or Wisdom score by 1 to a
maximum of 20.
 You gain proficiency with smith’s tools if you don’t already
have it.
 You can spend 30 minutes of work using smith’s tools to
tend a mount’s feet. For the next 30 days, the mount’s
walking speed becomes 60 feet, unless its walking speed is
higher, and its speed isn’t reduced by wearing heavy
barding. In addition, the mount can be ridden at a gallop
for up to two hours per day, rather than up to an hour per
day, traveling 15 miles in 2 hours.
 You have advantage on ability checks using the Medicine
skill when applied to a beast or any other creature used as
a mount.
 During a short or long rest, you can form an instinctive
bond with a friendly beast or any other creature you use as
a mount that stays within 60 feet of you for at least 30
minutes of the rest. You can maintain one bond in this
way; when you form this bond, you lose any previous bond
you formed using this feat. While the bonded creature is
within 1 mile of you, you can communicate with it
telepathically.
 When you engage in the Practicing a Profession downtime
activity (as described in the Player’s Handbook), you earn
enough money to support a comfortable lifestyle. When
you engage in the Work downtime activity (as described in
Xanathar’s Guide to Everything), to determine how much
money you earn, you can make a Wisdom (Animal
Handling) check, rather than choosing one of the listed
ability check options.
Feats
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Gamer
Your experience playing games gives you the following
benefits:
 Your Intelligence, Wisdom, and Charisma scores can be
increased to a maximum of 2 higher than normal.
 Increase your Intelligence, Wisdom, or Charisma score by 1,
to a maximum of 22—normal maximum (20) + the bonus
from this feat (2).
 You gain proficiency with one type of gaming set of your
choice.
 Choose one gaming set in which you have proficiency. You
gain expertise with that gaming set, which means your
proficiency bonus is doubled for any ability check you make
with it. The gaming set you choose must be one that isn’t
already benefiting from a feature, such as Expertise, that
doubles your proficiency bonus.
 When you engage in the Training downtime activity, you
can pick up proficiency with a gaming set without paying an
instructor. Throughout your time spent training in this
way, you must have a copy of the gaming set on hand.
 If you are using the downtime activities described in
Xanathar’s Guide to Everything, when you engage in the
Gambling downtime activity, you can make a fourth ability
check: Intelligence using an appropriate gaming set. If you
have 4 successes, you gain triple the amount you bet.

Feats
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Gourmand
Prerequisite: Proficiency with cook’s utensils
You have culinary training that grants you the following
benefits:
 Increase your Constitution or Intelligence score by 1, to a
maximum of 20.
 You can use cook’s utensils or brewer’s supplies to create
magic food or drink for which you have a recipe. At the
DM’s option, crafting certain items may require exotic
ingredients, the casting of particular spells, or the use of a
special workshop—such as a kitchen or distillery.
 In the time it takes you to craft a batch of food or drink
using cook’s utensils or brewer’s supplies, you can create a
double batch of the same item. You must expend raw
materials for each item you create as normal.
 You have advantage on saving throws against disease.
 It takes twice as many servings of alcohol to get you drunk.
 When you eat a meal during a short or long rest that you
spend Hit Dice, you can reroll any number of those dice.
You must use the new rolls.
 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.

Feats
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*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,
you make a DC 15 Wisdom (Medicine) check. On a success,
that creature regains 1 hit point.
 As an action, you can spend one use of a healer’s kit and
make a Wisdom (Medicine) check to tend the wounds of a
stable creature. When you do, the creature regains a
number of hit points equal to half your check result, plus
additional hit points equal to the creature’s maximum
number of Hit Dice. The creature can’t regain hit points
from this type of action again until it finishes a short or long
rest.
 At the start of a long rest, you can spend one use of a
healer’s kit and make a Wisdom (Medicine) check to treat a
creature infected with a disease. If the disease allows the
infected creature to make a saving throw at some point
during the rest, and your check result is higher than the
infected creature’s saving throw result, the infected
creature uses your check result in place of its saving throw
result. If the disease does not allow the infected creature
to make a saving throw at some point during the rest, and
your check result beats a DC 15, you suppress the disease’s
symptoms during the rest and prevent the disease from
worsening if the disease would otherwise worsen.

