Sarguro’s Compendium


of Odds and Ends

Racial Feats

For Non-PHB Races

v1.3

 

 

Racial Feats

Each of these feats is for one or more official, non-PHB races or subraces (with the exception of Acclimated, which applies to Dark Elves, and Budding Chief, which applies to Half-Orcs). I did NOT include lineages from Van Richten’s Guide to Ravenloft, nor the Dragonmarked races from Eberron: Rising from the Last War (mostly because neither dragonmarks nor lineages really entice me as a player or as a dungeon master).

I have gathered ideas from other community members who have been credited per feat, as well as at the end of the document. Some quick notes on design: I tried to make every subrace a “half-feat” (a feat that has a single ability score increase in addition to other benefits). Additionally, each of the benefits of a feat is inspired by a race’s racial traits from older editions, unused Unearthed Arcana mechanics, monster statblocks, or some other feature that makes logical sense (the Aarakocra’s Eagle Eye feat, for example). Feedback is appreciated (and encouraged).

  Race Feat
  Aarakocra Eagle Eye
  Aasimar (fallen) Fallen Legacy
  Aasimar (protector) Celestial Legacy
  Aasimar (scourge) Celestial Legacy
  Bugbear Bugbear’s Rest
  Centaur Grand Breed
  Changeling True Mimicry
  Dragonborn (draconblood) Draconblood Decorum
  Dragonborn (ravenite) Ravenite Resilience
  Dwarves (duergar) Acclimated, Psychic Invasion
  Elf (drow)* Acclimated
  Elf (eladrin) Eladrin Magic
  Elf (pallid) Blessing of the Pale Lady
  Elf (sea) Alu’Tel’Quessir Training
  Elf (shadar-Kai) Shadow Dancer
  Firbolg Illusory Master
  Genasi (air) Windsoul
  Genasi (earth) Terrasoul
  Genasi (fire) Cindersoul
  Genasi (water) Tidesoul
  Gith Psychic Invasion
  Gnome (deep) Deep Sense
  Goblin Nilbog Trickery
  Goliath Mountain Mover
  Race Feat
  Grung Grung Tied
  Halfling (Ghostwise) Night Glider
  Halfling (Lotusden) Speech of the Lotus
  Half-orc* Budding Chief
  Hobgoblin Centurion Training
  Kalashtar Mind Thrust
  Kenku Kenku Know-How
  Kobold Acclimated, Scaleborn
  Leonin Iconoclast
  Lizardfolk Lurker
  Locathah Locathah Hunter
  Loxodon Loxodon Stampede
  Minotaur Labyrinthine Mind
  Orc Budding Chief
  Satyr Lighthearted
  Shifter Moonspeaker
  Simic Hybrid Guardian
  Tabaxi Tabaxi Curiosity
  Torle Hardened Shell
  Triton Master of Waves
  Vedalken Ever-Expanding Mind
  Verdan Inquisitive Empathy
  Warforged Upgrade
  Yuan-Ti Pureblood Snake in the Grass

*Theses races are from the PHB, but they are listed here because these respective racial feats apply to them.

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Acclimated

Prerequisite: Sunlight Sensitivity trait


More accustomed to life above ground, your tender eyes have overcome their sensitivities. You gain the following benefits:

  • You gain proficiency with one of the following skills of your choice: Insight, Investigation, or Perception.
  • You ignore the effects of your Sunlight Sensitivity trait.

Alu’Tel’Quessir Training

Prerequisite: Elf (sea)


You have received advanced training that heightens your senses and quickens your reflexes, reserved for only the most elite Alu’Tel’Quessir warriors. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • Your walking speed increases by 5 feet.
  • You gain blindsight out to 5 feet. While you are submerged in water, your blindsight increases to 30 feet.

Blessing of the Pale Lady

Prerequisite: Elf (pallid)


Your people have been granted power by the moon, and through deep meditation you have unlocked even greater lunar boons. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend 4 hours doing light activity, such as praying to the moon or keeping watch.
  • At sunset, you may gain a number of temporary hit points equal to 1d6 + your Wisdom modifier (minimum 1 hit point). If the moon is full, you roll a d10 instead. You lose any remaining temporary hit points when the sun rises.

