Feats Handbook
v1.6

A Compendium of Feats for 5th Edition D&D (v1.6)

Feats

A feat represents a talent or area of expertise that gives a character special capabilities. It embodies training, experience and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional Feats rule, you can forgo taking that feature to take a Feat of your choice instead. You can take each feat only once, unless the Feat’s description says otherwise.

You must meet any prerequisite specified in a Feat to take that Feat. If you ever lose a Feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your strength is reduced below 13 somehow - perhaps by a withering curse - you can’t benefit from the Grappler Feat until your Strength is restored.


Translations

Always reference official sources. I’ve copied a lot of feats from a lot of sources, I’ve changed some of the wording on established feats and have made my own. This is a compilation of those that I’ve found to be the most fun and balanced. The change log is updated as the list grows.


Advanced Combat Training

Prerequisite: Character level 4, Dexterity 13 or Strength 13.

Your studies in the art of combat give you mastery of a new fighting style. You can select this feat multiple times. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Gain a +1 to Strength, Dexterity or Constitution
  • A new fighting style that you do not already have


Advanced Combat Training replaces Fighting Initiate

Fighting Initiate (Tasha's)

Prerequisite: Proficiency with a martial weapon


Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.


Acrobat

You become more nimble, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Performance skill.
  • You gain proficiency in the Acrobatics skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
  • You can add your Proficiency bonus to your jumping distance.
  • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.

Alert

You are always on the lookout for danger, you gain the following benefits:

  • You gain a +3 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.


Original Alert Feat with added text.

Alert

Always on the lookout for danger, you gain the following benefits (does not stack with Situational Awareness):

  • You gain +5 bonus to initiative.
  • you can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.


Actor

you are skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Customization Options | Feats

Alchemist

You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20
  • You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As a reaction, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • Over the course of any short rest, you can temporarily improve the potency of one potion of healing to any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drank no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.

Animal Handler

You master the techniques needed to train and handle animals. You gain the following benefits.

  • Increase your Wisdom score by 1, to a maximum of 20
  • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You can as a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide what action the beast wil take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.

Arcane Adept

Prerequisite: Character level 8th or higher


Through intense focus, training, and dedication, you’ve harnessed the techniques of rapid spellcasting. You are no longer limited to only one non-cantrip spell per turn. However, should you cast two or more spells in a single turn, none of them can be higher than 3rd level.

Arcane: Dual-Focused

Prerequisite: The ability to cast at least one spell


Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be.

  • If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously.
  • If you take damage during this time, you must make a concentration check for each spell individually.
  • At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DC equals 8 + both spell’s levels combined). ON a success, you maintain concentration on both spells. ON a failure, you lose concentration on both spells.

Arcane Affinity

Through your repeated exposure to the natural flow of arcane magic, you've adapted to attune with additional enchantments, though the process can be physically taxing. You gain the following benefits:

  • You have advantage on Intelligence (Arcana) checks when investigating the nature of a magical object or device.
  • Attuning to a new magic item now requires only 10 minutes of concentration.
  • You can now be attuned to a maximum of four magical items, rather than the normal limit of three. Other attunement limitations still apply.

Customization Options | Feats


Arcane: Flash Recall

Prerequisite: The ability to prepare spells, and cast at least one spell


You’ve developed the ability to instantly recall an unprepared spell in moments of sudden necessity. As an action, you can instantly prepare a spell from your available class spell list (or spellbook, if you prepare spells from one) that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level.

If you are multiclassed, you can only Flash Recall spells from a class that prepares spells. Once you use this ability, you must finish a short or long rest before you can use it again.



Arcane Mastery

Prerequisites: The ability to cast at least one spell


You have gained an exceptional mastery over the spells you can cast. You are able to learn one Sorcerer Metamagic option. Each sorcery point required to activate the metamagic option requires a spell slot of the corresponding level. For example, Distant Spell would normally take 1 sorcery point. When you use this metamagic to cast scorching ray, you must also expend a 1st level spell slot.

