5E Feats

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5E Feats

Book of Revised Feats


Book of Revised Feats

1
Classic Feats
Acrobat
How to Use This Book
You become more nimble, gaining the following benefits:
This compendium has several chapters: Increase your Dexterity score by 1, to a maximum of 20.
Classic Feats is an overhaul of all feats introduced in You gain proficiency in the Acrobatics skill. If you are
official Wizards of the Coast books, as well as feats from already proficient in the skill, you gain expertise in
Unearthed Arcana playtest documents. Acrobatics.
As a bonus action, you can make a DC 15 Dexterity
Racial Feats contains spells for a specific race. For ease (Acrobatics) check. If you succeed, nonmagical difficult
of use, the racial feats are broken into three chapters, for terrain (but not greater difficult terrain) doesn’t cost you
common, uncommon and rare races. extra movement until the end of the current turn.
Class Feats collect all feats that require a levels in a
specific class or access to a class feature. Actor
New Feats introduces new feats from third-party sources,
balanced against the overhauled classic feats. Skilled at mimicry and dramatics, you gain the following
Spell Focus Feats are intended for spellcasters who benefits:
specialize in a specific spell that becomes more powerful. Increase your Charisma score by 1, to a maximum of 20.
Feat Icons
You have advantage on Charisma (Deception) and
Charisma (Performance) checks when trying to create a
Advanced Feats with a or icons can only be taken if false impression of yourself to someone who doesn't know
your character level is equal or higher than the icon value. you, or pass yourself off as a different person to someone
who is not familiar with the person you are impersonating.
Uncommon Feats with a cannot be taken at character You have advantage on Wisdom (Insight) checks to tell if a
creation. They can to be learned through training, or person is creating a false impression of himself, or acting
granted access by organizations within the game. Once you off as a different person.
gain access to an Uncommon Feat, you can exchange any of You can mimic the speech of another person or the
your feats with an Uncommon feat for 1 month of sounds made by other creatures. You must have heard the
downtime. person speaking, or heard the creature make the sound,
for at least 10 minutes. A successful Wisdom (Insight)
Rare Feats with a icon are rewards for completing a check contested by your Charisma (Deception) check
campaign or a great achievement in the current campaign, allows a listener to determine that the effect is faked.
and are among the most powerful feats with few limit or
balance considerations. However, the reward grants the Alert
right to one player in the party to take that feat, once. Prerequisite: proficiency in Perception.
Banned Feats
Always on the lookout for danger, you gain the following
The following feats are removed: benefits:
Great Weapon Master is pending a rewrite. Increase your Wisdom score by 1, to a maximum of 20.
You gain a bonus to initiative equal to 2 + your proficiency
modifier.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls as a
result of being hidden from you.

2
Animal Handler When wearing medium armor, the maximum Dexterity
modifier to AC you can apply increases to 3, instead of 2.
You master the techniques needed to train and handle
animals. You gain the following benefits. Armor Mastery (Heavy)
Increase your Wisdom score by 1, to a maximum of 20. Prerequisite: Strength of 15 or higher, proficiency with
You gain proficiency in the Animal Handling skill. If you medium armor
are already proficient in the skill, you gain expertise in You have trained how to protect yourself wearing heavy
Animal Handling. armor to gain the following benefits:
You can use a bonus action on your turn to command one
friendly beast within 60 feet to follow your command for Increase your Strength or Constitution score by 1, up to a
one minute, such as to guard a particular area, move to maximum of 20.
specific location or perform an action it is capable of. You gain proficiency with heavy armor, if you don't already
Unless the beast is trained as your companion, you must have it.
make a DC 15 Wisdom (Animal Handling) check to make Wearing heavy armor doesn't impose disadvantage on
it fight for you or risk its health in any other way. Dexterity (Stealth) checks.
When wearing heavy armor, bludgeoning, slashing and
Arcanist piercing damage you take is reduced by your Constitution
You study the arcane arts, gaining the following benefits: modifier (minimum of 3).
You can take long rest while wearing heavy armor.
Increase your Intelligence score by 1, to a maximum of 20. However at the end of the long rest, you do not recover
You gain proficiency in the Arcana skill. If you are already Exhaustion, and you recover hit points equal to half your
proficient in the skill, you gain expertise in Arcana. maximum hit points rather than all lost hit points.
You learn the prestigitation cantrip, as well as the detect
magic and identify spells. You can cast each spell once Athlete
without expending a spell slot or needing a material You have undergone extensive physical training to gain the
component, and you regain the ability to do so when you following benefits:
finish a long rest.
Increase your Strength, Dexterity, or Constitution score by
Armor Mastery (Light) 1, to a maximum of 20.
Prerequisite: Dexterity of 13 or higher You gain proficiency in the Acrobatics or Athletics skill.
You ignore the effect of Exhaustion as long as you have
You have trained how to protect yourself wearing light armor exactly one level of Exhaustion.
to gain the following benefits: When you are prone, standing up uses only 10 feet of your
movement and you add +5 to checks to stand up without
Increase your Strength or Dexterity score by 1, up to a provoking an opportunity attack.
maximum of 20. You gain a swimming and climbing speed equal to your
You gain proficiency with light armor, if you don't already walking speed.
have it. You count as if you were one size larger for the purpose of
If you aren't incapacitated, you can use your reaction and determining your carrying capacity.
add a +2 bonus to one Dexterity saving throw you make
against a spell or other harmful effect that targets only Blade Mastery
you.
You can use your bonus action to protect yourself with the You master the shortsword, longsword, scimitar, rapier, and
padded parts of your body, gaining a +1 bonus to your AC greatsword. You gain the following benefits when using any of
until your next turn. them:
Armor Mastery (Medium) You gain a +1 bonus to attack rolls you make with the
weapon.
Prerequisite: Strength of 13 or higher, proficiency with light On your turn, you can use your reaction to assume a
armor parrying stance, provided you have the weapon in hand.
Doing so grants you a +1 bonus to your AC until the start
You have trained how to protect yourself wearing medium of your next turn or until you're not holding the weapon.
armor to gain the following benefits: When you make an opportunity attack with the weapon,
you have advantage on the attack roll.
Increase your Strength or Dexterity score by 1, up to a
maximum of 20.
You gain proficiency with medium armor, if you don't
already have it.
Wearing medium armor doesn't impose disadvantage on
Dexterity (Stealth) checks.
When wearing medium armor, any slashing and piercing
damage you take from non-magical weapons is reduced by
2.

3
Brawler Increase your Strength or Constitution by 1, to a
maximum of 20.
Prerequisite: Strength 13 or higher Difficult terrain and opportunity attacks that hit you do not
cancel your charge. Failing on a Charge check does not
Accustomed to rough-and-tumble fighting using whatever provoke opportunity attack from your target.
weapons happen to be at hand, you gain the following When you Strike after a Charge and you beat the AC of
benefits: your target by 5 or more, you deal one extra weapon die of
damage.
Increase your Strength or Constitution by 1, to a When you Slam after a Charge and you succeed on the
maximum of 20. Shove action by 5 or more, you both shove your target
Your unarmed strike uses a d4 for damage. If your target twice the normal distance then knock it prone.
is Pinned, prone or next to a hard surface your unarmed When you Tackle after a Charge and you succeed on the
strikes use d6 for damage. opposed Grapple check by 5 or more, the target is both
You are proficient with all improvised weapons. Attacks Grappled and Restrained.
with improvised weapons use d6 for damage and have the
versatile (d8) property. Chef
When you hit a creature with an unarmed strike or
improvised weapon on your turn, you can use a bonus Time and effort spent mastering the culinary arts has paid
action to attempt to grapple the target. off. You gain the following benefits:
Burglar Increase your Constitution or Wisdom by 1, to a
maximum of 20.
You pride yourself on your quickness and your close study of You gain proficiency with Cooking and Brewing Craft if
certain clandestine activities. You gain the following benefits: you don't already have it.
Increase your Dexterity score by 1, to a maximum of 20. As an action, you can inspect a drink or plate of food
You become proficient in Thieves' Tools and Trapmaking within 5 feet of you and determine whether it is poisoned,
provided that you can see and smell it.
Craft if you aren't already. You gain Criminal Underworld As part of a short rest, you can prepare special treats,
Lore. provided you can spice the contents of a single ration. You
You double your proficiency bonus on any check that can prepare enough a number of treats equal to 2 + your
involves unlocking doors and containers, disabling traps proficiency bonus. At the end of the short rest, for each
and interacting with unattended objects without drawing treat eaten any creature can spends one Hit Dice to regain
unnecessary attention or making noise. hit points equal to the maximum value that can be rolled.
If you are hidden, you can move up to 10 feet in the open These treats expire their savory taste after the short rest.
without revealing yourself if you end the move in a With one hour of work or when you finish a long rest, you
position where you benefit of any cover. You cannot pass can spend the contents of one ration and prepare a
through difficult terrain or interact with objects as part of number of compact treats equal to your proficiency bonus.
your move. These special treats last 8 hours after being made. A
You can use your bonus action to use the Dexterity creature can use a bonus action to eat one of those treats
(Sleight of Hand) check to interact with a small object (up to gain temporary hit points equal to the half value of one
to DM's clarification) carried or worn by a creature within of their Hit Dice (rounded up), without adding
5 feet from you. You cannot do this if the creature wields Constitution modifier to that value.
the object or you need to make an additional interaction
(such as open its purse). Crossbow Expert
Burly Thanks to extensive practice with the crossbow, you gain the
following benefits:
You become stronger, gaining the following benefits:
Increase your Strength score by 1, to a maximum of 20. You ignore the loading quality of crossbows with which
you are proficient.
You gain proficiency in the Athletics skill. If you are Being within 5 feet of a hostile creature doesn't impose
already proficient in the skill, you gain expertise in disadvantage on your ranged attack rolls with crossbows.
Athletics. When you use the Attack action and attack with a one-
When you deal damage to a creature you are grappling, handed melee weapon, you can use a bonus action to
you deal 2 additional bludgeoning damage. attack with a hand crossbow you wield in your off hand.
You can use your Strength (Athletics) instead of Dexterity When a weapon requires ammunition, you don’t need a
(Acrobatics) to attempt to Tumble Through hostile free hand to retrieve the ammunition.
creatures.
Charger
You've become a master of charging headlong into combat,
improving the rules of the Charge action (pg. 7). You gain the
following benefits:

4
Crusher Diplomat
You are practiced in the art of crushing your enemies, You master the arts of diplomacy, gaining the following
granting you the following benefits: benefits:
Increase your Strength or Constitution by 1, to a Increase your Charisma score by 1, to a maximum of 20.
maximum of 20. You gain proficiency in the Persuasion skill. If you are
Once per turn, when you hit a creature with an attack that already proficient in the skill, you gain expertise in
deals bludgeoning damage, you can move it 5 feet to an Persuasion.
unoccupied space, provided the target is no more than If you spend 1 minute talking to someone who can
one size larger than you. This movement doesn't provoke understand what you say, you can make a Charisma
opportunity attacks. If the creature had not moved during (Persuasion) check against its Passive Insight. If you or
its previous turn it can attempt to brace against being your companions are fighting the creature, your check
moved by using its reaction and attempting a Strength automatically fails. If your check succeeds, the target is
saving throw against DC 8 + your proficiency bonus + your charmed by you as long as it remains within 60 feet of you
Strength modifier. and for 1 minute thereafter, and until you or your
You can use your reaction to move 5 feet into the space a companions make a hostile action against it.
creature had vacated as part of being moved against its
will such as Shoved or by your attack that deals Dual Wielder
bludgeoning damage. You master fighting with two weapons, gaining the following
When you score a critical hit that deals bludgeoning benefits:
damage to a creature, the creature is dazed by the blow.
Its movement is halved, and it can make only one attack Increase your Dexterity by 1, to a maximum of 20.
with its action, and cannot use bonus action or reactions. You gain a +1 bonus to AC while you are wielding a
At the end of each of its turns, the creature can attempt a separate melee weapon in each hand.
Constitution saving throw against DC 8 + your proficiency You can use two-weapon fighting even when the one-
bonus + your Strength modifier to recover. handed melee weapons you are wielding aren't light.
You can still grapple creatures even when you are wielding
Defensive Duelist a separate weapon in each hand.
Prerequisites: Dexterity 13 or higher When you use your reaction to make an opportunity
attack, you can make one attack with each weapon you are
When you are wielding a finesse weapon with which you are holding.
proficient and hostile creature hits you with a melee attack,
you can use your reaction to add your proficiency bonus to Escape Artist
your AC for that attack, potentially causing the attack to miss. You master the martial art of breaking grapple locks and
If this causes the attack to miss you then you may instantly holds, as long as you aren't fully pinned down. You gain the
make a single melee weapon attack against the creature. following benefits:
Delver Increase your Strength or Dexterity by 1, to a maximum of
Alert to the hidden traps and secret doors found in many 20.
dungeons as well as hazards that could harm you or your When you use your action to Escape being grappled or
allies, you gain the following benefits: restrained, you have advantage on the Strength (Athletics)
or Dexterity (Acrobatics) check you make.
Increase your Dexterity or Intelligence score by 1, to a You can use your reaction to Help a friendly creature
maximum of 20. within 5 feet from you Escape being grappled, restrained
You have advantage on Wisdom (Perception) and or pinned by a hostile creature.
Intelligence (Investigation) checks made to detect the When you Escape a grapple, you can use your reaction to
presence of hidden traps, potential natural hazards with make a one unarmed strike or strike with a Light weapon,
effect similar to traps, secret doors or compartments. or a Grapple check against the same creature.
You have advantage on saving throws made to avoid or
resist traps or natural hazards with effects similar to Elemental Adept
traps. You can spend your reaction bestow a friendl Prerequisites: The ability to cast at least one spell
creature within 5 feet from you the same beenfit.
You have advantage on Dexterity and Intelligence checks When you gain this feat, choose one of the following damage
to disable traps. types: acid, cold, fire, lightning, or thunder. Spells you cast
You have resistance to bludgeoning, percing and slashing ignore resistance to damage of the chosen type.
damage dealt by traps. In addition, when you roll damage for a spell you cast that
deals damage of that type, you can treat any 1 or 2 on a
damage die as a 3.
You can select this feat multiple times. Each time you do
so, you must choose a different damage type.

5
Eldritch Adept When you hit with an opportunity attack using a flail, the
target must succeed on a Strength saving throw (DC 8 +
Prerequisites: Spellcasting or Pact Magic feature your proficiency bonus + your Strength modifier) or be
knocked prone.
Studying occult lore, you have unlocked eldritch power within
yourself: you learn one Eldritch Invocation option of your Grappler
choice from the warlock class. If the invocation has a Prerequisite: Strength 13 or higher
prerequisite, you can choose that invocation only if you're a
warlock and only if you meet the prerequisite. Whenever you You’ve developed the skills necessary to hold your own in
gain a level, you can replace the invocation with another one close-quarters grappling. You gain the following benefits:
from the warlock class.
You have advantage on Attack rolls against a creature you
Empathic are Grappling.
You possess keen insight into how other people think and When you succeed on a Grapple check against a creature
feel. You gain the following benefits: to Grapple, Restrain or Pin, you may also deal your
unarmed attack damage to the creature.
Increase your Wisdom score by 1, to a maximum of 20. When a creature provokes an attack of opportunity from
You gain proficiency in the Insight skill. If you are already you and you have a free hand, you may attempt an
proficient in the skill, you gain expertise in Insight. opposed Grapple check at disadvantage instead of
You can use your bonus action to try to get uncanny attacking.
insight about one humanoid you can see within 30 feet of
you that you have observed for at least 1 minute. Make a Healer
Wisdom (Insight) check against its Passive Deception. If You are an able physician, allow you to mend wounds quickly
you fail, the target is immune to your attempts to read its and get your allies back in the fight. You gain the following
behavior for one hour. If your check succeeds, you have benefits:
advantage on one attack roll or ability check against the
target until the end of your turn. If the success on those Increase your Intelligence or Wisdom score by 1, to a
checks provoke the creature to make a Wisdom saving maximum of 20.
throw to resist to act in a specific way, the saving throw is When you use a healer's kit to stabilize a dying creature,
made at disadvantage. that creature also regains 1 hit point and also suffers 1
level of Exhaustion.
Fell Handed You can spend 1 minute and spend one use of a healer's
You master the handaxe, battleaxe, greataxe, warhammer, kit to administer an emergency medication to a willing
and maul. You gain the following benefits when using any of creature that is not unconscious. The creature regains the
them: maximum amount of hit points it can regain from a hit die,
without spending a hit die. The creature cannot receive
You gain a +1 bonus to attack rolls you make with the such healing until it completes a short or long rest.
weapon.
Whenever you have advantage on a melee attack roll you Historian
make with the weapon and hit, you can knock the target Your study of history rewards you with the following benefits:
prone if the lower of the two d20 rolls would also hit the
target. Increase your Intelligence score by 1, to a maximum of 20.
Whenever you have disadvantage on a melee attack roll You gain proficiency in the History skill. If you are already
you make with the weapon, the target takes bludgeoning proficient in the skill, you gain expertise in History.
damage equal to your Strength modifier (minimum of 0) if When you take the Help action to aid another creature’s
the attack misses but the higher of the two d20 rolls ability check, you can make an Intelligence (History)
would have hit. check. The DC is 15 or higher for more esoteric
When you make an opportunity attack with the weapon knowledge (up to DM). On a success, that creature’s check
and it hits a creature wielding a shield, you knock the gains a bonus equal to your proficiency bonus, as you
target's shield momentarily. The creature doesn't benefit share pertinent advice and historical examples. To receive
from the +2 bonus to AC from its shield until the end of its this bonus, the creature must be able to understand what
next turn. you’re saying.
Flail Mastery
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 a flail.
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.

6
Inspiring Leader You can ably create written ciphers. Others can't decipher
a code you create unless you teach them, they succeed on
Prerequisite: Charisma 13 or higher an Intelligence check (DC equal to your Intelligence score
+ your proficiency bonus), or they use magic to decipher it.
You can spend 10 minutes inspiring your companions,
shoring up their resolve to fight. When you do so, all friendly Lucky
creatures (which can include yourself) within 30 feet of you Increase one ability score by 1, up to maximum of 20.
who can see or hear you and who can understand you gain Your uncanny luck generates one additional inspiration
temporary hit points equal to your level + your Charisma point for the party at the end of each session.
modifier. A creature can't gain temporary hit points from this For you, inspiration points gets a new use. You can spend
feat again until it has finished a short or long rest. inspiration point to force the DM to reroll one attack roll
The friendly creatures also gain a d4 morale die that can that would hit you or saving throw against spell or effect
be added to one attack roll that would miss making the attack cast by you, and you get to choose between the two resuts.
potentially hit, and if the attack hits the same amount is
added to damage. The morale die can also be added to one Mage Slayer
saving throw that would fail making it potentially succeed.
The morale die is lost when the friendly creature or their You have practiced techniques useful in melee combat
leader falls unconscious, or at the end of a combat. against spellcasters, gaining the following benefits:
Investigator When a creature within 30 feet of you casts a spell, you
can use your reaction to make a weapon attack against
You have an eye for detail and can pick out the smallest clues. that creature if it is in reach of your weapon. If that attack
You gain the following benefits: hits, the target creature must make a Constitution saving
Increase your Intelligence score by 1, to a maximum of 20. throw in order to successfully cast the spell. The DC
You gain proficiency in the Investigation skill. If you are equals 10 or half of the damage the creature takes from
already proficient in the skill, you gain expertise in the attack, whichever is higher. If the creature fails its
Investigation. saving throw, the spell fails and has no effect. If the
Whenever you make a Intelligence (Investigation) check to creature succeeds on its saving throw, the spell is cast as
Search, treat a roll of 7 or lower on the d20 as an 8. normal.
You can take the Search action as a bonus action. When you damage a creature that is concentrating on a
spell, that creature has disadvantage on the saving throw
Keen Mind it makes to maintain its concentration.
You can use your reaction to gain advantage on a saving
You have a mind that can track time, direction, and detail theow against a spell cast by a creature within 30 feet of
with uncanny precision. You gain the following benefits: you that you can see.
Increase your Intelligence score by 1, to a maximum of 20. Magic Initiate
You always know which way is north and the number of
hours left before the next sunrise. Choose a class: bard, cleric, druid, sorcerer, warlock, or
The time needed to read or learn information, or add new wizard. You learn two cantrips of your choice from that
spells to a spellbook is halved. class's spell list.
You can accurately recall anything you have seen or heard In addition, choose one 1st-level spell from that same list.
within the past week. This includes the contents of a scroll You learn that spell and can cast it at its lowest level. Once
or spellbook, but they can be only used to be scribed into you cast it, you must finish a long rest before you can cast
another spellbook. it again using this feat. You may choose to exchange one
You have advantage on any Intelligence checks to recall cantrip gained from this feat for an additional 1st-level
information about creatures, places, events, spells, or spell from the same list that you can cast that way.
rituals you've ever learned about. Your spellcasting ability for these spells depends on the
class you chose: Charisma for bard, sorcerer, paladin or
Linguist warlock; Wisdom for cleric, druid or ranger; or
You have studied languages and their use to hide information Intelligence for wizard.
or manipulate others, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn two languages of your choice plus a number of
additional languages equal to your intelligence modifier.
Whenever your intelligence modifier increases, you can
choose to learn another language.
You can add your Intelligence modifier to all Charisma
checks made while conversing with a creature in its native
tongue, other than common language.

7
Martial Adept Menacing
You have martial training that allows you to perform special You become fearsome to others, gaining the following
combat maneuvers. You gain the following benefits: benefits:
You learn two maneuvers of your choice from among Increase your Charisma score by 1, to a maximum of 20.
those available to the Battle Master archetype in the You gain proficiency in the Intimidation skill. If you are
fighter class. If a maneuver you use requires your target to already proficient in the skill, you gain expertise in
make a saving throw to resist the maneuver's effects, the Medicine.
saving throw DC equals 8 + your proficiency bonus + When you take the Attack action on your turn, you can
your Strength or Dexterity modifier (your choice). replace one attack with an attempt to demoralize one
If you have superiority dice, you add one more to your humanoid you can see within 30 feet of you that can see
existing pool; otherwise, you have two superiority dice, and hear you. Make a Charisma (Intimidation) check
which are a d6. This die is used to fuel your maneuvers. A against target's Passive Insight. If your check succeeds,
superiority die is expended when you use it. You regain the target is frightened until the end of your next turn. If
your expended superiority dice when you finish a short or your check fails, the target can’t be frightened by you in
long rest. this way for 1 hour.
Master of Disguise Metamagic Adept
Increase your Wisdom or Charisma score by 1, to a Prerequisites: Spellcasting or Pact Magic feature
maximum of 20.
You gain proficiency with the Disguise and Camouphlage You've learned how to exert your will on your spells to alter
Craft. how they function. You gain the following benefits:
If you spend 10 minute observing a non-hostile creature, You learn two Metamagic options of your choice from the
you learn its mannerism and can appeal to its preferences sorcerer class. You can use only one Metamagic option on
when making a first impression. You have advantage to a spell when you cast it, unless the option says otherwise.
any Wisdom (Insight) and Charisma (Deception or Whenever you gain a level, you can replace one of your
Persuasion) checks with observed creature that meets you Metamagic options with another one from the sorcerer
for the first time and understand the language you are class.
speaking in. The time spent interacting with the creature You gain 2 sorcery points to spend on Metamagic (these
counts as observing it, learning additional information points are added to any sorcery points you have from
about its behavior and intent, as long as not kept secret. another source but can be used only on Metamagic). You
If you spend 1 hour observing a creature and its behavior, regain all spent sorcery points when you finish a long rest.
you can then spend 8 hours crafting a disguise you can
quickly don to mimic that creature. Your disguise will not Mobile
pass a closer inspection or fool creatures familiar with the
exact individual you mimic who can see or hear you speak You are exceptionally speedy and agile. You gain the following
without mimicing its voice and sounds as well. You must benefits:
use a disguise kit but may need additional resources (such
as animal pelt to fool a beast you are hunting). You must Your speed increases by 10 feet.
make checks as normal to disguise yourself, but you can When you use the Dash action, difficult terrain (but not
assume the disguise as an action. greater difficult terrain) doesn't cost you extra movement
on that turn.
Medic When you make a melee attack against a creature,
opportunity attacks from that creature suffer from a
You master the physician’s arts, gaining the following disadvantage for the rest of the turn, whether you hit or
benefits: not.
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 gain expertise in
Medicine.
During a short rest, you can clean and bind the wounds of
up to six willing beasts and humanoids. Spend one use of
healer's kit and make a DC 15 Wisdom (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.