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.
  • As a bonus action, you can allow a creature who can see or hear you to maneuver itself into a more advantageous position. That creature can use its reaction to move up to half its movement speed without provoking opportunity attacks. The creature can’t maneuver itself using this feat again until it finishes a short or long rest.

Bugbear’s Rest

Prerequisite: Bugbear


Your ability to nap and rest is unrivaled. None would challenge your sleeping prowess. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • If you sleep for 10 or more hours as part of a long rest, you regain all of your Hit Dice, regardless of how many you have expended.
  • If you have taken at least one short or long rest within the last 8 hours, you have advantage on Constitution saving throws made to avoid gaining a level of Exhaustion, and magic can’t put you to sleep.

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.

Centurion Training

Prerequisite: Hobgoblin


You have received the leadership training that other members of your race covet. You are always prepared, able to respond quickly and lead confidently. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You may add half your proficiency bonus to your initiative rolls (rounded down).
  • You gain proficiency with
    medium armor and shields.
  • When you use your Saving
    Face trait, you do not
    expend a use of it
    unless your roll
    succeeds.

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Cindersoul

Prerequisite: Genasi (fire)


You have uncovered the aggressive magics of elemental fire inside yourself, granting you the following benefits:

  • Increase your Constitution or Intelligence score by 1, to a maximum of 20.
  • On your turn, you can transform your lower body into a column of smoke and embers, casting the jump spell on yourself, without expending a spell slot or material components.
  • Once you reach 5th level, you can cast hellish rebuke as a 3rd-level spell without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.

Deep Sense

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 Intelligence (Investigation) score.
  • You learn to cast the detect magic and identify spells, but only as rituals. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.

Eladrin Magic

Prerequisite: Elf (eladrin)


You can channel the influence of the Feywild to your body, manifesting in unique magical abilities depending on your current season. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You learn to speak, read, and write Sylvan.
  • You learn the cantrip and 1st-level spell from the Eladrin Magic table below that corresponds to your current season. You can cast the 1st-level spell once, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
Eladrin Magic
Season Cantrip 1st-Level Spell
Autumn guidance cure wounds
Winter message frost fingers*
Spring druidcraft disguise self
Summer thaumaturgy burning hands
*This spell can be found in Icewind Dale: Rime of the Frostmaiden. Alternatively, you can substitute this spell for ice knife, found in Xanathar’s Guide to Everything

Draconblood Decorum

Prerequisite: Dragonborn (draconblood)


You’re able to better utilize your sense of smell, giving you improved impressions of other creatures. Using this information, you know exactly how to manipulate both your allies and your enemies. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Insight) checks against creatures you can smell within 15 feet of you.
  • You learn the friends or vicious mockery cantrip. If you choose friends, you do not require a material component to cast it. Your spellcasting ability for the chosen spell is the ability increased by this feat.

Eagle Eye

Prerequisite: Aarakocra


Your eyesight is as keen as your distant, avian kin. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • Attacking at long range doesn’t impose disadvantage on your ranged attack rolls.
  • You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

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Fallen Legacy

Prerequisite: Aasimar (fallen)


Your corrupted nature has granted you great
power and sight. You gain the following benefits:

  • Increase your Strength or Wisdom score by 1, to a maximum of 20.
  • You can cast the false life spell at will, without expending a spell slot.
  • You can use your Necrotic Shroud trait as a bonus action instead of an action.

Ever-Expanding Mind

Prerequisite: Vedalken


Your brain continues to grow over time, and your
ability to present logical arguments is unsurpassed.
You gain the following benefits:

  • Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
  • You have advantage on Intelligence (Persuasion) checks, assuming your character can make a logical argument for the check.
  • You learn to speak, read, and write a number of additional languages equal to your proficiency bonus. Each time your proficiency bonus increases, you learn to speak, read, and write an additional language. At your DM’s discretion, each time you would learn a language with this feat, you may instead gain proficiency with one tool of your choice.