If the megamatic refers to your Charisma modifier, you can replace that with your spell casting modifier if it is different.

You can select this feat multiple times. Each time you do so, you must choose a different metamagic option. This does not change the cost of that or existing metamagic options selected.

If you have sorcery points and take this to get another metamagic option. Your sorcery points increase by your Charisma modifier

Arcane: Secrets of Magic

Prerequisite: Intelligence of 13+ and ability to cast spells


Your mastery of the arcane arts are unparalleled. You gain the following however only one effect can be done per round (damage type or change save):

  • Increase your Intelligence score and its maximum by 1
  • When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant or thunder damage, you can substitute that damage type with one other type from that list. You are able to replace one energy type for another by altering the spell’s formula as you cast it.
  • When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. You can change the saving throw in this way a number of times equal to your proficiency bonus. The use of this ability is fully renewed when you finish a short or long rest.

Customization Options | Feats

Arcanist

You study the arcane arts, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Archer (Master)

You have dedicated yourself to mastering the skills of archery, you gain the following abilities:

  • Arrow Setting. You spike your arrows in the ground, angled before you so as to gain faster rate of fire; preparation time is thus required. You can spend an action to place a number of arrows equal to twice your proficiency bonus. By reducing your movement to zero, you can use your action to fire an additional number of arrows equal to your proficiency bonus on your turn.
  • Double Shot. You can elect to nock and shoot two arrows at the same time. The target must be between 10 and 30 feet of you. One attack roll is made, if successful both arrows hit the same target. If the attack roll is a miss, both arrows miss. You can fire at disadvantage to hit two different targets but those targets must be within the previous range and not more than 20 feet apart. This can only be used once per round and can not be combined with any other Archer technique.
  • Recumbent Fire. While prone and lying flat on your back you can shoot normally without penalty for being prone. This can not be combined with any other archer technique.

Artificer Initiate

You’ve learned some of an artificer’s inventiveness:

  • You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
  • You can cast this feat’s 1st-level spell without 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.
  • You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.


Artificer Initiate

Consider allowing a player to swap their chosen 1st-level spell anytime they gain a new level.




Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t halve your speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.


Customization Options | Feats

Armory Apprentice Note

Replaces Lightly Armored, Medium Armor Master and Heavy Armor Master feats. Info gathered directly from DawnforgedCast )


Armory Apprentice

You have trained to be capable in the use of a wide variety of weapons, armor and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with all armors and shields.
  • You also gain proficiency with four weapons of your choice

Armor Mastery: Medium

Prerequisite: Proficiency with medium armor.

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (stealth) checks.
  • When you wear medium armor you can add 3, rather than 2 to your AC if you have a dexterity of 16 or higher.

Armor Mastery: Heavy

Prerequisite: Proficiency with heavy armor.

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Artisan Master

Your skill and knowledge about your craft are far beyond that of any common artisan. Choose a set of artisan's tools that you are proficient with. Your proficiency bonus is doubled for any ability check that uses thase artisan's tools. In addition, you gain the following benefits:

  • Prerequisites: Int 13, tool proficiency.
  • Choose one set of artisan’s tools that you have proficiency. When using that set of tools to craft an item you may double the amount of progress you make each day, after all other modifiers. This feat may be purchased multiple times, each purchase applies to a different set of artisan tools.
  • Whenever you make an Intelligence (History) related to the origin of an object related to your trade, you are considered proficient in the History skill and you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Armor Feats Original:

Lightly Armored

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.

Moderately Armored

Prerequisite: Proficiency with light armor You have trained to master the use of medium armor and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • You gain proficiency with medium armor and shields

Medium Armor Master

Prerequisite: Proficiency with medium armor.

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (stealth) checks.
  • When you wear medium armor you can add 3, rather than 2 to your AC if you have a dexterity of 16 or higher.