Feats
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Historian
Your study of history rewards you with the following benefits:
 You learn one language of your choice.
 When you engage in the Research downtime activity, you
learn one extra piece of lore.
 When you take the Help action to aid another creature’s
ability check that does not involve telling a lie, you can
make a DC 15 Intelligence (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.
 As part of a short or long rest, you can develop a plan for a
situation or encounter that you anticipate. First, you
decide what perceivable circumstance will occur or develop
into combat. Examples include “The merchant snuff the
flame of his lamp,” “The thief unlocks the door,” “Bandits
ambush us on the road,” and “The guards draw their
swords.” Then, when you finish the rest, you make an
Intelligence (History) check and choose a number of
creatures equal to 4 + your proficiency bonus who can
understand what you say and who were present
throughout the rest. The chosen creatures gain one
Planning Inspiration die. The result of your Intelligence
(History) check determines the die the chosen creatures
get, as shown on the Planning Inspiration Die table.
Continue on the next page.

Feats
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PLANNING INSPIRATION DIE
Check Total Die
1–10 d4
11–20 d6
21–30 d8
31–40 d10
41+ d12

If the circumstance you chose occurs before the end of


your next long rest, each creature you chose has 10
minutes to use their Planning Inspiration die. During this
time, each of those creatures can roll their die and add the
number rolled to one ability check, attack roll, or saving
throw it makes. The creature can wait until after it rolls the
d20 before deciding to use the Planning Inspiration die, but
must decide before the DM says whether the roll succeeds
or fails. Once the Planning Inspiration die is rolled, it is lost.
You can have only one plan prepared at a time, and a
creature can have only one Planning Inspiration die at a
time. If you develop a new plan while you have an
unresolved plan, the unresolved plan goes astray and
creatures involved with the unresolved plan lose their
associated Planning Inspiration dice.

Feats
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Intuitive Seer
You have a sense of premonition that allows you to intuit
danger and reveals visions in your dreams. You gain the
following benefits:
 You add your Wisdom modifier to your initiative rolls.
 You always know when someone is looking at you.
 You have a +5 bonus to your passive Wisdom (Insight)
score.
 When a creature makes an ability check contested by your
Wisdom (Insight) check, you add a d10 to your check.
 You sometimes see visions of the future in your dreams.
When you take a long rest, you may have the DM roll a
d20. If the DM rolls a number equal to or lower than your
character level, you see a premonition of things that may
come to pass in the near future. These premonitions can
be as vague or detailed as the DM chooses.

Feats
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Master of Disguise
You have honed your ability to shape your appearance and
personality, and to read the personalities of others. You gain
the following benefits:
 Increase your Intelligence or Charisma score by 1, to a
maximum of 20.
 You gain proficiency with the disguise kit if you don’t
already have it.
 When you don a disguise that you made for yourself using
a disguise kit, you can convincingly appear up to 6 inches
taller or shorter and can appear thin, fat, or in between.
 You can incorporate the pelt of an animal and other animal
parts into a disguise you make for yourself using a disguise
kit to convincingly disguise yourself as that type of animal.
The animal you disguise yourself as must be the same size
as you.
 After you spend 1 hour observing a humanoid who is the
same size as you, you can then spend 8 hours using a
disguise kit to craft a disguise to mimic the appearance of
that creature. You must make checks as normal to disguise
yourself, but you can don such a disguise as an action once
you have created it. Once you doff such a disguise, it takes
you 1 minute to don it again, unless you spend another 8
hours preparing it to don it as an action.