Grand Breed

Prerequisite: Centaur


You unlock great power within your fey blood, strengthening both your body and spirit. You gain the following benefits:

  • Increase your Strength or Wisdom score by 1, to a maximum of 20.
  • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • When you take the Dash action on your turn, creatures can’t make opportunity attacks against you for the rest of your turn.
  • The damage die for your hooves increases to a d6, and your hooves count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Grung Tied

Prerequisite: Grung


Through a combination of herbal tonics and ritual magic, your grung physiology evolves, and you are considered one caste level higher amongst other grungs. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You ignore the effects of your Water Dependency trait. Instead, you count as one size larger when determining how much water you must consume in a day.
  • As an action, you can make a chirring noise to which other grungs are immune. Each creature within 10 feet of you that can hear you must succeed on a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature is stunned until the end of your next turn. Once you use this ability, you can’t use it again until you finish a short or long rest.

Guardian

Original improved Animal Enhancements by u / Geoxaga

Prerequisite: Simic Hybrid


Your body has developed a seemingly spontaneous mutation, likely brought upon by its intense genetic alterations. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum
    of 20.
  • You gain an additional Animal Enhancement of your choice. Instead, you may improve one of your existing Animal Enhancements:

{{hanging Acid Spit. The damage of your Acid Spit increases by 2d10. Additionally, you learn either the acid splash or primal savagery cantrip, using Consitution as your spellcasting ability.

Carapace. Whenever you take nonmagical bludgeoning, piercing, or slashing damage, you can use your reaction to halve the triggering damage. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Grappling Appendages. Your extra limbs become more tactile, and are considered to have both the finesse and light properties when you use them for unarmed strikes. Additionally, your extra limbs can now do anything that requires manual precision, such as using tools, using magic items, or performing the somatic components of a spell. They cannot be used to wield weapons or shields, however.

Manta Glide. Your jump distance is doubled, and for every 1 foot you descend vertically, you can now move 3 feet horizontally. Additionally, you don’t take fall damage while you are conscious, provided you are able to use your wings to glide and slow your fall.

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Nimble Climber. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you can move up to your walking speed even while prone.

Underwater Adaptation. Your swimming speed increases by 10 feet, and you have advantage of ability checks and saving throws made to avoid the grappled and restrained conditions.

Hardened Shell

Prerequisite: Tortle


Your shell is not just used for protection, but as a weapon as well. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • If you move at least 10 feet in a straight line on your turn, you can use your bonus action to immediately enter your shell. You slide on the ground for a number of feet equal to the remainder of your movement. Creatures in your path must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a Large or smaller creature falls prone and takes bludgeoning damage. This bludgeoning damage is a number of d6s equal to your proficiency bonus. If you hit one or more creatures on your turn, you stop moving at the end of your turn. Otherwise, you continue moving until you emerge from your shell or the ground brings you to a stop. Once you hit at least one creature using this ability, you can’t use it again until you finish a short or long rest.

Iconoclast

Prerequisite: Leonin


Your people may not deny that the gods exist, but most deny their altruism. You have trained as an iconoclast, learning to hunt down the corrupt servants of these equally corrupt deities. You gain the following benefits:

  • Increase your Strength or Wisdom score by 1, to a maximum of 20.
  • You have resistance to radiant damage.
  • When you are subjected to an effect that allows you to make a Wisdom saving throw to take only half damage, you can use your reaction to instead take no damage if

you succeed on the saving throw, and only half damage if you fail.

Illusion Mastery

Prerequisite: Firbolg


Your experience with illusory magic has granted you greater understanding of its art. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You have advantage on saving throws against illusions.
  • When you hit a creature with an attack on your turn, that creature can’t turn invisible until the start of your next turn.
  • You can cast disguise self using your Firbolg Magic trait at will, without expending a spell slot.