8
Mounted Combatant Performer
You are a dangerous foe to face while mounted. While you are You master performance so that you can command any stage.
mounted and aren't incapacitated, you gain the following You gain the following benefits:
benefits:
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on melee attack rolls against any You gain proficiency in the Performance skill. If you are
unmounted creature that is smaller than your mount. already proficient in the skill, you gain expertise in
If you both enter and leave the reach of one unmounted Performance.
creature as part of your move, that unmounted creature You can use the Perform action to relay hidden
has disadvantage to opportunity attacks against you and information to allies who are proficient in Performance
your mount when leaving its reach. and understand thieves' cant.
You can force an attack targeted at your mount to target You can Perform as a bonus action.
you instead. While performing outside of combat, you can try to
If your mount is subjected to an effect that allows it to distract one humanoid you can see who can see and hear
make a Dexterity saving throw to take only half damage, it you. Make a Charisma (Performance) check against its
instead takes no damage if it succeeds on the saving Passive Insight. If your check succeeds, you grab the
throw, and only half damage if it fails. humanoid’s attention enough that it makes Wisdom
(Perception) and Intelligence (Investigation) checks with
Naturalist disadvantage until you stop performing. If the distracted
Your extensive study of nature rewards you with the following humanoid is attacked while you perform, it rolls Initiative
benefits: with disadvantage and is considered surprised.
Increase your Intelligence score by 1, to a maximum of 20. Piercer
You gain proficiency in the Nature skill. If you are already You have achieved a penetrating precision in combat,
proficient in the skill, you gain expertise in Nature. granting you the following benefits:
You learn the druidcraft and detect poison and disease
spells. You can cast detect poison and disease once Increase your Strength or Dexterity by 1, to a maximum of
without expending a spell slot, and you regain the ability 20.
to do so when you finish a long rest. Once per turn, when you hit a creature with an attack that
deals piercing damage, you can reroll one of the attack's
Observant damage dice, and you must use the new roll.
Quick to notice details of your environment, you gain the When you score a critical hit that deals piercing damage
following benefits: to a creature, you can roll one additional damage die when
determining the extra piercing damage the target takes.
Increase your Intelligence or Wisdom by 1, to a maximum You can then choose to lodge your weapon into the
of 20. creature's body. If you choose so, you release weapon if
You ignore the effect of dim light when making a Wisdom you were wielding it, and it remains in the creature's body.
(Perception) check. At the start of the creature's turn, it takes damage equal to
If you can see a creature's mouth while it is speaking a the weapon's damage die. You can reroll one of the
language you understand, you can interpret what it's attack's damage dice of the lodged weapon, and you must
saying by reading its lips. use the new roll. The creature can dislodge and the
You have a +5 bonus to your passive Wisdom (Perception) weapon with two free hands and a Strength saving throw
and passive Intelligence (Investigation) scores if you spend against saving throw against DC 8 + your proficiency
1 minute or longer carefully observing a location, a bonus + your Strength modifier. Every time it attempts to
creature on an object. dislodge it, it first takes damage equal to the weapon's
damage die, and you cannot reroll that damage.
Perceptive
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 gain expertise in
Perception.
Being in a lightly obscured area doesn’t impose
disadvantage on your Wisdom (Perception) checks and
Passive Perception if you can both see and hear.
If you are Blinded but not Deafened, your attack rolls do
not suffer from disadvantage from the Blinded condition.

9
Poisoner Ritual Caster
You can prepare and deliver deadly poisons, granting you the Prerequisites: Intelligence or Wisdom 13 or higher
following benefits:
You have learned a number of spells that you can cast as
When you make a damage roll that deals poison damage, rituals. These spells are written in a ritual book, which you
it ignores resistance to poison damage. must have in hand while casting one of them.
You can apply poison to a weapon or piece of ammunition When you choose this feat, you acquire a ritual book
as a bonus action, instead of an action. holding two 1st-level spells of your choice. Choose one of the
You gain proficiency with the poisoner's kit if you don't following classes: bard, cleric, druid, sorcerer, warlock, or
already have it. With one hour of work using a poisoner's wizard. You must choose your spells from that class's spell
kit and expending 50 gp worth of materials per single list, and the spells you choose must have the ritual tag. The
dose, you can create a number of doses of potent poison class you choose also determines your spellcasting ability for
up to your proficiency bonus. Once applied to a weapon or these spells: Charisma for bard, sorcerer, or warlock; Wisdom
piece of ammunition, the poison retains its potency for 1 for cleric or druid; or Intelligence for wizard.
minute or until you hit with the weapon or ammunition. If you come across a spell in written form, such as a
When a creature takes damage from the coated weapon magical spell scroll or a wizard's spellbook, you might be able
or ammunition, that creature must succeed on a to add it to your ritual book. The spell must be on the spell
Constitution saving throw against DC 12 + your list for the class you chose, the spell's level can be no higher
proficiency modifier, or take 2d8 poison damage and than half your level (rounded up), and it must have the ritual
become poisoned for 1 minute. The poisoned creature can tag. You can also add ritual spells to your ritual book that you
repeat the Constitution saving throw at the end of each of observe cast by a friendly creature that allows you to study
its turns, ending the condition on a success. On a failure, and learn from their ritual. If you do so, make an Arcana
the creature takes 1d8 poison damage and remains check using your spellcasting ability against DC equal to 15 +
poisoned. The initial poison damage increases to 3d8 at the level of the ritual spells.
9th level, 4d8 on 13th level, and 5d8 at 16th level. 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
Polearm Master cost represents material components you expend as you
You can keep your enemies at bay with reach weapons. You experiment with the spell to master it, as well as the fine inks
gain the following benefits: you need to record it.
When you take the Attack action and attack with only a Sentinel
glaive, halberd, pike, quarterstaff or spear that you hold in
both hands, you can use a bonus action to make a melee You have mastered techniques to take advantage of every
attack with the opposite end of the weapon; this attack drop in any enemy's guard, gaining the following benefits:
uses the same ability modifier as the primary attack. The When you hit a creature with an opportunity attack, the
weapon's damage die for this attack is a d4, and the attack creature's speed becomes 0 for the rest of the turn.
deals bludgeoning damage. Creatures provoke opportunity attacks from you even if
While you are wielding a glaive, halberd, pike, quarterstaff they take the Disengage action before leaving your reach.
or spear in both hands, other creatures provoke an When a creature within 5 feet of you makes an attack
opportunity attack from you when they enter your reach. against a target other than you (and that target doesn't
Quick-Fingered have this feat), you can use your reaction to make a melee
weapon attack against the attacking creature.
Your nimble fingers and agility let you perform sleight of
hand. You gain the following benefits: Shadow Touched
Increase your Dexterity score by 1, to a maximum of 20. Your exposure to the Shadowfell's magic has changed you,
You gain proficiency in the Sleight of Hand skill. f you are granting you the following benefits:
already proficient in the skill, you gain expertise in Sleight Increase your Intelligence, Wisdom, or Charisma by 1, to
of Hand. a maximum of 20.
You can make two free item interactions on your turn You learn the invisibility spell and one 1st-level spell of
instead of one. your choice. The 1st-level spell must be from the illusion
As a bonus action, you can make a Dexterity (Sleight of or necromancy school of magic. You can cast each of
Hand) check to plant something on someone else, conceal these spells without expending a spell slot. Once you cast
an object on a creature, lift a purse, or take something either of these spells in this way, you can't cast that spell in
from a pocket. this way again until you finish a long rest. You can also
Resilient cast these spells using spell slots you have of the
appropriate level. The spells' spellcasting ability is the
Increase one ability score by 1, to a maximum of 20. ability increased by this feat.
You gain proficiency in saving throws using the chosen
ability.

10
Sharpshooter Skilled
You have mastered ranged weapons and can make shots that You have a knack for learning new things. You gain the
others find impossible. You gain the following benefits: following benefits:
When attacking with a ranged weapon, the short range of Increase one attribute by 1, to a maximum of 20.
your ranged weapon is doubled. You gain proficiency in one skill of your choice related to
Your ranged weapons ignore half cover and creatures that attribute you increased.
benefiting from three-quarters cover increase their AC by You gain proficiency in two Lores or Crafts of your choice.
+2 instead of +5. Choose one skill in which you have proficiency other than
If your target hasn't used any of its movement during its the one gained from this feat. You gain expertise with that
previous turn or hasn't been moved from its previous skill, which means your proficiency bonus is doubled for
position, you can spend your full movement to stand still any ability check you make with it. The skill you choose
and hold your breath to aim with a ranged weapon. Until must be one that isn't already benefiting from a feature,
the end of this turn, your next ranged weapon attack such as Expertise, that doubles your proficiency bonus.
against that target within short range benefits from
advantage. Skulker
Shield Master Prerequisites: Dexterity 13 or higher
You use shields not just for protection but also for offense. You are expert at slinking through shadows. You gain the
You gain the following benefits while you are wielding a following benefits:
shield: You have advantage on any checks to Hide when you are
You gain proficiency with shields, if you don't already have at least heavily obscured or benefit from three-quarters
it. cover
You can use a bonus action to try to shove a creature You can attempt to Hide if you are only lightly obscured or
within 5 feet of you with your shield. If you succeed by 5 benefit from half cover.
or more, te creature also suffers disadvantage to its first When you are Hidden from a creature and miss it with a
attack on its next turn. ranged weapon attack, making the attack doesn't reveal
If you aren't incapacitated, you can add your shield's AC your position.
bonus to any Dexterity saving throw you make against a Dim light doesn't impose disadvantage on your attack rolls
spell or other harmful effect that targets only you. or Wisdom (Perception) checks relying on sight.
If you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you can Slasher
use your reaction to take no damage if you succeed on the You've learned where to cut to have the greatest results,
saving throw, interposing your shield between yourself granting you the following benefits:
and the source of the effect.
If you have the Spellcasting or Pact Magic feature, you can Increase your Strength or Dexterity by 1, to a maximum of
use a shield as a spellcasting focus. 20.
Once per turn when you hit a creature with an attack that
Silver-Tongued deals slashing damage, you can reduce the speed of the
You develop your conversational skill to better deceive others. target by 10 feet until the start of your next turn.
You gain the following benefits: When you score a critical hit that deals slashing damage
to a creature, you grievously wound it. Every time the
Increase your Charisma score by 1, to a maximum of 20. creature uses its movement or uses its action, it loses 1d4
You gain proficiency in the Deception skill.If you are hit points. The creature can stop the bleeding with two
already proficient in the skill, you gain expertise in free hands and a DC 10 Wisdom (Medicine) check, or
Deception. succeed on a Constitution saving throw against DC 8 +
As a bonus action, you can attempt to deceive one your proficiency bonus + your Strength modifier to stop
humanoid you can see within 30 feet of you that can see bleeding.
and hear you. Make a Charisma (Deception) check against
its Passive Insight. If your check succeeds, choose one:
the creature has disadvantage against any other creature
other than you; or your movement doesn’t provoke
opportunity attacks from the creature. The benefits last
until the start of your next turn. If your check fails, the
target can’t be deceived by you in this way for 1 hour.