Feats
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Medium
Your contact with the spirits of the dead grants you the
following benefits:
 You can see and hear 60 feet into the Ethereal Plane while
you are on the Material Plane, and vice versa.
 You have advantage on saving throws against being
frightened or possessed.
 You learn the augury spell. You can cast augury at will,
without spending a spell slot. Charisma is your spellcasting
ability for this spell.

Feats
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Menacing
You have become fearsome to others, gaining the following
benefits:
 During the first round of combat, attack rolls against you
have disadvantage.
 When you take the Attack action on your turn, you can
replace one attack with an attempt to demoralize one
humanoid that you can see within 30 feet of you who can
both see and hear you. When you do, make a Charisma
(Intimidation) check against the target’s passive Wisdom
(Insight) score. If your check succeeds, the target is
frightened by you 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.
 When you score a critical hit with a melee weapon or
reduce a creature to 0 hit points with one, you can use your
reaction to make a Charisma (Intimidation) check against
the passive Wisdom (Insight) score of each hostile creature
within 30 feet of you who can both see and hear you. For
each success, the creature is frightened by you until the
end of your next turn.

Feats
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Merchant
Your time spent buying and selling goods grants you the
following benefits:
 Increase your Intelligence or Charisma score by 1, to a
maximum of 20.
 After you inspect any item for at least 1 minute, you can
accurately estimate the market value of the item.
 When you engage in the Practicing a Profession downtime
activity (as described in the Player’s Handbook), you earn
enough money to support a wealthy lifestyle. When you
engage in the Work downtime activity (as described in
Xanathar’s Guide to Everything), to determine how much
money you earn, you can make an Intelligence or Charisma
check and add double your proficiency bonus to the check,
rather than choosing one of the listed ability check options.
Continue on the next page.

Feats
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When you engage in either of those downtime activities
while in a settlement, you can procure nonmagical items at
half value. For every workday of downtime you spend
trading, you can purchase one or more items with a total
market value not exceeding 2 gp, and you must pay half the
total market value. If something you want to buy has a
market value greater than 2 gp, you incrementally make
progress every day towards your acquisition according to
the size of the settlement you are in until you reach the
market value of the item. Every day, the DM secretly rolls
dice, as shown on the Purchase Dice by Settlement Size
table, and adds the result to that of any previous days for
that item. When the total equals or exceeds the market
value of the item, a seller who is willing to accept half the
item’s market value for the item approaches you with the
item. The DM may decide that you make progress on any
particular day equal to the average dice value, rather than
rolling.

PURCHASE DICE BY SETTLEMENT SIZE


Settlement Size Dice Average
Metropolis (population more than 25,000) 2d12 13
City (population up to about 25,000) 2d10 11
Town (population up to about 6,000) 2d8 9
Village (population up to about 1,000) 2d6 7
Hamlet (population up to about 200) 2d4 5
Thorpe (population up to about 60) — —

Feats
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Naturalist
Your extensive study of nature rewards you with the
following benefits:
 You learn the druidcraft cantrip. Intelligence is your
spellcasting ability for this cantrip.
 You can use your action to make a DC 11 Intelligence
(Nature) check. If you succeed, you cast the detect poison
and disease spell without expending a spell slot or material
components. Intelligence is your spellcasting ability for this
spell.
 When a beast or plant that you can see hits you with an
attack, you can use your reaction to make a Dexterity
(Nature) check. If your check result is greater than the
attack roll, you turn the hit into a miss.
 You can use a forked branch to douse while traveling by
foot above ground. When you start dousing, you declare a
natural substance or energy you intend to find, such as
water, silver, granite, or ley lines. You make a Wisdom
(Nature) check when the DM calls for it. The DM
determines the DC. On a success, you get a sense that the
substance or energy is directly below you.
 You can mimic animal sounds. A creature that hears the
sounds you make can tell they are imitations with a
successful Wisdom (Insight) check opposed by your
Charisma (Nature) check.
Some of these ability checks intentionally link Nature with
unusual abilities. This is an example of how to apply the rule
in the “Variant: Skills with Different Abilities” section in
chapter 7 of the Player’s Handbook.