Inquisitive Empathy

Prerequisite: Verdan


Naturally curious, you have honed your telepathic powers to sense how other creatures are feeling at a given moment. You can probe deeper into a creature’s mind, but only rarely. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You can cast the detect thoughts spell at will, without expending a spell slot or material components. Once you probe deeper into a creature’s mind using this spell, you can’t do so again until you finish a long rest. When you cast detect thoughts with this feat, you cannot detect the presence of creatures you can’t see. Charisma is your spellcasting ability for this spell.

Kenku Know-How

Prerequisite: Kenku


You become adept at helping others, offering up knowledge you’ve gathered by studying masters. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You can take the Help action as a bonus action.
  • When you take the Help action to assist a creature with an ability check that uses skill or tool check you are proficient with, the creature may add your Intelligence modifier to the check (minimum +1).

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Labyrinthine Mind

Prerequisite: Minotaur


Your body and mind have adapted to darkness, and you are capable of discovering hidden paths, though you risk the madness of Baphomet in doing so. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain darkvision out to 60 feet.
  • You can perfectly recall any path you have traveled.
  • When you reach 5th level, you can use your action to attempt to discover the shortest route to a location by rolling percentile dice. If you roll a number equal to or lower than your level, you immediately cast the find the path spell without expending a spell slot or material components. If you fail to cast this spell, you suffer from an effect from the short-term madness table for 1 minute, using the number you rolled on the percentile dice to determine the effect, and you can’t use this ability again until you finish a long rest. If you successfully cast this spell, you can’t use this ability again for 1d6 days.

Lighthearted

Prerequisite: Satyr


Few things can shake your mood, and your respites are particularly restful. You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.
  • You have advantage on saving throws against being frightened.
  • If you spend one or more Hit Dice to regain hit points during a short rest, you regain an additional 1d6 hit points. If you consume at least a pint of alcohol during a short rest, you may regain 1d10 additional hit points instead of 1d6.

Locathah Hunter

Prerequisite: Locathah


You have become accustomed to hunting on land, even with weapons others consider crude, and you’ve learned to survive far from your aquatic home. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with the spear and trident, if you don’t already have it.
  • While you are wielding a spear or trident, its damage die increases to 1d8 (or 1d10, if you wield it in two hands), and if you score a critical hit with either weapon, you can roll the damage die an additional time and add it to the extra damage of the critical hit.
  • You ignore the requirement to be submerged in water from your Limited Amphibiousness trait. Instead, you count as one size larger when determining how much water you must consume in a day.

Loxodon Stampede

Prerequisite: Loxodon


You’ve learned to use your sizable body to ignore enemies that block your path. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you take the Dash action, you can choose to pass through the space of one or more Large or smaller creatures. Each creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d10 + your Strength modifier. Whether a creature succeeds or fails its saving throw, it cannot make opportunity attacks against you for the rest of your turn. Once you use this ability, you can’t use it again until you finish a long rest.

Lurker

Prerequisite: Lizardfolk


Your natural stealthiness and affinity for ambush become even more apparent. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with the poisoner’s kit.
  • When you apply poison to a weapon, you may add your proficiency bonus to the poison damage you deal on a hit.
  • You have advantage on Stealth checks while you are in swampy, forested, or underwater environments.

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Master of Waves

Prerequisite: Triton


You have made the ocean your
ally, bending the frigid sea to
your will. You gain the
following benefits:

  • Increase your Charisma score
    by 1, to a maximum of 20.
  • You learn the ray of frost cantrip.
    Charisma is your spellcasting ability
    for this spell.
  • When you take damage from a
    creature you can see, you can use
    your reaction to cast the armor of Agathys
    spell without expending a spell slot or material components, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level (but not as a reaction). Charisma is your spellcasting ability for this spell.

Mind Thrust

Prerequisite: Kalashtar


Your quori spirit teaches you the different ways to assault—and protect—the minds of others. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • When you use your Mind Link trait to grant a creature the ability to speak telepathically with you, it has resistance to psychic damage for the duration.
  • You can cast the mind spike spell (found in Xanathar’s Guide to Everything) without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.