Heavily Armored

Prerequisite: Proficiency with medium armor. You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20
  • You gain proficiency with heavy armor.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor.

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Customization Options | Feats

Battlemage

Prerequisite: the ability to cast at least one spell


You are trained in casting spells while fighting close to an enemy. You gain the following benefits:

  • You no longer have disadvantage when casting ranged attack spells while adjacent to an enemy.
  • If you hit with a cantrip, it will deal damage provided you hit, regardless of the target saving throw. The target of your cantrip that makes its saving throw will not be subject to any additional effect other than damage.
  • You gain proficiency in one martial weapon of your choice.
  • You may treat a weapon you are wielding as a spellcasting focus

Blade Mastery

Prerequisite: proficiency in one of the weapons listed


You master the shortsword, longsword, scimitar, rapier and greatsword. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
  • When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Bodyguard

You excel at protecting others and gain the following benefits:

  • When you select this feat, you gain hit points equal to twice your Constitution modifier.
  • On your turn, you can select one creature within 10 feet of you as your ward. All attacks against your ward target you instead. Your ward cannot make attacks while this protection is in effect. If the target ward ends its turn out of range or attacks an enemy, it no longer gains your protection. If you move willingly, you can pull your ward with you.
  • If a creature scores a critical hit on you, after calculating damage, you can choose to suffer half damage, and one ally of your choice within 5 feet of you suffers the remaining half.

Bow Mastery

Bows are used by many, but you have trained to make the most of these elegant weapons. You gain the following benefits:

  • You gain a +1 bonus to damage rolls you make with shortbows and longbows.
  • When you use the Attack action with a shortbow on your turn, you can make one ranged weapon attack as a bonus action.
  • You can use Strength instead of Dexterity for the attack and damage rolls you make with longbows.


Bounty Hunter

When there’s a price on someone’s head, you make it your business to collect. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You perfectly remember the name and face of every person you’ve ever met.
  • You can use your action to mark a creature you can see within 120 feet of you for 1 hour. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the marked creature. Additionally, as long as the creature is marked, you can discern whether or note the creature has passed through a location. You can have only one creature marked at a time.
  • Whenever you reduce a target to 0 Hit Points with any attack you make or spell that you cast, you can choose to knock the creature out instead of killing it.

Customization Options | Feats

Brawny

You become stronger, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You count as if you were one size larger for the purpose of determining your carrying capacity.

Burglar

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

Charger

You rush into combat, making a brutal attack at the end of a charge.

  • If you take the Dash action, you may spend a bonus action to make a melee attack or Shove attack during or after your movement.
  • If you move at least 10 feet in a straight line during your Dash action, you gain a +5 bonus to damage on your attack or shove a target your size or smaller 15 feet away.
  • You do not suffer advantage on attacks against you in rounds which you have charged.

Chain Weapon Mastery

The flail, nunchaku, and 3 section staff are tricky weapons 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 all chain weapons.
  • As a bonus action on your turn, you can prepare yourself to extend your chain weapon to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 attack bonus against any target using a shield.
  • When you hit with an opportunity attack using a chain weapon, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Customization Options | Feats

Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cooks’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.


Chef: Gourmand

You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

  • Increase your constitution score by 1 to a maximum of 20.
  • You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
  • During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest.
  • Those who partake of the meal gain 1d6 + your proficiency modifier temporary hit points have advantage on Constitution saving throws against disease for the next 24 hours

Customization Options | Feats

Craftsman / Craftsperson

Prerequisite: proficiency with at least one set of artisan tools


You are a master of your chosen trade and you know how to make the most out of your skill. When you have the opportunity to do a downtime activity, you can choose to spend it earning a living with your artisan’s tools. Normally this would award you 1 gold piece per day as payment, but your expertise with your craft allows you to take on harder, more demanding jobs. Instead of the traditional 1 gold piece, you instead earn an amount of gold pieces equal to your proficiency bonus per workday when using a set of tools you have expertise in.