Feats
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Performer
You master performance so that you can command any stage.
You gain the following benefits:
 When you take the Help action to aid another creature’s
ability check that involves the conveyance of information,
you can make a DC 15 Charisma (Performance) check. On a
success, that creature’s check gains a bonus equal to your
proficiency bonus, as you nod and gesture emphatically.
 While performing, you can try to distract one humanoid
that you can see who can both see and hear you. When
you do, make a Charisma (Performance) check or a
Charisma check using a musical instrument against the
humanoid’s passive Wisdom (Insight) score. If your check
succeeds, you grab the humanoid’s attention enough that it
makes Wisdom (Perception) and Intelligence (Investigation)
checks with disadvantage until you stop performing.
 When a humanoid that you can see within 30 feet of you
who can both see and hear you makes an attack roll or
saving throw, you can use your reaction to encourage the
creature. When you do, make a Charisma (Performance)
check or a Charisma check using a musical instrument. You
can make this check after seeing the creature’s initial roll
but before any of the roll’s effects occur. If your check
result exceeds the creature’s roll, the creature can use your
check result in place of its roll. Once you encourage a
creature in this way, that creature must finish a short or
long rest before it can be encouraged in this way again.

Feats
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Silver-Tongued
You have developed your conversational skill to better
deceive others. You gain the following benefits:
 A creature charmed by you will believe any lie you tell. It is
only after another creature points out the deception that
you have to make a Charisma (Deception) check to deceive
a creature charmed by you.
 When a creature that you can see within 30 feet of you
who can both see and hear you targets you with an attack
or a harmful spell, you can use your reaction to speak a
word of caution and make a Charisma (Deception) check
against the creature’s passive Wisdom (Insight) score. If
the creature understands your language and your check
succeeds, the creature must choose a new target or lose
the attack or spell. This effect doesn’t protect you from
area effects, such as the explosion of a fireball. If your
check fails, the creature can’t be dissuaded by you in this
way for 1 hour.
 When you take the Attack action on your turn, you can
replace one attack with an attempt to deceive one creature
that you can see within 30 feet of you who can both see
and hear you. When you do, make a Charisma (Deception)
check against the target’s passive Wisdom (Insight) score.
If the creature understands your language and 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.

Feats
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*Skilled
You have practiced with multiple skills and tools, granting you
the following benefits:
 Increase one ability score of your choice by 1, to a
maximum of 20.
 You gain proficiency in any combination of three skills or
tools of your choice.
You can select this feat multiple times.

Sleuth
You have an eye for detail and can pick out the smallest clues.
You gain the following benefits:
 You can take the Search action as a bonus action.
 If you have (or later gain) the Eye for Detail feature (found
in the Inquisitive roguish archetype in the rogue class,
found in Xanathar’s Guide to Everything), when you use
your action to Search, you gain a +5 bonus to any Wisdom
(Perception) check or Intelligence (Investigation) check you
make during that action.
 Being in a lightly obscured area doesn’t impose
disadvantage on your Wisdom (Perception) checks if you
can both see and hear.
 You have eidetic memory. When you finish a short rest,
you can make an Intelligence (Investigation) check to
discern a clue that you overlooked since your last long rest.
The DM decides which clue (if any) you might discover and
what the DC is.