Moonspeaker

Prerequisite: Shifter


Your connection to the sacred moon has blessed you with great power. You gain the following benefits:

  • Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.
  • You gain a climbing speed or a swimming speed equal to your walking speed (your choice).
  • Choose one other subrace of shifter besides your own. While you are shifted, you gain the benefits of that subrace’s Shifting Feature trait in addition to your own.

Mountain Mover

Prerequisite: Goliath


Your strength and resilience rivals the giants that roam your homeland. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain a climbing speed equal to your walking speed.
  • As an action, you can pick up a large boulder or rip a chunk of earth out of the ground and make the attack with it. The boulder is a simple melee weapon with the heavy, thrown, and two-handed properties. It has a normal range of 20 feet and a long range of 60 feet, and on a hit, it deals bludgeoning damage equal to 3d6 + your Strength modifier. A creature struck by this boulder must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Night Glider

Prerequisite: Halfling (Ghostwise)


Your people are quite familiar with mountable fauna, mainly giant owls. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • The range of your Silent Speech trait increases to 90 feet.
  • You can cast the animal friendship spell at a range of 90 feet. You can cast this spell once without expending a spell slot, and you must finish a long rest before you can do so again. Additionally, you can cast this spell using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for this spell.
  • You can use your Silent Speech to speak telepathically with a beast charmed by you, or your mount if you have one. The beast or mount will understand you even if you don’t share a language, but you have no special ability to understand it in return.

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Nilbog Trickery

Prerequisite: Goblin


You learn the mischievous ways of nilbog spirits, able to taunt and fool your enemies with ease. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • You learn the vicious mockery cantrip. Your spellcasting
    ability for this spell is the ability increased by this feat.
  • When a creature you can see targets you with an attack
    or a harmful spell, you can use your reaction to force
    the creature to first make a Wisdom saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. On a failed save, the creature must choose a new target or lose the attack or spell. This ability doesn’t protect you from area effects, such as the explosion of a fireball. Once you use this ability, you can’t use it again until you finish a long rest.

Psychic Invasion

Prerequisite: Dwarves (duergar), Gith


You have learned to not only sense a creature’s thoughts, but also how to infest it’s brain with false realities. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the minor illusion cantrip. Intelligence is your spellcasting ability for this spell.
  • You can cast the phantasmal force spell, requiring no spell slot or material components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell.

Ravenite Resilience

Prerequisite: Dragonborn (ravenite)


Through intense focus or a traumatic event, you have unlocked a hidden power deep within yourself. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you reach 3rd level, you can cast the dragon’s breath spell (found in Xanathar’s Guide to Everything), requiring no spell slot or material component, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.
  • Whenever you cast dragon’s breath, you gain resistance to the chosen damage type when you cast the spell. This resistance lasts for 1 hour.

Scaleborn

original feat by
u / Real_Funky_Skeleton

Prerequisite: Kobold


Whether as a blessing granted to you at birth or some dormant part of your heritage, you have the magic of dragon’s blood within you. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You learn two cantrips from the Sorcerer spell list. Charisma is your spellcasting ability for these spells.
  • Choose one damage type: acid, cold, fire, lightning, or poison. You gain resistance to the chosen damage type.

Shadow Dancer

Prerequisite: Elf (shadar-kai)


You learn an ancient fighting style of your people, attacking your enemies from all angles with a flurry of spiked chains. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • You gain proficiency with the spiked chain if you don’t already have it.
  • A spiked chain has the finesse property when you wield it.
  • When you gain this feat, a small rift opens from the Shadowfell, laying a single spiked chain at your feet.
Spiked Chain

These are wicked and exotic weapons that hail from the Shadowfell. They are made up of large metal chains whose last few links on each end are enlarged and riddled with spikes.

A spiked chain is a martial melee weapon, weighing 3 pounds and dealing 2d4 slashing damage on a hit. It has the two-handed and reach properties, in addition to the following special property:

When you hit a creature with a spiked chain on your turn, you can use a bonus action to attempt to grapple the target. Until the grapple ends, the target takes 1d4 piercing damage at the start of each of its turns and you can’t grapple another target.A spiked chain (if you can find one) is worth 100 gp.