11
Spear Mastery Tandem Tactician
Though the spear is a simple weapon to learn, it rewards you Your presence in a scrap tends to elevate your comrades. You
for the time you have taken to master it. You gain the gain the following benefits:
following benefits:
Increase your Wisdom or Charisma score by 1, to a
You gain a +1 bonus to attack rolls you make with a spear. maximum of 20.
When you use a spear, its damage die changes from a d6 You can use the Help action as a bonus action if you aid an
to a d8, and from a d8 to a d10 when wielded with two ally within 5 feet.
hands. This benefit has no effect if another feature has When you use the Help action to aid an ally in attacking a
already improved the weapon's die. creature, increase the range of the Help action by 10 feet.
As a bonus action on your turn, you can increase your
reach with a spear by 5 feet for the rest of your turn. Telepathic
You can set your spear to receive a charge. As a bonus You awaken the ability to mentally connect with others and
action, choose a creature you can see that is at least 20 manipulating items with simple thought. You gain the
feet away from you. If that creature moves within your following benefits:
spear's reach on its next turn, you can make a melee
opportunity attack against it with your spear as a reaction. Increase your Intelligence score by 1, to a maximum of 20.
If the attack hits, the target takes an extra 1d8 piercing You gain proficiency in one skill of your choice from the
damage, or an extra 1d10 piercing damage if you wield following list: Deception, Insight, Intimidation, or
the spear with two hands. Persuasion.
You can communicate telepathically with any creature you
Spell Sniper can see within 30 feet of you. If it understands at least one
Prerequisite: The ability to cast at least one spell language, it can respond to you telepathically.
You learn the mage hand cantrip. You can cast it without
You have learned techniques to enhance your attacks with verbal or somatic components, and you can make the
certain kinds of spells, gaining the following benefits: spectral hand invisible.
You get a +1 bonus to ranged spell attack rolls. Theologian
Your ranged weapons ignore half cover and creatures
benefiting from three-quarters cover increase their AC by Your extensive study of religion rewards you with the
+2 instead of +5. following benefits:
You learn one cantrip that requires an attack roll. Choose Increase your Intelligence score by 1, to a maximum of 20.
the cantrip from the bard, cleric, druid, sorcerer, warlock, You gain proficiency in the Religion skill. If you are already
or wizard spell list. Your spellcasting ability for this proficient in the skill, you gain expertise in Religion.
cantrip depends on the spell list you chose from: You learn the thaumaturgy cantrip, and the detect evil and
Charisma for bard, sorcerer, and warlock; Wisdom for good and protection from evil and good spells. You can
cleric or druid; or Intelligence for wizard. cast each spell once without expending a spell slot, and
Stealthy you regain the ability to do so when you finish a long rest.
You know how best to hide. You gain the following benefits: Tough
Increase your Dexterity score by 1, to a maximum of 20. Hardy and resilient, you gain the following benefits:
You gain proficiency in the Stealth skill. If you are already
proficient in the skill, you gain expertise in Stealth. Increase your Consitution score by 1, to a maximum of 20.
Passive Stealth provided by covers and obscurity is Your hit point maximum increases by an amount equal to
increased by a bonus equal to your proficiency modifier. your level when you gain this feat. Whenever you gain a
While hidden, you can move up to your full speed without level thereafter, your hit point maximum increases by an
getting spotted as long as you benefit from light obscurity additional hit point.
such as dark shadows. When you roll a Hit Die to regain hit points, the minimum
number of hit points you regain from the roll equals twice
Superior Attacker your Constitution modifier (minimum of 2).
You have advantage on rolls to resist alcohol, simple
You are have a keen eye for enemy weaknesses in combat and poisons and common disease.
dealing vicious wounds, and gain the following benefits: You roll a success on a Death Save if you roll 9 or higher.
Increase your Strength or Dexterity score by 1, to a
maximum of 20.
Once per turn when you hit a creature with a weapon
attack, you may reroll the weapon’s damage dice again
and use either total. On a critical hit, you may also reroll
all extra damage dice.

12
Trapper
You have spent time hunting creatures and honed your skills,
gaining the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You learn the hunter's mark spell. You can cast it twice as
a 1st level spell without expending a spell slot, and you
must finish a long rest before you can cast it in this way
again. You can also cast the spell using any spell slots you
have. Wisdom is your spellcasting ability for this spell.
You have advantage on Wisdom (Survival) checks to track
and hunt beasts and other creatures with Intelligence
score 8 or lower.
You have advantage on any checks to skin, extract and
preserve precious organs from creatures you have
researched for at least a week of downtime, or hunted for
a week of downtime in your past.
War Caster
Prerequisites: 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 Master
You have practiced extensively with a variety of weapons,
gaining the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of
20.
You gain proficiency with all simple or martial weapons.
You learn one Fighting Style from the Fighter class. You
can't choose a Fighting Style twice, regardless of where
you gain it from.

13
Racial Feats for Common Races
Human Grudge-Bearer
Prerequisites: Dwarf
Everybody's Friend
You have a deep hatred for a particular kind of creature.
Prerequisites: Human Choose your foes, a type of creature to bear the burden of
You develop your magnetic personality to ease your way your wrath: aberrations, beasts, celestials, constructs,
through the world. You gain the following benefits: dragons, elementals, fey, fiends, giants, monstrosities, oozes,
plants, or undead. Alternatively, you can choose two races of
Increase your Charisma score by 1, to a maximum of 20. humanoid (such as gnolls and orcs, and you need DM's
You gain proficiency in the Deception and Persuasion approval to choose prevalent races such as humans or elves)
skills, if you do not have them. that generally lean towards an alignment opposite to yours.
If you're already proficient in Deception and Persuasion You gain the following benefits:
skills, your proficiency bonus is doubled for any check you
make when interacting with non-hostile creatures who Increase your Strength, Constitution, or Wisdom by 1, to a
meet you for the first time, as long as they can see you and maximum of 20.
understand the language you are speaking in. Once they During the first round of any combat against your chosen
establish an opinion for you (either friendly or hostile), this foes, your attack rolls against any of them have advantage.
benefit no longer applies. When you hit your chosen foes with a melee weapon, you
deal +2 additional weapon damage to any of them. The
Human Determination additional damage increases to +3 on 9th level, and +4 on
16th level.
Prerequisites: Human When you score a critical hit against your chosen foe,
instead of adding additional dice to the attack the target of
You are filled with a determination that can draw the your attack has vulnerability to your damage.
unreachable within your reach. You gain the following When you bring your chosen foe to 0 hit points, you can
benefits: use your bonus action to make a battle cry. You gain
Increase one ability score of your choice by 1, to a temporary hit points equal to half the size of one of your
maximum of 20. hit dice (rounded up), and all other friendly creatures with
When you make an attack roll, an ability check, a saving the Grudge-Bearer feat have advantage to their next melee
throw, or a Death saving throw, you can roll a attack.
determination die that is d4 and add it to the result. Once
you use this ability, you can't use it again until you finish a Psychic Invasion
short or long rest. The determination die increases to d6 Prerequisite: Dwarves (duergar), Gith
at 11th level, and to d8 at 16th level.
You have learned to not only sense a creature's thoughts, but
Dwarf also how to infest it's brain with false realities. You gain the
following benefits:
Dwarven Fortitude Increase your Intelligence score by 1, to a maximum of 20.
Prerequisites: Dwarf You learn the minor illusion cantrip, using Intelligence as
your spellcasting ability.
You have the blood of dwarf heroes flowing through your You can cast the phantasmal force spell, requiring no spell
veins. You gain the following benefits: slot or components, and you must finish a long rest before
Increase your Constitution score by 1, to a maximum of you can cast it this way again. You can also cast this spell
20. using any spell slots you have of the appropriate level.
Whenever you take the Dodge action in combat, you can Intelligence is your spellcasting ability for this spell.
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).

14
Squat Nimbleness When the sun sets, you can spend one minute in a prayer
and feel the moon bolster your vitality. You may roll a d6,
Prerequisites: Dwarf or a Small race add your Wisdom modifier, and gain a number of
temporary hit points equal to the total (minimum of 1). If
You are uncommonly nimble for your race. the moon is full, you may roll a 2d6 instead. You lose any
Increase your Strength or Dexterity by 1, to a maximum of remaining temporary hit points when the sun rises.
20. Eladrin Magic
Increase your walking speed by 5 feet.
You gain proficiency in the Acrobatics or Athletics skill Prerequisite: Elf (eladrin) You can channel the influence of
(your choice). the Feywild to your body, manifesting in unique magical
When you take the Dodge action, attempts to Grapple you abilities depending on your current season. You gain the
are made at disadvantage. following benefits:
When you provoke an opportunity attack from a hostile Increase your Charisma score by 1, to a maximum of 20.
creature, that creature cannot choose to make a Grapple You learn to speak, read, and write Sylvan.
check against you. You learn the cantrip and 1st-level spell from the Eladrin
You have advantage on any Strength (Athletics) check you Magic table below that corresponds to your current
make to Tumble Through a hostile creature's space, and
you ignore disadvantage due to size difference. When you season. You can cast this spell once, requiring no spell slot
use your action or bonus action, you can Tumble Through or components, and you must finish a long rest before you
twice as part of your movement instead of once. Each can cast it this way again. You can also cast this spell
Tumble requires a separate check. using any spell slots you have of the appropriate level.
Charisma is your spellcasting ability for these spells.
Elf Eladrin Magic
Season Cantrip 1st-Level Spell
Acclimated
Autumn guidance disguise self
Prerequisite: Elf with the Sunlight Sensitivity trait
Winter fog cloud frost fingers*
More accustomed to life above ground, your tender eyes have Spring druidcraft cure wounds
overcome their sensitivities. You gain the following benefits:
Summer thaumaturgy burning hands
Increase your Intelligence or Wisdom score by 1, to a
maximum of 20. *-- This spell can be found in Icewind Dale: Rime of the
You gain proficiency with one of the following skills of Frostmaiden.
your choice: Insight, Investigation, or Perception.
You ignore the effects of your Sunlight Sensitivity trait. Elven Accuracy
Alu'Tel'Quessir Training Prerequisites: Elf or half-elf
Prerequisite: Elf (sea) You have received advanced training The accuracy of elves is legendary, especially that of elf
that heightens your senses and quickens your reflexes, archers and spellcasters. You have uncanny aim with attacks
reserved for only the most elite Alu'Tel'Quessir warriors. You that rely on precision rather than brute force. Choose an
gain the following benefits: attribute between Dexterity, Intelligence, Wisdom, or
Increase your Dexterity or Constitution score by 1, to a Charisma. You gain the following benefits:
maximum of 20. Increase your chosen attribute by 1, to a maximum of 20.
Your walking speed increases by 5 feet. Whenever you have advantage on an attack roll using your
You gain blindsight out to 5 feet. While you are submerged chosen attribute and you do not suffer from a penalty to
in water, your blindsight increases to 30 feet. attack rolls, you can reroll one of the dice once. You can
do this times twice until you complete a short or a long
Blessing of the Pale Lady rest. The number of uses increase to three at 6th level,
Prerequisite: Elf (moon) four at 11th level, and five at 16th level.
Whenever you roll damage with an attack using your
Your people have been granted power by the moon, and chosen attribute, you can reroll one die if the result was 1
through deep meditation you have unlocked even greater or 2, but you must keep the new roll.
lunar boons. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
The range of your darkvision increases to 120 feet while
you are able to see the moon.