Feats
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Survivalist
You master wilderness lore, gaining the following benefits:
 You can cast hunter’s mark at will, without expending a
spell slot. When you cast hunter’s mark, you do not need
to concentrate to maintain the spell. However, if you cast
hunter’s mark while the spell is in effect, any of your
previous castings of hunter’s mark end immediately.
 When you find food and water through foraging, or find
medicinal herbs through gathering herbs, you roll 2d4 +
your Wisdom modifier, rather than 1d6 + your Wisdom
modifier, to determine how much food and water or
medicinal herbs you find.
 As part of a long rest, you can construct a lean-to or a
similar shelter to keep your group dry and in the shade for
the duration of the rest. When you do, make a Wisdom
(Survival) check. Because the shelter was fashioned quickly
from whatever materials were available, the shelter
collapses a number of days after being assembled equal to
your check result divided by 5 (minimum of 1 day).
 You can spend 30 minutes of a short or long rest creating a
trap using items you have on hand. When you do, make a
Wisdom (Survival) check. The total of your check becomes
the DC for someone else’s attempt to discover or disable
the trap. The trap deals damage appropriate to the
materials used in crafting it (such as poison or a weapon) or
damage equal to half the total of your check, whichever the
DM deems appropriate.
Continue on the next page.

Feats
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 When you finish a short or long rest, if you spent at least 30
minutes of the rest outdoors, you can make a DC 15
Wisdom (Survival) check to predict the weather. On a
success, you get a sense for what the weather will be at
your location for the next 24 hours.
 You can attempt to create a campfire by working dry sticks
and tinder for 1 minute. When you do, make a Wisdom
(Survival) check, with the DC determined by the current
weather. On a successful check, you create a small
campfire.

PRECIPITATION
Condition DC
Clear or light clouds (dry) 15
Overcast or ground fog (humid) 20
Rain, hail, or snow (wet) 25
Torrential rain, driving hail, or blizzard 30

TEMPERATURE WIND
Condition DC Condition DC
Unbearable heat -5 Calm —
Hot -2 Moderate wind +1
Warm — Strong wind +2
Cool +2 Gale +3
Cold +5 Storm +5
Arctic cold +10

Feats
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Theologian
Your extensive study of religion rewards you with the
following benefits:
 You learn the thaumaturgy cantrip. Intelligence is your
spellcasting ability for this cantrip.
 You can use your action to make a DC 11 Intelligence
(Religion) check. If you succeed, you cast the detect evil
and good spell without expending a spell slot. Intelligence
is your spellcasting ability for this spell.
 If you spend at least 30 minutes of a short or long rest in
quiet prayer, you can make a DC 20 Intelligence (Religion)
check at the end of the rest to entreat a blessing from a
deity. On a success, choose one of the following blessings.
Each blessing lasts for 8 hours or until you receive another
one of these blessings.
Arcana. You add a d4 to all ability checks you make using
the Arcana skill. Additionally, you add a d4 to any saving
throw you make to maintain your concentration.
Forge. You add a d4 to all ability checks you make using
artisan’s tools.
Grave. You add a d4 to all death saving throws you
make.
Knowledge. You add a d4 to all ability checks you make
using the skills Arcana, History, Nature, or Religion.
Life. You regain 1d4 hit points. Whenever you receive
magical healing, you regain an additional 1d4 hit points.
Light. One of your hands sheds bright white light in a 20-
foot radius and dim light for an additional 20 feet. You can
suppress or restore this light as a bonus action.
Continue on the next page.

Feats
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Nature. You add a d4 to all ability checks you make using
an herbalism kit, navigator’s tools, or the skills Animal
Handling, Nature, or Survival.
Order. You add a d4 to all ability checks you make using
the skills Insight, Intimidation, Investigation, or Persuasion.
Peace. You add a d4 to all ability checks you make using
a gaming set, musical instrument, or the skills Insight,
Performance, or Persuasion.
Tempest. Your spell attacks deal an extra 1d4 lightning
damage. This does not affect area effects, such as the
explosion of a fire ball.
Trickery. You add a d4 to all ability checks you make
using a disguise kit, forgery kit, thieves’ tools, or the skills
Deception, Sleight of Hand, or Stealth.
Twilight. You gain darkvision out to a range of 60 feet. If
you already have darkvision, your darkvision extends an
additional 60 feet.
War. Your weapon attacks deal an extra 1d4 damage.
At the DM’s option, you may choose an alternative
blessing effect, but it should be no more powerful than
those described above. The DM has final say on such a
blessing’s effect.