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Snake in the Grass

Prerequisite: Yuan-Ti Pureblood


You have honed the innate abilities of your kin, able to assume the form of any snake you have seen. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You can cast the suggestion spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
  • You can use your action to magically transform into a Giant Poisonous Snake. The transformation follows the criteria and limitations of the druid’s Wildshape feature, though it only lasts for up to 1 hour. When you transform, you may choose the appearance of the snake, though not so much that its size changes. Once you use this ability, you can’t do so again until you finish a long rest.

Yuan-Ti Pureblood Racial Traits

It is widely accepted that the original yuan-ti pureblood race that appeared in Volo’s Guide to Monsters is not well-balanced against the other race options in D&D. It is strongly recommended to use the newer version of the race, found in Mordenkainen Presents: Monsters of the Multiverse.

Speech of the Lotus

Prerequisite: Halfling (Lotusden)


You have spent your waking hours in the comfort of nature, learning the calm, soothing ways of nature’s prose. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You learn to speak, read, and write Sylvan and two additional languages of your choice.
  • When you reach 5th level, you can cast the speak with plants spell, without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for this spell.

Tabaxi Curiosity

Prerequisite: Tabaxi


Your desire for knowledge often lands you in dire situations, though you gain satisfaction from even near-death experiences. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with one of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Religion.
  • You have advantage on death saving throws, and whenever you make a death saving throw, your mind enters a tranquil space between life and death. There, you find yourself alone with a deity appropriate to your people, and you may ask it a single question that can be answered with “yes”, “no”, or “unknown”. The deity answers to the best of its knowledge. Once you get a “yes” or “no” answer using this ability, you can’t use it again until you finish a long rest.

Terrasoul

Prerequisite: Genasi (earth)


You have discovered the obstinate magics of elemental earth inside yourself, granting you the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You have tremorsense out to a range of 30 feet. Within that range, you can detect and pinpoint the origin of vibrations, provided you and the source of the vibrations are in contact with the same ground or substance. Your tremorsense can’t be used to detect flying or incorporeal creatures.
  • Once you reach 5th level, you can cast the erupting earth spell (found in Xanathar’s Guide to Everything), requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.

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Sarguro’s Compendium of Odds and Ends | Racial Feats ↑

 

 

Tidesoul

Prerequisite: Genasi (water)


You have unlocked the unfathomable magics of elemental water inside yourself, granting you the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You can move into a hostile creature’s space regardless of its size, and you can move through a space as narrow as 1 foot wide without squeezing.
  • Once you reach 5th level, you can cast the tidal wave spell (found in Xanathar’s Guide to Everything), requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.
Genasi Subraces

Similar to the yuan-ti pureblood, the genasi subraces are much better balanced as they appear in Mordenkainen Presents: Monsters of the Multiverse, and it is recommende you use those versions of the subraces.

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Sarguro’s Compendium of Odds and Ends | Racial Feats ↑

 

 

True Mimicry

original feat by
u / BarelyRegal
& u / TheOwlMarble

Prerequisite: Changeling


You have learned to mimic the inherent traits of other creatures, further improving your ruse. After you use your Shapechanger trait to imitate a humanoid, you can spend 10 minutes improving your transformation, further altering your anatomy. During this time, you must remain within 60 feet of a creature of the race you are mimicking.

When the transformation is complete, you gain the benefits of one of the mimicked creature’s racial traits of your choice. You cannot mimic the creature’s Ability Score Increase or Age traits. If the mimicked trait requires you to select an option (such as the High Elf’s Cantrip trait), you must select the same option as the mimicked creature. If the trait has level requirements, you must fulfill the level requirements to gain that benefit.

You benefit from the mimicked racial trait until you use your Shapechanger trait again, you mimic another trait using this feat, or until you finish a long rest.

Upgrade

Prerequisite: Warforged


Your frame has been updated to fulfill a particular function, improving your operating efficiency for a given subset of tasks. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • Choose one of the following upgrades:

Envoy. You gain proficiency with one tool of your choice. Additionally, choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have at least one free hand to use this integrated tool.

