Racial Feats

Race Feat
Aarakocra Diving Strike
Aarakocra Evasive Flyby
Aasimar Divine Warrior
Bugbear Brutish Force
Firbolg Nature's Defender
Genasi Elemental Affinity
Genasi Elemental Resilience
Goblin Wild Rider
Goliath Trampling Force
Halfling (ghostwise) Telepathic Charm
Hobgoblin Commander's Authority
Kenku Complete Impersonation
Kobold Pack Mentality
Kobold Trap Enthusiast
Lizardfolk Druidic Culture
Orc Strongarm Soldier
Tabaxi Mercurial Pursuits
Triton Triton High Magic
Yuan-ti Snake Charmer

Brutish Force

Prerequsite: Bugbear

Your strength on the battlefield is unmatched in its primal ferocity. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you hit make a melee weapon attack against a creature, you may choose to do so with advantage. If the attack hits, you roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.

Commander's Authority

Prerequisite: Hobgoblin

Your experience in battle makes you an excellent leader. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • As an action, you take leadership on the battlefield. For 1 minute, you utter a special command or warning whenever a nonhostile creature that you can see within 30 feet of you makes an attack roll or saving throw. The creature can add a d4 to its roll provided it can hear and understand you. The effect ends early if you are incapacitated. Once you use this ability, you can't use it again until you finish a short or long rest.

Complete Impersonation

Prerequisite: Kenku

You further enhance you ability to mimic others. You gain the following benefits:

  • You learn disguise self and can cast it once without expending a spell slot. You must finish a short or long rest before you can cast it again.
  • You gain proficiency with the disguise kit. If you're already proficient with it, your proficiency is doubled for any check you make with it.

Divine Warrior

Prerequisite: Aasimar

You learn more spells typical to those strong of faith. You learn the thaumaturgy cantrip. You also learn shield of faith and spiritual weapon, each of which you can cast once at their lowest level without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Diving Strike

Prerequisite: Aarakocra

While flying, if you move at least 20 feet straight toward a creature and then hit is with a melee weapon attack on the same turn, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone. If the target is prone, you can make one attack against it with your talons as a bonus action.

Druidic Culture

Prerequisite: Lizardfolk

You learn the magic of the swamps. You learn two druid cantrips of your choice. You also learn entangle, which you can cast once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Wisdom is your spellcasting ability for these spells.

Elemental Affinity

Prerequisite: Genasi

Your connection to the elements allows you to manipulate the energy of your spells. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you cast a spell with a spell slot and the spell deals one of those damage types, you can substitute that damage type with the one you chose.

Elemental Resilience

Prerequisite: Genasi

Your exposure to elements increases your durability. You gain the following features:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you gain this feat or finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain resistance to that damage type until you choose a different one with this feature.

Evasive Flyby

Prerequisite: Aarakocra

Your mastery of flight grants allows you to more easily escape your foes. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Opportunity attacks against you are made with disadvantage when you fly out of a foe's reach.
  • When you take the Dash action on your turn, you also gain the benefits of the Disengage action.

Mercurial Pursuits

Prerequisite: Tabaxi

You interests quickly change from one thing to another. You gain the following benefits:

  • When you finish a gain this feat or finish a long rest, choose one skill and one tool in which you are not proficient. You add half your proficiency bonus, rounded down, to any ability check you make with the chosen skill and tool until you choose different ones with this feature.
  • When you make an ability check, you can choose to gain advantage on the check. Once you use this ability, you must finish a short or long rest before you can use it again.

Nature's Defender

Prerequisite: Firbolg

You are a guardian of the woodlands. You gain the following features:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You learn the shillelagh cantrip. Wisdom is your spellcasting ability for it.
  • When you are wielding a quarterstaff or a club and another creature hits you with a melee attack, you can use your reaction to add 2 to your AC against that attack, potentially causing the attack to miss you.

Pack Mentality

Prerequisite: Kobold

Whenever you make a melee attack roll with advantage against a target and both d20 rolls would hit the target, the next attack roll against the target before the end of your next turn has advantage as long as you remain within 5 feet of the target and are not incapacitated.


Snake Charmer

Prerequisite: Yuan-ti

Your connection to serpents grants you a companion. You can cast the find familiar spell as a ritual, though it must take the form of a flying snake, poisonous snake, or constrictor snake.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familar to make one attack of its own.

Strongarm Soldier

Prerequisite: Orc

Your physical prowess is best diplayed when hurling projectiles at your enemies. You gain the following features:

  • Increase your Strength score by 1, to a maximum of 20.
  • Attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls.
  • Your thrown weapon attacks ignore half cover and three-quarter cover.

Telepathic Charm

Prerequisite: Halfling (ghostwise)

You gain the ability to weave further magic into your telepathic abilities. When you use your Silence Speech feature, you may choose one of the following:

  • You do not need to share a language for the creature to understand you.
  • You gain advantage on the next Charisma check you make to influence the creature.
  • The creature can respond telepathically to you, as long as you share a language.

You may use each feature once, after which you must finish a long rest before you can use it again.

Trampling Force

Prerequisite: Goliath

You have learned to use your size to run at and through your foes. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • If you move at least 15 feet straight towards a creature on your turn and the hit it with a melee attack, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the creature is Medium or smaller, the saving throw has disadvantage.
  • When you take the Dash action on your turn, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your turn.

Trap Enthusiast

Prerequisite: Kobold

You have become an expert at causing enemies to fall victim to your traps. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Hostile creatures have disadvantage on any saving throws they are forced to make as a result of ball bearings, caltrops, hunting traps, or similar traps that you deploy. Additionally, damage from your traps ignores damage resistances.

Triton High Magic

Prerequisite: Triton

You learn more of the spell typical for your people. You learn the shape water cantrip. You also learn wrathful smite and find steed, each of which you can cast one without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Wild Rider

Prerequisite: Goblin

Your experience taming and riding wild animals grants you certain benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You have advantage on any saving throw to avoid falling off of your mount.
  • Mounting a creature uses only 5 feet of your movement.
  • When you use your Nimble Escape feature to take the Disengage action, your mount gains the same benefits.