Feats
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Thief
You know how best to hide, and your nimble fingers let you
perform legerdemain. You gain the following benefits:
 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.
 As a bonus action, you can make a Dexterity (Sleight of
Hand) check, use thieves’ tools to disarm a trap or open a
lock, or take the Use an Object action.
If you have (or later gain) the Fast Hands feature (found
in the Thief roguish archetype in the rogue class), when you
use your action to make a Dexterity (Sleight of Hand)
check, use thieves’ tools to disarm a trap or open a lock, or
take the Use an Object action, you gain a +5 bonus to any
ability check you make during that action.
Continue on the next page.

Feats
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 If you are using the downtime activities described in
Xanathar’s Guide to Everything, when you engage in the
Crime downtime activity, you can attempt to rob one of the
wealthiest figures in the city (DC 30), provided you are in a
city or metropolis (population more than 6,000). A
successful heist earns you 5,000 gp.
In addition, when you engage in the Crime downtime
activity, you can make a fourth ability check: Dexterity
(Acrobatics), Dexterity (Sleight of Hand), or Intelligence
using a disguise kit or a forgery kit. If all four checks are
successful, you earn the full value of the loot plus one
magic item from a table in chapter 7, “Treasure,” of the
Dungeon Master’s Guide. The table the DM rolls on
depends on the DC you chose.

MAGIC ITEM
DC Loot Table
10 Magic Item Table A
15 Magic Item Table B
20 Magic Item Table C
25 Magic Item Table F
30 Magic Item Table G

Feats
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Toxicologist
Prerequisite: Proficiency with a poisoner’s kit
You have extensive training crafting and using poisons,
granting the following benefits:
 Increase your Dexterity or Intelligence score by 1, to a
maximum of 20.
 If you spend at least 30 minutes of a short or long rest
studying a sample of poison, you can make a DC 20
Intelligence check using a poisoner’s kit at the end of the
rest. On a success, you deduce whether it was brewed or
extracted from a creature, and (if the poison can be
crafted) you know how to reproduce it using a poisoner’s
kit. At the DM’s option, crafting certain poisons may
require exotic ingredients, the casting of particular spells,
or the use of a special workshop—such as an apothecary
lab.
 In the time it takes you to craft a single poison using a
poisoner’s kit, you can create a batch of two of the same
poison. You must expend raw materials for each poison
you create as normal.
 When you create a poison, you can change the DC of any
saving throw that a target subjected to the poison must
make to be equal to 8 + your proficiency bonus + your
Intelligence modifier.
 You have advantage on saving throws against the poisoned
condition, and you have resistance against poison damage.

Feats
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Alcohol Poisoning
Ale, beer, mead, wine, liquor, spirits, and other alcoholic
beverages can poison a creature.
Alcohol (Ingested). Keep track of the number of servings of
alcoholic beverages a creature consumes. A creature can
consume a number of alcoholic servings equal to its
Constitution modifier without ill effect. Each time a creature
consumes a serving of alcohol after reaching this alcohol
threshold, it must make a Constitution saving throw; the DC
equals 10 + the number of alcoholic servings consumed—the
count of alcoholic servings resets at the end of a long rest.
On a failed save, the creature is considered drunk and is
poisoned for 8 hours. If the creature becomes poisoned by
alcohol again, the duration of the poisoned condition is
cumulative; add 8 hours to the poisoned duration.
Each time the duration of alcohol poisoning increases, if
the total duration is 12 hours or more, the creature suffers
one level of exhaustion, and must succeed on a DC 20
Constitution saving throw or fall unconscious while poisoned
in this way. The creature wakes up if it takes damage or if
another creature takes an action to shake it awake.
While alcohol is technically a poison, it is typically created
using brewer’s supplies, rather than a poisoner’s kit.

Alcohol Poisoning
Back 42 Contents

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