You also gain the following benefits:

  • Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20.
  • You gain expertise with one set of artisan’s tools that you are already proficient in.

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

Cruel

The challenges and struggles you’ve faced throughout your life have left you ruthless in combat, relishing in the pain you inflict.

  • You have a number of cruelty points equal to your proficiency modifier. Once per turn, whenever you deal damage to a creature with an attack, you can spend one cruelty point to deal an additional 1d6 damage of the attack damage type to that creature.
  • You can also spend one cruelty point when you score a critical hit against a creature to regain 1d6 hit points.
  • While making a Charisma (Intimidation) check that involves in icting pain, you can spend one cruelty point to gain advantage on the roll.
  • You regain your expended cruelty points when you finish a long rest.

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.


Craft Magic Items

You know the secrets of magic item creation.

Prerequisites: Intelligence 13

  • An attribute of your choice is increased by 1 to a maximum of 20.
  • The time to craft consumable magic items is reduced as if they were one degree of rarity less. (see DMG p128)

Customization Options | Feats


Command

Under your leadership, your allies fight as a cohesive unit, outmaneuvering and outflanking an enemy. You gain the following benefits.

  • Increase your Charisma score by 1, to a maximum of 20.
  • As an action, you can issue an order to an ally within 60 feet that can hear you. They can use their reaction to take one of the following actions: Attack (one attack only), Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object.
  • While you are within 5 feet of two or more allies who aren’t incapacitated, hostile creatures can’t have advantage on attack rolls against you.

Combat: Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons and unarmed strikes. Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.


Combat: Deck Brawler

You are accustomed to fighting on ships, barges, or anything else that floats, you gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain a +2 bonus to initiative while standing on anything that is floating on water.
  • If you are wearing light armor your climbing speed is equal to your base movement rage while working on ropes, rigging, or anything on a ship.
  • You can add your proficiency bonus to any check that involves boarding another waterborne vessel.

Combat: Dirty Fighter

When it comes to a life and death fight, the only rule is, there are no rules. You gain the following:

  • Blind your opponent. When you hit a creature with an unarmed strike no more than one size larger than you, you can use a Bonus Action to attempt to throw sand, dirt, gouge, or rub skin oil into an opponent’s eyes. You must make an Athletics check + strength or dexterity modifier + your proficiency bonus to be contested by target’s Athletics or Acrobatics check (their choice) or be blinded until the end of your next turn.
  • You are Proficient with unarmed strikes which deal d4 damage. Also you are proficient with all improvised weapons and can add +2 damage when using any improvised weapon.
  • When making an Opportunity Attack, you can Shove the target instead of making a regular Attack.

Customization Options | Feats


Combat: Grappler

You’ve developed the skills necessary to hold your own in close quarters grappling. Requires Strength of 13 or higher and gain the following:

  • You have Advantage on attack rolls against a creature you are grappling
  • You can use your action to try to Pin a creature grappled by you. To do so, make another grapple check. if you succeed, you and the creature are both restrained until the grapple ends. Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple

Combat: Martial Artist

Trained in a form of hand to hand combat, you have learned to strike harder with your body and perform amazing physical feats. You gain the following:

  • Increase your Dexterity or Strength score by 1
  • You are proficient with unarmed strikes
  • Unarmed Strikes deal d4+ Strength or Dexterity modifier in damage whichever is higher
  • Takedown. When you hit a creature no more than one size larger than you with an unarmed strike, you can use a Bonus Action to attempt a sweep, hip throw, or otherwise take your opponent to the ground. You have advantage on your Strength (Athletics) check but you may use your Strength or Dexterity modifier contested by the target’s Strength (Athletics) or Dexterity (Acrobatics).

Die Hard

You are especially hard to kill.