15
Fade Away Shadow Dancer
Prerequisites: Gnome Prerequisite: Elf (shadar-kai)
Your people are clever, with a knack for illusion magic. You You learn an ancient fighting style of your people, attacking
have learned a magical trick for fading away when you suffer your enemies from all angles with a flurry of spiked chains.
harm. You gain the following benefits: You gain the following benefits:
Increase your Dexterity or Intelligence by 1, to a Increase your Dexterity or Strength score by 1, to a
maximum of 20. maximum of 20.
Immediately after you take damage, you can use a You gain proficiency with the spiked chain if you don't
reaction to magically become invisible until the end of already have it. A spiked chain is a martial melee weapon,
your next turn. If you are not immobilized you may also weighing 3 pounds and dealing 2d4 slashing damage on a
move 5 feet in any adjacent free space and become hit. A spiked chain has the finesse property when you
Hidden from all hostile creatures. You remain invisible wield it. It has the two-handed and reach properties, in
until you attack, deal damage, or force someone to make a addition to the following special property: When you hit a
saving throw. Once you use this ability, you can't do so creature with a spiked chain on your turn, you can use a
again until you finish a short or long rest. bonus action to attempt to grapple the target. Until the
grapple ends, the target takes 2d4 piercing damage at the
Fey Teleportation start of each of its turns and you can't grapple another
Prerequisites: Elf (high) or Any Race (see text) target.
When you gain this feat, a small rift opens from the
Your study of high elven lore has unlocked fey power that few Shadowfell, laying a single spiked chain at your feet.
other elves possess, except your eladrin cousins. Drawing on Otherwise, a spiked chain (if you can find one) is worth
your fey ancestry, you can momentarily stride through the 100 gp.
Feywild to shorten your path from one place to another. You
gain the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to
a maximum of 20.
You learn the misty step spell and can cast it once without
expending a spell slot. Only if you are High Elf, you can
cast it twice in that way instead of once. At 11th level, you
can cast it one additional time in that way. You regain the
ability to cast it in this way when you finish a long rest.
You can also cast these spells using spell slots you have of
the appropriate level. The spells' spellcasting ability is the
ability increased by this feat.
When used without expending a spell slot and only if you
are a High Elf, your misty step range is 50 feet instead of
30 feet.
Drow High Magic
Prerequisites: Elf (drow)
You learn more of the magic typical of dark elves. You learn
the Detect Magic spell and can cast it once per short rest,
without expending a spell slot. You also learn Levitate and
Dispel Magic, and you can cast each of them once per long
rest, without expending a spell slot. You can also cast the
spell using any spell slots you have. Charisma is your Wood Elf Magic
spellcasting ability for all three spells. Prerequisites: Elf (wood)
You learn the magic of the primeval woods, which are revered
and protected by your people. You learn to cast Longstrider
spell and can cast it once per short rest, without expending a
spell slot. You also learn the Pass Without Trace and
Erupting Earth 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. You
can also cast the spell using any spell slots you have. Wisdom
is your spellcasting ability for all three spells.

16
Halfling Fade Away
Prerequisites: Gnome
Lucky Emanation
Your people are clever, with a knack for illusion magic. You
Prerequisites: Halfling, or Any Race with Lucky feat have learned a magical trick for fading away when you suffer
Your people have extraordinary luck, which you have learned harm. You gain the following benefits:
to mystically lend to your companions when you see them Increase your Dexterity or Intelligence by 1, to a
falter. maximum of 20.
Increase one ability score by 1, up to maximum of 20. Immediately after you take damage, you can use a
Your uncanny luck generates one additional inspiration reaction to magically become invisible until the end of
point for the party at the end of each session. your next turn. If you are not immobilized you may also
When an ally you can see within 30 feet of you rolls a 1 or move 5 feet in any adjacent free space and become
2 on the d20 for an attack roll, an ability check, or a saving Hidden from all hostile creatures. You remain invisible
throw, you can use your reaction to let the ally reroll the until you attack, deal damage, or force someone to make a
die. The ally must use the new roll. saving throw. Once you use this ability, you can't do so
again until you finish a short or long rest.
Gnome Wonder Maker
Critter Friend Prerequisites: Gnome (rock) You master the tinker
techniques of your people. You gain the following benefits:
Prerequisites: Gnome (forest) or Any Race (see text)
Increase your Dexterity or Intelligence by 1, to a
Your friendship with animals mystically deepens. You gain maximum of 20.
the following benefits: Select three Crafts you are proficient in. When making
Increase your Wisdom or Charisma by 1, to a maximum of checks to craft or repair, you double your proficiency
20. bonus to the check.
You gain proficiency in the Animal Handling skill. If you When you make a device with your Tinker trait, you have
are already proficient in the skill, you add double your the following additional options for what you make:
proficiency bonus to checks you make with it. Alarm. This device senses when a creature moves to
You learn the speak with animals spell and can cast it within 15 feet of it without knowing the exact method to
once until a short rest, without expending a spell slot. You bypass the alarm chosen when you create it. One round after
also learn the animal friendship and animal messenger a creature moves into range, the alarm makes a shrill ringing
spells, and you can cast them once with this feat, without that lasts for 1d4 rounds and can be heard from up to 100
expending a spell slot. If you are Forest Gnome you cast feet away.
them twice instead of once, without expending a spell slot. Lifter. This device can be used as a block and tackle,
You regain the ability to cast it in this way when you finish allowing its user to hoist three times the weight the user can
a long rest. You can also cast the spell using any spell slots normally lift.
you have. Intelligence is your spellcasting ability for these Timekeeper. This pocket watch keeps accurate time, down
spells. to exact quarter of an hour.
Only if you are Forest Gnome, the spells animal friendship Weather Sensor. When used as an action, this device
and animal messenger are cast as if using one level higher predicts the change in weather conditions in a 1-mile radius
than normal. within the next 12 hours.
Deep Training
Prerequisite: Gnome (deep)
Your people have a natural knack for finding and appraising
highly-valued items, typically ones that are magical in nature.
You gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a
maximum of 20.
You have a +5 bonus to your passive Wisdom (Perception)
score.
You can cast the detect magic and identify spells on
yourself at will, without expending a spell slot. Intelligence
is your spellcasting ability for these spells.

17
Orc
Budding Chief
Prerequisite: Orc or Half-Orc
You have the makings of a great chief, and your allies revere
your strength and leadership. You gain the following benefits:
Increase your Strength or Charisma score by 1, to a
maximum of 20.
You gain proficiency with one of the following skills of
your choice: Deception, Intimidation, or Persuasion.
When you roll for initiative, you can grant a creature you
can see within 30 feet of you a number of temporary hit
points equal to twice your proficiency bonus. The creature
loses any remaining temporary hit points when combat
ends.
As a bonus action, you belch out a battle roar. One friendly
creature that can see and hear you within 30 feet can use
its reaction to make a melee attack. You can use this
feature a number of times equal to your proficiency
modifier, and you can recover all uses when you finish a
short or long rest.
Orcish Fury
Prerequisites: Orc or Half-Orc
Your fury burns tirelessly. You gain the following benefits:
Increase your Strength or Constitution by 1, to a
maximum of 20.
When you hit with an attack using a simple or martial
melee 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 once, you
can't use it again until you finish a short or long rest. The
number of uses increase to twice at 11th level.
If you are below half your hit point maximum at the start
of your turn, anytime you deal damage with a melee
weapon you may reroll one weapon damage die that rolled
1 and take the new result.
You can use your Relentless Endurance trait twice before
you must finish a Long rest. Immediately after you use
your Relentless Endurance trait, you can use your
reaction to make one weapon attack.

18
Racial Feats for Uncommon Races
Dragonborn Dragon Hide
Prerequisites: Dragonborn
Draconblood Decorum
You manifest scales and claws reminiscent of your draconic
Prerequisite: Dragonborn (draconblood) ancestors. You gain the following benefits:
You're able to better utilize your sense of smell, giving you Increase your Strength, Constitution, or Charisma by 1, to
improved impressions of other creatures. Using this a maximum of 20.
information, you know exactly how to manipulate both your Your scales harden. While you aren't wearing armor, you
allies and your enemies. You gain the following benefits: can calculate your AC as 13 + your Dexterity modifier. You
Increase your Intelligence, Wisdom, or Charisma score by can use a shield and still gain this benefit.
1, to a maximum of 20. You grow retractable claws from the tips of your fingers.
While Blinded, you ignore the disadvantage to attack rolls Extending or retracting the claws requires no action. The
against creatures that you can smell within 10 feet of you. claws are natural weapons, which you can use to make
You have advantage on Wisdom (Insight) checks against unarmed strikes. If you hit with them or succeed on an
creatures you can smell within 10 feet of you. opposed Grapple check, you deal slashing damage equal
You learn the friends or vicious mockery cantrip. Your to 1d4 + your Strength modifier.
spellcasting ability for the chosen spell is the ability Using your claws, you benefit from advantage to Climbing
increased by this feat. checks against uneven surface.
Dragon Breath Dragonborn Resilience
Prerequisites: Dragonborn Prerequisite: Dragonborn
Your inner draconic power swells, amplifying the capabilities Through intense focus or a traumatic event, you have
of your breath weapon. unlocked a hidden power deep within yourself. You gain the
following benefits:
You gain an additional use of Breath Weapon. The number Your Constitution is increased by 1, to a maximum of 20.
of uses increases to three at 11th level. You regain one
expended use of your Breath Weapon when you finish a When you reach 3rd level, you can cast the dragon's breath
short rest and all expended uses when you finish a long spell, requiring no spell slot or material component, and
rest. you must finish a long rest before you can cast it this way
The damage of your Breath Weapon increases by 2d6. again. You can also cast this spell using any spell slots you
The DC of your Breath Weapon increases by 1. have of the appropriate level. Constitution is your
The area of effect of your Breath Weapon increases: spellcasting ability for this spell.
breath weapons with a size of 5 by 30 feet increase to a 5 Whenever you cast dragon's breath, you gain resistance to
by 60 feet and breath weapons with a size of a 15-foot the damage type you chose to deal when you cast the spell.
cone increase to a 20-foot cone. This resistance lasts until you cast dragon's breath again.
Dragon Fear Dragon Wings
Prerequisites: Dragonborn Prerequisites: Dragonborn
When angered, you radiate menace. You gain the following You sprout draconic wings. With your wings, you have a flying
benefits: speed of 20 feet if you aren't wearing heavy armor and aren't
exceeding your carrying capacity.
Increase your Strength, Constitution, or Charisma by 1, to
a maximum of 20.
Instead of exhaling destructive energy, you can expend a
use of your Breath Weapon trait to roar, forcing each
creature of your choice within 30 feet of you to make a
Wisdom saving throw (DC 8 + your proficiency bonus +
your Charisma modifier). A target automatically succeeds
on the save if it can't hear or see you. On a failed save, a
target becomes frightened of you for 1 minute. If the
frightened target takes any damage, it can repeat the
saving throw, ending the effect on itself on a success.