Juggernaught. You may double your Strength bonus when you make a Strength-based attack roll, a Strength check, or a Strength saving throw (minimum bonus of +2). Once you use this ability, you can’t use it again until you finish a short or long rest. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Skirmisher. Your walking speed increases by 5 feet. Additionally, you can take the Disengage action as a bonus action on your turn. Once you use this ability, you can’t use it again until you move 0 feet on one of your turns.

Windsoul

Prerequisite: Genasi (air)


You have freed the liberating magics of elemental air inside yourself, granting you the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You can cast the feather fall spell on yourself at will, without expending a spell slot.
  • Once you reach 5th level, you can cast the fly spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.

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Credits / Legal Information

The contents of this document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by ©Wizards of the Coast LLC.

Version 2.0

Created, compiled, and modified by u/Kaiburr_Kath-Hound, contributed to by u/pancakesandswags.

Artist Credits

Page 1 — Pathfinder Chronicler Anthology, Vol. 1 (cover art) by Eva Wildermann @Paizo Inc., edited by u/Kaiburr_Kath-Hound

Page 2 — Eberron Night Club by Suzanne Helmigh @Wizards of the Coast

Page 3 — Children of Stone by Stanton Feng

Page 4 — Ember, the Fire Genasi Pheonix Sorcerer by TangeeArt

Page 5 — MtG: Applied Biomancy by Sidharth Chaturvedi @Wizards of the Coast

Page 6 — Leonin Warleader by Jakub Kasper @Wizards of the Coast

Page 7 — Shadows of the Hist by Lucas Slominski @Bethesda Softworks

Page 8 — Thrasios, Triton Hero by Josu Hernaiz @Wizards of the Coast

Page 9 — Rook - Dragonborn Warrior by Sam Santala

Page 10 — RUN AMOK by Svetlin Velinov @Wizards of the Coast

Page 11 — Tekehu by madnessdemon

Page 12 — The Last of the Warforged by Tamás Patkós

Page 13 — Kiri the Kenku by Caio Santos

Background image and graphics created by u/Kaiburr_Kath-Hound

Page stains created by u/flamableconcrete, edited by u/Kaiburr_Kath-Hound

Kenku Rogue

Foreground

 

 

Changelog (From original, separate posts to v1.0)