19
Tiefling Fallen Legacy
Prerequisite: Aasimar (fallen) Your corrupted nature has
Barbed Hide granted you great power and sight. You gain the following
Prerequisites: Tiefling benefits:
One of your ancestors was a barbed devil or other spiky fiend. Increase your Strength or Wisdom score by 1, to a
Barbs protrude from your head. You gain the following maximum of 20.
benefits: You can cast the false life spell at will, without expending a
spell slot.
Increase your Constitution or Charisma by 1, to a You can use your Necrotic Shroud trait as a bonus action
maximum of 20. instead of an action, and you regain the use of that ability
As a bonus action, you can cause small barbs to protrude whenever you finish a short or long rest.
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. You deal the same damage to a
creature when it successfully grapples, restrains or pins
you. The barbs retract when you lose consciousness or
become incapacitated.
You gain proficiency in the Intimidation skill. While the
barbs are out, you add double your proficiency bonus to
checks you make with the skill.
Flames of Phlegethos
Prerequisites: Tiefling
You learn to call on hellfire to serve your commands. You gain
the following benefits:
Increase your Intelligence or Charisma by 1, to a
maximum of 20.
When you roll fire damage for a spell you cast, you can
reroll any roll of 1 or 2 on the fire damage dice, but you
must use the new roll.
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. This fire damage increases
to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.
Aasimar
Celestial Legacy
Prerequisite: Aasimar (protector) or Aasimar (scourge)
Your divine blood has granted you great power and
awareness. You gain the following benefits:
Increase your Constitution, Wisdom, or Charisma score
by 1, to a maximum of 20.
You can cast the detect evil and good spell at will, without
expending a spell slot. Charisma is your spellcasting
ability for this spell.
You can use your Radiant Soul or Radiant Consumption
trait as a bonus action instead of an action, and you regain
the use of that ability whenever you finish a short or long
rest.

20
Racial Feats for Rare Races
You may benefit from the mimicked racial trait until you
Aarakockra revert to your true form, use your Shapechanger trait again,
or you use this feat again. If the trait has level requirements,
Eagle Eye you must fulfill the level requirements to benefit from that
Prerequisite: Aarakocra trait.
Your eyesight is as keen as your distant, avian kin. You gain Centaur
the following benefits:
Grand Breed
Increase your Dexterity or Wisdom score by 1, to a
maximum of 20. Prerequisite: Centaur
Attacking at long range doesn't impose disadvantage on
your ranged attack rolls. Your legs grow stronger from hard training and extended use.
You can see up to 1 mile away with no difficulty, able to You gain the following benefits:
discern even fine details as though looking at something Increase your Strength or Constitution score by 1, to a
no more than 100 feet away from you. maximum of 20.
Your speed increases by 10 feet.
Bugbear The damage die for your hooves increases to a d8.
You count as being mounted for the purposes of weapons
Bugbear's Rest or abilities that refer to mounted combat.
Prerequisite: Bugbear
Firbolg
Your ability to nap and rest is unrivaled. None would
challenge your sleeping prowess. You gain the following Illusory Master
benefits: Prerequisite: Firbolg
Increase your Constitution score by 1, to a maximum of
20. Your experience with illusory magic has granted you greater
If you sleep for 10 or more hours as part of a long rest, understanding of its art. You gain the following benefits:
you regain all of your Hit Dice, regardless of how many Increase your Wisdom score by 1, to a maximum of 20.
you have expended. You have advantage on saving throws against illusions.
If you have taken at least one short or long rest within the When you hit a creature with an attack on your turn, that
last 8 hours, you have advantage on Constitution saving creature can't turn invisible until the start of your next
throws made to avoid gaining a level of Exhaustion, and turn.
magic can’t put you to sleep. You can cast disguise self using your Firbolg Magic trait at
will, without expending a spell slot.
Changeling
True Mimicry Genasi
Prerequisite: Changeling Cindersoul
You have learned to mimic the ancestral traits of a creature Prerequisite: Genasi (fire)
you impersonate. After you use your Shapechanger trait to You have uncovered the aggressive magics of elemental fire
imitate a humanoid, you can spend 1 hour improving your inside yourself, granting you the following benefits:
transformation, further altering your anatomy. During this
time, you must remain within 60 feet of a creature of the race Increase your Constitution or Intelligence score by 1, to a
you are mimicking, and you must concentrate during your maximum of 20.
transformation, as if you were concentrating on a spell. When a creature within 5 feet of you hits you with a melee
When the transformation is complete, you gain the benefits attack, you can use your reaction to deal 1d4 fire damage
of one of the mimicked creature’s racial traits of your choice to the creature.
other than its Ability Score Increase, Age, or Alignment (you Once you reach 5th level, you can cast the fireball spell,
may mimic the creature's Size trait if you wish). If the trait requiring no spell slot or components, and you must finish
gives you an option (such as the High Elf's Cantrip trait), you a long rest before you can cast it this way again. You can
must select the same option as the mimicked creature. also cast this spell using any spell slots you have of the
appropriate level. Constitution is your spellcasting ability
for this spell.

21
Terrasoul Goblin
Prerequisite: Genasi (earth)
Nilbog Trickery
You have discovered the obstinate magics of elemental earth
inside yourself, granting you the following benefits: Prerequisite: Goblin
Increase your Strength or Constitution score by 1, to a You learn the mischievous ways of your spirit-possessed kin,
maximum of 20. able to taunt and fool your enemies with ease. You gain the
You gain a burrow speed of 10 feet. If you already have a following benefits:
burrow speed, it increases by 10 feet instead. If you end Increase your Charisma score by 1, to a maximum of 20.
your turn with your head inside a material that you cannot You learn the vicious mockery cantrip, using Charisma as
breathe, you take 1d12 bludgeoning damage and your spellcasting ability.
immediately begin to suffocate. When a creature you can see targets you with an attack or
Once you reach 5th level, you can cast the erupting earth a harmful spell, you can use your reaction to force the
spell, requiring no spell slot or components, and you must creature to first make a Wisdom saving throw. The DC for
finish a long rest before you can cast it this way again. You this saving throw is equal to 8 + your proficiency bonus +
can also cast this spell using any spell slots you have of your Charisma modifier. On a failed save, the creature
the appropriate level. Constitution is your spellcasting must choose a new target or lose the attack or spell. This
ability for this spell. ability doesn’t protect you from area effects, such as the
Tidesoul explosion of a fireball. Once you use this ability, you can't
use it again until you finish a long rest.
Prerequisite: Genasi (water)
You have unlocked the unfathomable magics of elemental Goliath
water inside yourself, granting you the following benefits: Coldstrider
Increase your Constitution or Wisdom score by 1, to a Prerequisite: Goliath
maximum of 20.
You can move into a hostile creature's space regardless of You have an uncanny resilience against cold, ice, and snow.
its size, and you can move through a space as narrow as 1 You gain the following benefits:
foot wide without squeezing.
Once you reach 5th level, you can cast the tidal wave spell, Increase your Constitution score by 1, to a maximum of
requiring no spell slot or components, and you must finish 20.
a long rest before you can cast it this way again. You can You have immunity to cold and extreme cold weather.
also cast this spell using any spell slots you have of the You ignore difficult terrain when moving on slippery ice or
appropriate level. Constitution is your spellcasting ability thick snow., and treat greater difficult terrain as difficult
for this spell. terrain you cannot ignore.
You automatically succeed on Dexterity saving throws to
Windsoul avoid falling prone on slippery ice, and you are considered
to weigh half as much when accounting for the weight
Prerequisite: Genasi (air) tolerance of thin ice.
You have freed the liberating magics of elemental air inside Dawncaller
yourself, granting you the following benefits:
Prerequisite: Goliath
Increase your Dexterity or Constitution score by 1, to a
maximum of 20. You learn the sacred ways of the dawncallers — the goliaths
You can cast the feather fall spell on yourself at will, responsible for watching over their kin throughout the night
without expending a spell slot. and awakening them at dawn. You gain the following benefits:
Once you reach 5th level, you can cast the fly spell,
requiring no spell slot or components, and you must finish Increase your Wisdom score by 1, to a maximum of 20.
a long rest before you can cast it this way again. You can You have darkvision out to a range of 60 feet. You can see
also cast this spell using any spell slots you have of the in dim light within this range as if it were bright light, and
appropriate level. Constitution is your spellcasting ability in darkness as if it were dim light. You can't discern color
for this spell. in darkness, only shades of gray.
You have advantage on all checks to find direction and to
navigate in a wilderness you are familiar with during the
night suing the stars as your guide.
During a long rest, you only need to sleep for 4 hours; you
can perform light activity (e.g. reading, talking, eating, or
standing watch) for the remaining 4 hours.

22
Mountain Mover Tortle
Prerequisite: Goliath Hardened Shell
Your strength and resilience rivals the giants that roam your Prerequisite: Tortle
homeland. You gain the following benefits:
Your shell is not just used for protection, but as a weapon as
Increase your Strength or Constitution score by 1, to a well. You gain the following benefits:
maximum of 20.
You gain a climbing speed equal to your walking speed. Increase your Strength or Constitution score by 1, to a
As an action, you can pick up a large boulder or rip a maximum of 20.
chunk of natural stone out of the ground and make the As a reaction, you can enter your shell and gain +2 to AC
attack with it. The boulder is a simple melee weapon with against one attack that would hit you, potentially missing
the thrown property. It has a normal range of 20 feet and a you. You can do this a number of times equal to your
long range of 60 feet, and on a hit, it deals bludgeoning proficiency modifier, and you recover uses when you finish
damage equal to 2d6 + your Strength modifier. A creature a short or long rest.
struck by this boulder must make a Strength saving throw If you move at least 10 feet in a straight line on your turn,
(DC equal to 8 + your proficiency bonus + your Strength you can use your bonus action to immediately enter your
modifier) or be knocked prone. shell. You slide on the ground for a number of feet equal to
the remainder of your movement. Any creature in your
Stonehands path must make a Dexterity saving throw (DC equal to 8 +
Prerequisite: Goliath your proficiency bonus + your Strength modifier). On a
failed save, a creature takes 3d6 bludgeoning damage,
Your hands become as strong as mountain stone. falls prone, and your movement immediately ends. If you
don't hit a creature on your turn, you continue to move in a
Increase your Strength or Constitution modifier by 1, to a straight line until you come to a full stop or until you
maximum of 20. emerge from your shell. Once you hit at least one creature
Your unarmed strike uses a d6 for damage. On a critical using this ability, you can't use it again until you finish a
hit, add one additional unarmed strike die to the damage short or long rest.
total.
When you hit a creature with an unarmed strike on your Warforged
turn, you can use a bonus action to attempt to shove the
target. Upgrade
When you shove a target, you can push the target up to 10
feet away from you Prerequisite: Warforged
When you shove a target, you mark that creature until the Your frame has been updated to fulfill a particular function,
end of your next turn or until you attack or grapple improving your operating efficiency for a given subset of
another target. When a target that is marked enters your tasks. You gain the following benefits:
range, you can use your reaction to make an opportunity
attack against it. Increase one ability score of your choice by 1, to a
maximum of 20.
Hobgoblin Choose one of the following upgrades:
Centurion Training Envoy. You gain proficiency with one tool of your choice.
Additionally, choose one tool you’re proficient with. This tool
Prerequisite: Hobgoblin is integrated into your body, and you double your proficiency
bonus for any ability checks you make with it. You must have
You have received the leadership training that other members at least one free hand to use this integrated tool.
of your race covet. You are able to respond quickly in the face Juggernaught. You may double your Strength bonus when
of danger, confidently lead your allies, and target your you make a Strength-based attack roll, a Strength check, or a
enemies' weakest points. You gain the following benefits: Strength saving throw. Once you use this ability, you can't use
Increase your Strength, Dexterity, or Constitution score by it again until you finish a short or long rest. Additionally, you
1, to a maximum of 20. count as one size larger when determining your carrying
You may add half your proficiency bonus, rounded down, capacity and the weight you can push, drag, or lift.
to your initiative rolls. Skirmisher. Your walking speed increases by 5 feet.
When you use your Saving Face trait, you do not expend a Additionally, you can take the Disengage action as a bonus
use of it unless your roll succeeds. action on each of your turns.
When you hit a creature with a weapon attack on your
turn, you can deal an extra 2d6 damage to the target if
another enemy of the target is within 5 feet of it and isn't
incapacitated. Once you use this ability, you can't do so
again until you finish a short or long rest.