Blessing of the Pale Lady
  • Removed the 60 ft. increase to darkvision.
  • Added the ability to forego sleep for a long rest.
Budding Chief
  • Changed the last ability from temporary hit points granted to a creature at the start of combat, you can allow a creature to maneuver as a bonus action.
  • Also added the limitation of maneuvering a creature 1/short or long rest per creature.
Centurion Training
  • Removed the extra damage ability (previously allowed an extra 2d6 damage when an ally was next to an enemy, 1/short or long rest).
  • Added proficiency with medium armor and shields.
Cinder Soul
  • Changed the castable spell from fireball to flame blade.
  • Offering the knowledge of fireball is decidedly too powerful, as the feat allows you to cast it with any spell slots.
  • The flame blade spell (which specifically creates a flaming scimitar) feels very thematic when relating a fire genasi to an efreeti, which also wields a flaming scimitar.
Deep Training
  • Changed detect magic and identify to ritual spells instead of at-will spells. For obvious reasons.
Draconblood Decorum
  • Increased the effective range of Insight with advantage from 10 feet to 15 feet
  • Specified that the friends cantrip, if chosen, does not require material components.
Eladrin Magic
  • Gave the Winter eladrin message as a cantrip instead of fog cloud (fog cloud is not a cantrip)
  • message seemed appropriate for winter, where (creepy) whispers on the wind seem plausible.
  • Switched cure wounds and disguise self from the Fall and Spring eladrins.
  • I initially went with cure wounds for Spring eladrin, thinking of Spring as life-giving, but in D&D lore, Fall eladrin are much more altruistic, and Spring eladrin are much more tricksy.
Grand Breed
  • Added advantage on saving throws against being charmed and magic can’t put you to sleep.
  • Removed the ability to be considered your own mount.
  • Added the ability to avoid opportunity attacks on a Dash.
Guardian
  • Clarified that the at-will spell must be chosen at the time of gaining the feat, AND that the spell is instead of the extra Animal Enhancement, not in addition.
Hardened Shell
  • Changed the damage from 3d6 to a number of d6s equal to your proficiency bonus.
  • Adjusted the wording for clarity.
Iconoclast
  • Removed the proficiency bonus per long rest limitation.
  • There are few spells that force a Wisdom save AND deal damage, so the limitation was only a hindrance for an already niche ability.
Kenku Know-How
  • Removed the climbing speed and fall damage.
  • Added the ability to Help as a bonus action.
Labyrinthine Mind
  • Removed the ability to be unaffected by the maze spell.
  • Added the ability to cast find the path (at a significant cost).
Lighthearted
  • Removed the single-use advantage on a Persuasion check.
  • Added the additional hit points regained on a short rest (and even more if you consume alchohol).
  • Updated flavor text ot better reflect the abilities of the feat.
Locathah Hunter
  • Removed the extra damage on a critical hit with a spear or trident.
Mountain Mover
  • Fixed a typo, adding the intended phrase instead of just “You”
Ravenite Resilience
  • Instead of permanent resistance after casting dragon’s breath, you gain that resistance only for an hour.
  • Flexible, permanent resistance is just too powerful, even for the underwhelming dragonborn.
Snake in the Grass
  • Changed the transformation from being based on the polymorph spell to being based on Wildshape.
Speech of the Lotus
  • Added an additional learned language of your choice.
Terrasoul
  • Removed burrow speed of 10 feet.
  • Added tremorsense of 30 feet.
True Mimicry
  • Instead of 1 hour, the feat requires 10 minutes (similar to a ritual spell or the Inspiring Leader feat).
  • Adjusted wording for clarity and brevity.

Sarguro’s Compendium of Odds and Ends | Changelog ↑

 

 

Upgrade
  • Added a limitation to the Skirmisher upgrade, to use Disengage as a bonu action again, you must first move 0 feet on your turn.

Changelog (From v1.0 to v1.1)

Acclimated
  • Removed the ASI (the removal of Sunlight Seneitivity is quite powerful)
Blessing of the Pale Lady
  • Changed the duration of the period of rest to be 4 hours instead of 8 (to account for an elf’s Trance).
Celestial Legacy
  • Removed the recovery of Radiant Soul/Radiant Consumption on a short rest.
Cinder Soul
  • Replaced the 1d4 retributive fire damage for an at-will jump spell (with flavor!)
  • Replaced flame blade with hellish rebuke.
Fallen Legacy
  • Removed the recovery of Necrotic Shroud on a short rest.
Grand Breed
  • Updated flavor text to reflect the abilities granted.
Guardian
  • Instead of at-will spells, added the improved Animal Enhancements created/inspired by u/Geoxaga.
Hardened Shell
  • Added the caveat that only Large or smaller creatures are affected by the shell attack.
  • Cleaned up some minor wording.
Illusion Mastery
  • Changed name from Illusory Master (an idiom I previously misunderstood)
Kenku Know-How
  • Updated flavor text to reflect the abilities granted.
Lighthearted
  • Reduced the additional hit points gained to a single die instead of 1 die per Hit Die expended.
  • Added the caveat that you must consume 1 pint of alcohol to roll a larger die.
  • Increased the “alcohol die” from 1d8 to 1d10.
Night Glider
  • Updated the flavor text to reference owls instead of dinosaurs (I mixed up ghostwise halflings and Eberron halflings).
Nilbog Trickery
  • Added Constitution as a possible ASI.
  • Allowed for the player to use either Constitution OR Charisma for the spellcasting modifier of the cantrip and the DC of the ability.
Spiked Chain
  • Reduced the grapple damage to 1d4 piercing damage at the start of each turn.
Genasi Subraces
  • Updated Lighter than Air with more simplified wording.

Sarguro’s Compendium of Odds and Ends | Changelog ↑