23
Class Feats
Banditry As an action, you may force a demon creature you can see
to make a Wisdom saving throw against your spell save
Prerequisite: Sneak Attack feature DC. If they fail, you may force them to make a single melee
attack against a creature of your choice within 5 feet of
Your ability to exploit your opponent’s weaknesses isn’t them. They use the first attack in the Actions section of
restricted to light and ranged weaponry: their stat block, if possible, or otherwise make an
Increase your Strength or Dexterity score by 1, to a unarmed attack.
maximum of 20. Dissenter
Your sneak attack is now compatible with any melee
weapon, so long as that weapon lacks the heavy property. Prerequisite: at least 4 levels in Cleric class
Your sneak attack with a melee weapon increases by an Increase your Intelligence or Charisma score by 1, to a
additional 1d6 if the target is prone. At level 11, the
additional damage increases to 2d6. maximum of 20.
Your faith is divided between multiple deities, and your
Barbaric Charge loyalties shift depending on your needs. You may select a
2nd level Channel Divinity feature from another Divine
Prerequisite: Rage feature Domain. You add the chosen feature to your Channel
Divinity options.
The fury of your rage allows you to move at greater speeds.
You gain the following benefits: Dirty Fighting
Increase your Strength, Dexterity, or Constitution score by Prerequisite: Sneak Attack feature
1, to a maximum of 20.
While raging, your speed increases by 10 feet. When you hit a creature with your Sneak Attack, but before
When you use your bonus action to enter a rage, you also you roll damage, you may choose to subtract half of your
take the Dash action as part of that same bonus action. Sneak Attack dice (rounded up) from the damage to apply
one of the following effects. The save DC for the effect you
Conquest Priest choose is 10 + your proficiency bonus + the number of dice
Prerequisite: at least 4 levels in Cleric class subtracted.
Blinding Strike. You attempt to dazzle your target as you
You learn how to channel your divine powers to augment your strike it. It must make a Dexterity saving throw or be
combat techniques, granting you the following benefits: blinded until the end of its next turn.
While wielding a weapon that you are proficient with, you Silencing Strike. You maneuver your attack to prevent
can use your Wisdom modifier, instead of Strength and the target from speaking. It must make a Dexterity saving
Dexterity, for the attack and damage rolls. throw or be silenced until the start of your next turn.
You gain access to an additional Channel Divinity option: Unbalancing Strike. You attempt to trip your target as
Divine Battlefield. you swing. It must make a Dexterity saving throw or fall
prone.
Channel Divinity: Divine Battlefield Disarming Strike. You adjust your attack to loosen your
As a bonus action, you gain the benefits of the Extra Attack target's grip. Choose an object that your target is holding.
feature for one minute, which allows you to attack twice, It must make a Strength saving throw or drop the object.
instead of once, whenever you take the Attack action on your Disenchanting
turn.
Prerequisite: Countercharm feature
Deific Chains
Your ability to disrupted mind altering effects has improved.
Prerequisite: at least 4 levels in Cleric class You gain the following benefits:
The purity that radiates from your spirit grants you the ability Increase your Charisma score by 1, to a maximum of 20.
to fumigate the corruptive essence within the impure. You Countercharm can now be activated as a bonus action,
gain the following benefits: instead of an action.
You learn the summon greater demon spell. It counts as a Any friendly creatures under the effects of Countercharm
cleric spell for you, you always have it prepared, and it can add your Charisma modifier to any saving throws they
doesn't count against the spells you may prepare. make to resist being charmed or frightened.
When a demon creature targets you with an attack, spell,
or a harmful effect, they take damage equal to your
Wisdom modifier.

24
Enhanced Aura Frumious Fighting
Prerequisite: at least 4 levels in Paladin class Prerequisite: Rage feature, Reckless Attack feature
You have learned how to channel your focus to extend the When you enter a Rage, you gain a number of Fury points
reach of your inner influence, granting you the following equal to your proficiency bonus which last until your Rage
benefits: ends. You gain half as many points, rounded down, if you
begin your Rage within 10 minutes of the previous one. Once
Increase the range of all your paladin class features with per turn when you use your Reckless Attack and hit a
Aura in the title by 5 feet. creature with a melee attack, you may spend one or more
When you cast a spell from the Paladin spell list that has a Fury points to enhance it in one of the following ways. The
rangfe of self, and that creates a radius effect, increase the DC of a saving throw triggered by these effects is equal to 13
size of the radius by 5 feet. + the number of Fury points spent on that attack.
As a reaction to an attack roll being made or a spell being
cast against a friendly creature that you can see, you may Launching Strike. You try to catapult your target away
grant them the beenfits of one of your active auras or spell from you as you strike them. They must make a Strength
that you're currently concentrating on, as long as they are saving throw or be flung 1d4 + 1 times 5 feet horizontally
within 60 feet from you. Once you use this ability, you can't away from you. They have disadvantage on this save if
do so again until after a short or a long rest. they are at least one size category smaller than you, or
advantage if they are at least one size category larger than
Enhanced Deflection you.
Prerequisite: at least four levels in the Monk class Thunderous Slam. A wave of concussive force bursts
from the point of impact. Every creature within 10 feet of
You have a heightened awareness that allows you to intercept you other than you and the target must make a
any incoming dangers. You can use your reaction to deflect a Constitution saving throw. They take thunder damage
melee attack made by a weapon that does not have the Heavy equal to 1d6 times the number of Fury points spent on
property. When you do so, the damage you take from the this attack on a failed save, or half as much on a
attack is refuced by 1d10 + your Dexterity modifier + your successful one.
Monk level. Sundering Blow. You overwhelm your target's defences.
If you reduce the damage to 0, you may spend 1 ki point to They must make a Strength saving throw or have their AC
make an unarmed strike against the source of the attack as reduced by 1 + the number of Fury points spent on this
part of the same reaction, if they are within range. attack until the end of your next turn.
Battlecry. You let out a terrifying shout as you strike your
Favor of the Dead Three target. They must make a Wisdom saving throw or be
Frightened of you until the end of your next turn. If they
Prerequisite: at least 4 levels in Cleric class fail the save by 5 or more, they are also Stunned until the
start of your next turn.
A devious practitioner of the divine arts, your lotalties shift to
whichever god favors you on any given day. At the end of a Holy Liberator
long rest, you may select one of the blessings below and gain
its effect until the end of your next long rest. Prerequisite: Channel Divinity class feature
Tyrannous Blessing: Creatures within 5 feet of you Absolved of all sin in the name of your god, you add the
subtract a d4 from their attack rolls and skill checks. following options to your Channel Divinity:
Murderous Blessing: When you damage a creature you
may expend and roll a hit die, and add the roll to the Channel Divinity: Divine Cloak
damage total. As a bonus action, you wreath yourself in radiant light. For
Deadly Blessing: When you reduce a creature to 0 hit the next minute, your AC equals 10 + your Constitution
points, you may expend and roll one of their hit die. You modifier + your Wisdom modifier. You may still gain an AC
regain hit points equal to the total. bonus from a shield while under this effect.
Fountain of Sorcery Channel Divinity: Absolution
Prerequisite: Metamagic Adept or Metamagic feature You As an action, you may present your holy symbol and attempt
unlock a hidden source of sorcery within yourself. You gain to purge all evils in your vicinity. Roll a number of d6 equal to
the following benefits: twice your proficiency bonus. All creatures of an evil
alignment within 30 feet of you make a Wisdom saving throw
You learn an additional Metamagic option. against your spell save DC. On a failed save, they take radiant
You gain additional sorcery points equal to your damage equal to the total, and half on a successful save.
proficiency bonus + half your Sorcerer level (rounded
down). These additional sorcery points can only be spent
on Metamagic and cannot be converted into spell slots.
You regain all spent sorcery points when you finish a long
rest.

25
Honed Strength Select an oath from the Sworn Oath table. You learn each
spell of your chosen oath, and may cast the 1st-level spell
Prerequisite: Unarmored Defense feature You’ve honed your once per long rest wthout expending a spell slot. You may
strength and refined your technique. You gain the following also cast the 1st-level spell using spell slots you have of
benefits: the appropriate level. Charisma is your spell casting ability
for spells learned from this feat.
Increase your Strength, Constitution, or Wisdom score by
1, to a maximum of 20. Sworn Oath Table
You can use Strength, instead of Dexterity, for Initiative Oath of... Cantrip 1st-level Spell
rolls and Unarmored Defense.
Absolution word of radiance searing smite
Preacher Debauchery vicious mockery disguise self
Prerequisite: at least four levels in the Cleric class Endurance resistance shield of faith
The voice of your deity flows through you, and grants you the Friendship guidance bless
following benefits when you speak their words. Promulgation message healing word
You learn the thaumaturgy cantrip. Stoicism blade ward compelled duel
When you cast a cleric spell that has a verbal component,
you may ignore any somatic components, and needn't Tyranny mind sliver bane
provide any material components, unless they would be Warfare booming blade wrathful smite
consumed as part of the casting.
When a creature would roll a d4 for the effect of a cleric Transcendent One
spell cast by you, they roll a d6 instead.
When you make a Charisma (Performance) check, you Prerequisite: eight levels in the Cleric and/or Paladin class
may add your Wisdom modifier, rather than your
Charisma modifier to the roll. Your devotion has transcended the confines of mortal
concievability and manifest itself into your physical being.
Ki Prodigy Whenever you roll for initative, you may also roll on the
Prerequisite: Ki feature Transcendent Blessings table and gain the effects of a
blessing (Dungeon Master's Guide, pg. 227) until the end of
You’ve learned how to better harness the power of Ki. You the combat.
gain the following benefits: Sworn Oath Table
Increase your Dexterity or Wisdom score by 1, to a d6 Blessing
maximum of 20. 1 Blessing of Health
You gain additional Ki equal to your Monk level. This
additional amount of Ki can only be regained by 2 Blessing of Protection
completing a long rest. 3 Blessing of Magic Resistance
Recall Arcana 4 Blessing of Understanding
Prerequisite:* 1st level or higher Wizard 5 Blessing of Weapon Enchantment

You can more easily recall and recite the incantation for 6 Blessing of Wound Closure
spells you haven’t prepared. You can cast an unprepared spell
of 5th level or lower from your spellbook, treating the spell as
if it were prepared.
You can use this feat a number of times equal to your
Proficiency Bonus, regaining all expended uses when you
finish a long rest.
Sworn Oath
Prerequisite: Lay on Hands class feature
You have devoted yourself to a higher cause, affording you the
following benefits:
Increase your Strength, Constitution or Charisma score
by 1, to a maximum of 20.

26
New Feats
Academic Divine Acolyte
You have dedicated yourself to a particular field of study: Your devout faith in a deity or cause imbues you with an inner
strength you may call upon in times of need. You gain the
Increase your Intelligence score by 1, to a maximum of 20. following benefits:
You gain proficiency with one of the following skills:
Arcana, History, Nature, or Religion. If you are already Increase your Wisdom score by 1, to a maximum of 20.
proficient with your chosen skill you gain expertise You learn one cantrip of your choice from the cleric spell
instead. list. Wisdom is your spell casting ability for this spell.
You gain three Lores of your choice, as long as they are If you don't have the Channel Divinity feature, you gain
related to the chosen skill. that feature and may use the Channel Divinity option:
Once per short or long rest, if you roll 11 or less on a Alms.
check using your chosen skill, you can change the dice
result to 15. Channel Dinivity: Alms
You can select this feat multiple times. Each time you do As an action, you may pray to a deity for assistance. Select
so, you must choose a different skill. and cast a 1st level spell from the cleric spell list with casting
time of one action. Wisdom is your spell casting ability for
Battle Mage this spell. You may recast the chosen spell using spell slots
until the end of your next short rest.
Prerequisite: Ability to cast at least one spell You’ve refined
your spellcasting and martial abilities. You gain the following Druid Initiate
benefits: Nature has made a call and you have answered. You learn two
Increase one ability score of your choice by 1, to a cantrip of your choice from the Druid spell list, and you can
maximum of 20. cast speak with animals as a ritual, once per long rest.
You gain proficiency with one simple or martial weapon of Wisdom is your spellcasting ability for these spells.
your choice. Additionally, you can use your action to magically assume
You can touch one weapon that you are proficient with the shape of a beast that you have seen before. The beast
and begin to perform a 1-hour ritual. When the ritual is must have a CR of 0 and lack a swimming or flying speed.
complete, the weapon becomes magical and can be used The transformation lasts 10-minutes and can be ended early
as a spellcasting focus. as a bonus action. This feat uses the same rules as
Wildshape, see page 66 of the Player’s Handbook for more
Brute details.
You can use this feature once, regaining its use after
Prerequisite: Strength 15 or higher finishing a long rest.
You have strength and heft to throw around on the battlefield. Evasive
Increase your Strength score by 1, to a maximum of 20. Prerequisite: Dexterity 15
You can make the Tumble Through action using Athletics
instead of Acrobatics. On a successful Tumble Through You are light on your feet and quick to elude incoming
action, if your Strength score is higher than the creature attacks.
you moved through and its size is up to one size larger
than you, you can push the creature 5 feet in any direction. You do not lose the benefits of the Dodge action when
When a hostile creature provokes an opportunity attack, your speed drops to 0.
you can Shove or Grapple the creature instead. When you have no levels of Exhaustion, you can Dodge as
a reaction. You may do so a number of times equal to your
Courageous proficiency bonus. The next time you Dodge as a reaction
after reaching this limit, you suffer a level of Exhaustion
You are able to overcome your fear, granting you the following once the attack is resolved. You regain all uses of this
benefits: feature when you finish a short or long rest.
Increase one ability score of your choice by 1, to a When you Tumble through a creature’s space as an action,
maximum of 20. you can make a melee weapon attack as a bonus action.
You have advantage on saving throws made to resist the
Frightened condition.
When you resist the Frightened condition, your have
advantage on the next attack against the source of fear.
Your movement is no longer affected by the Frightened
condition.

27
Insomniac For each level you gain after 3rd, your steed an additional
Hit Die and increases its hitpoints. This benefit has no
Your many late nights have taught you how to function with effect if another feature has already improved the
less sleep. You gain the following benefits: creature's Hit Dice. Additionally this feature can not apply
to a companion or player character that acts as your
Increase your Constitution score by 1, to a maximum of mount.
20.
You only need 4 hours of sleep to gain the benefits of a Mounted Mage
long rest.
You no longer have disadvantage on ability checks when Prerequisite. The ability to cast at least one spell.
you have a single level of exhaustion. You are trained in the use of magic from horseback. You gain
Mariner the following benefits:
You have learned how to sail the seas, granting you the You gain proficiency in Animal Handling.
following benefits: When you cast a spell targeting yourself while mounted,
you can also affect your mount with the spell. These
Increase your Dexterity, Constitution or Wisdom score by effects are only active as long as you are mounted, and end
1, to a maximum of 20. if you dismount the creature for any reason.
You gain a swimming speed equal to your walking speed. Any time your mount would be forced to make a saving
You gain Ship Lore, Fishing Lore and Navigation Lore. throw against a single target spell you may choose to
You can spend one minute studying the sky to determine redirect that spell so that you are the target instead.
what the weather will be for the next 24 hours.
Paladin Initiate
Monk Initiate You gain a number of smite dice that are d8 and equal to
You’ve learned the basics of unarmed martial arts: your proficiency bonus.
When you hit a creature with a melee weapon attack, you
Increase your Dexterity score by 1, to a maximum of 20. can spend a number of smite dice equal to half your
You can use Dexterity instead of Strength for the attack proficiency modifier (rounded down) to deal radiant
and damage rolls of your unarmed strikes. damage to the target in addition to the weapons damage.
Your unarmed strikes gain a d4 damage die. If your The additional damage dealt is equal to one roll of the
unarmed strikes already have a d4 damage die, incease its smite dice you spent. You can not spend a smite die on an
size to d6. attack that uses the Divine Smite feature.
When you use the Attack action with an unarmed strike, You regain all spent smite dice at the end of a long rest.
you can make one unarmed strike as a bonus action.
When you make an unarmed strike as a bonus action, you Reactive Grappler
can make two attacks instead of one. Once you use this
feature, you cannot do it again until you complete a long You have learned to intercept the enemy attacks and use
rest. grappled creatures as effective body shield. You gain the
following benefits:
Mountaineer
No peak is beyond your reach. You gain the following Increase your Strength or Dexterity score by 1, to a
benefits: maximum of 20.
You can use Acrobatics instead of Athletics when you
Increase your Strength or Constitution score by 5, to a attempt to grapple using your bonus action or your
maximum of 20. reaction.
You gain a climbing speed equal to your walking speed. When another creature attacks you with a melee weapon
You can reduce any falling damage you take by an amount or an unarmed strike and misses by 5 or more, you can
equal to your character level. use your reaction to grapple the creature.
You gain advantage on any Strength (Athletics) checks you You can force a creature you have grappled to move along
make in relation to climbing, as long as the climbing with you as long as it is not prone or incapacitated. Make a
surface doesn't count as difficult terrain. grapple check using your bonus action. On success, you
can move and force the grappled creature to move with
Mounted Adept you up to half your speed. You cannot enter difficult terrain
You have mounted training that allows you to effectively while moving in that way.
control a mount in the chaos of battle. You gain the following When another creature attacks you and the attack roll
benefits: doesn't beat your Ac by 5 or more, you can use your
reaction to force the attack on the creature you're
You gain proficiency in Animal Handling. grappling.
Over the course of 2 hours, which can be done during a
rest, you can designate a mount as your steed. Your steed
becomes trained to answer your commands without
hesitation. While riding your steed, you can use your
bonus action to command it to use any of its actions.

28
Sling Expert You gain the spell find familiar and can cast it as a ritual
as long as you have the spell components necessary.
Thanks to your extensive training with a sling, you gain the When cast in this way, your familiar's creature type is
following benefits. celestial. Additionally, you may choose a Riding Horse
when cast as a ritual.
When you hit a creature with a weapon attack made with You can also cast these spells using spell slots you have of
a sling, the creature takes an extra 1d4 if it is within the an appropriate level. Your spellcasting ability for these
first range increment of your weapon, and an extra 1d4 if spells is the ability increased by this feat.
it is one size larger than you.
When you use the Attack action and attack with a sling,
you can use a bonus action to make another attack with
the same weapon.
Spell Savant
Prerequisite: The ability to cast at least one spell
You have specialized in the execution of spells, making you a
deadly arcane opponent on the battlefield. You gain the
following benefits:
When you cast a cantrip that requires a target to make a
saving throw, the spell save DC for the spell increases by
your proficiency modifier.
When you cast a spell of 1st level or higher that requires a
target to make a saving throw, the spell save DC for the
spell is increased by +2.
You learn one cantrip that requires a saving throw. Choose
the cantrip from the bard, cleric, druid, sorcerer, warlock,
or wizard spell list. Your spellcasting ability for this
cantrip depends on the spell list you chose from:
Charisma for bard, sorcerer, or warlock; Wisdom for cleric
or druid; or Intelligence for wizard.
Spirit Medium
You've always felt a strange connection to those who have
passed on. This gives you the following benefits:
You learn the guidance cantrip.
You can speak to incorporeal creatures with an
intelligence of 3 or higher as if you both shared a
language.
You learn the speak with dead spell, and you can cast it as
a ritual using this feature, once you do so, you cannot do
so again until you finish a long rest.
You can cast speak with dead without a body as long as
you're within 100 feet of where the target was killed.
When you do so there is a 25 percent chance for each
question that the answer is misleading or incorrect. The
GM makes this roll in secret.
Touch of Divinity
Your exposure to divine magic has blessed you, granting the
following benefits:
Increase your Intelligence, Wisdom or Charisma by 1, to a
maximum of 20.
Choose a 1st level spell from the Cleric or Paladin spell
list. You can cast this spell without expending a spell slot.
Once you cast it in this way, you can't cast the spell in the
same way again until you finish a long rest.

29
Spell Focus Feats
Spell Focus: Absorb Elements Spell Focus: Knock
Prerequisite: Ability to cast the Absorb Elements spell Prerequisite: Ability to cast the Knock spell You’ve learned
You’ve learned how to empower the Absorb Elements spell, how to empower the Knock spell, granting you the following
granting you the following benefits: benefits:
Increase your Intelligence, Wisdom, or Charisma score by Increase your Intelligence, Wisdom, or Charisma score by
1, to a maximum of 20. 1, to a maximum of 20.
When you cast Absorb Elements, all non-hostile creatures When Knock has been cast it no longer produces any
within 5ft of you also gain the benefits of the spell. You can sound. Within one minute after casting this spell, the
cast this feat’s spell without expending a spell slot. You caster can make the target of the spell magically lock itself
must finish a long rest before you can cast it in this way with no trace left of its unlocking.
again. You can cast this feat’s spell twice without expending a
You can cast this feat’s spell twice without expending a spell slot. You must finish a long rest before you can cast it
spell slot. You must finish a long rest before you can cast it in this way again.
in this way again.
Spell Focus: Mage Armor
Spell Focus: Bless Prerequisite: Ability to cast the Mage Armor spell You’ve
Prerequisite: Ability to cast the Bless spell You’ve learned learned how to empower the Mage Armor spell, granting you
how to empower the Bless spell, granting you the following the following benefits:
benefits:
Increase your Intelligence, Wisdom, or Charisma score by
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. *When you cast Mage Armor, the
1, to a maximum of 20. target’s base AC can be either 13 + its Dexterity modifier
Targets of Bless can now add a d6 to attack rolls or a or 16 (your choice).
saving throws, instead of a d4. You can cast this feat’s spell twice without expending a
You can cast this feat’s spell twice without expending a spell slot. You must finish a long rest before you can cast it
spell slot. You must finish a long rest before you can cast it in this way again.
in this way again.
Spell Focus: Shield
Spell Focus: Disguise Self Prerequisite: Ability to cast the Shield spell You’ve learned
Prerequisite: Ability to cast the Disguise Self spell You’ve how to empower the Shield spell, granting you the following
learned how to empower the Disguise Self spell, granting you benefits:
the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
1, to a maximum of 20. When a creature you can see within 60ft of you is hit with
Disguise Self now has a range of Touch, instead of Self. an attack or targeted by the magic missile spell, you can
Disguise Self now has a duration of 8 hours instead of 1 use your reaction to cast shield on them. You ignore
hour. shield’s normal range when you use this feature.
You can cast this feat’s spell twice without expending a You can cast this feat’s spell twice without expending a
spell slot. You must finish a long rest before you can cast it spell slot. You must finish a long rest before you can cast it
in this way again. in this way again.
Spell Focus: Find Traps
Prerequisite: Ability to cast the Find Traps spell You’ve
learned how to empower the Find Traps spell, granting you
the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by
1, to a maximum of 20.
Any traps detected by Find Traps will gain a faint magical
glow for the next hour.
You can cast this feat’s spell twice without expending a
spell slot. You must finish a long rest before you can cast it
in this way again.

30
Fixing 5E
can't be that
hard, right guys?
Dungeons and Dragons 5th Edition is perhaps
the best, and at the same time the very worst
designed edition. Despite the simplicity and
elegance of its core mechanics, it has glaring
flaws and official content only makes it worse.

These rules attempt to fix the ambiguity of the


core rules, make skills more important and add
tactical depth to combat. You will also find DM
advice on skill checks, XP rewards and making
challenging combat encounters.

If you like this compendium, use it along with:


5E Feats
5E Player Options
5E Grit and Survival

This campaign is maintained by Apostol


Apostolov for personal use with his group.
Feedback and suggestions are greatly
appreciated.

WWW.GMBINDER.COM

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