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have advantage on Constitution checks to avoid exhaustion, hold your breath, march for hours without rest, go without sleep, survive without food or water or avoid temporary damage (when applicable).
  • When you are reduced to 0 Hit Points, you do not fall unconscious. Instead you remain active but your movement is reduced by half. You can remain active in this state for a number of rounds equal to your proficiency bonus or until the next damage you take where you are then rendered unconscious and you begin making death saves.
  • You gain +5 bonus on your Death Saving Throws

Diplomat

You master the arts of diplomacy, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
  • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Customization Options | Feats

Dragonmark Benefits
Mark Ability Least Lesser Greater
Detection Wisdom Detect magic, mage hand Detect thoughts Clairvoyance
Finding Wisdom Identify, mage hand Locate objects Clairvoyance
Handling Wisdom Druidcraft, speak with animals Beast sense Conjure animals
Healing Wisdom Cure wounds, spare the dying Lesser restoration Revify
Hospitality Charisma Friends, unseen servant Rope trick Leomund’s tiny hut
Making Intelligence Identify, mending Magic weapon Fabricate
Passage Intelligence Expeditious retreat, light Misty step Teleportation circle
Scribing Intelligence Comprehend languages, message Sending Tongues
Sentinel Wisdom Blade ward, compel duel Blur Protection from energy
Shadow Charisma Dancing lights, disguise self Darkness Nondetection
Storm Intelligence Fog cloud, shocking grasp Gust of wind Sleet storm
Warding Intelligence Alarm, resistance Arcane lock Magic circle

Dragonmark

You have a magical mark that indicates you are a member of one of the dragonmarked houses. Select one of the options from the Dragonmarks table.

You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using spellcasting ability listed under the Ability column. You cas each spell at its lowest level.

Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:

  • When you first take this feat, you gain the least dragonmark. You learn the spells listed under the Least column.
  • At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You also learn the spell listed under the Lesser Column.
  • At 9th level and higher, your mark’s power increases again, becoming a greater dragonmark. You also learn the spell listed under the greater column.

Dual Wielder

You master fighting with two weapons and gain the following:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand
  • You can use two-weapon fighting even when the one-handed melee or ranged weapons you are wielding are not Light category.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one

Durable

You are hardy and resilient and gain the following:

  • Increase Constitution score by 1, to a maximum of 20
  • When you roll Hit Die to regain hit points, the minimum number of hit points you re-gain from the roll equals twice your Constitution modifier (minimum of 2)

(replaced with Tenacious from DawnforgedCast )


Customization Options | Feats

Eldritch Adept

Prerequisite: Spellcasting or Pact Magic feature


Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the Warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.


Elemental Adept

Prerequisite: You must have the ability to cast at least one spell.


When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast of this type ignore resistance to damage. In addition when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Empathic

You possess keen insight into how other people think and feel. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against that target until the end of your next turn.

Firearm - Close Quarters Battle

You’ve seen combat at all ranges and know how to maximise your use of firearms, granting you the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • Any ability you have requiring an ally within 5 feet of an enemy is now extended to an ally with a firearm within 20 feet of an enemy.

Customization Options | Feats

Firearm Expert (Gunner)

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

  • Increase your ranged attack ability score by 1, to a maximum of 20
  • You can reload one clip magazine, or other ammunition holder defined by the reload weapon property using 15 feet of unspent movement.
  • Before making a ranged attack with a firearm that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack’s damage.

Fey Touched

Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until 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.

Gambler

Spending countless hours winning and losing coin in a multitude of taverns has forged you into a consummate gambler and chance-seeking addict. You gain the following benefits and features:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency with two types of gaming sets of your choice.
  • You have advantage on Charisma (Deception) checks to bluff opponents in games of chance, and Charisma (Persuasion) checks to convince others to join you for a game.
  • You have a reputation as a card shark in some circles. Some folks may avoid playing you for this reason, while other higher-stakes gamblers may seek you out specifically.
  • When you take the Carousing downtime action, you may reroll your result once, but must keep the results of the second roll.


Great Weapon Master

You’ve learned to maximize heavy weapon effects and can wield them easier than others. You gain the following:

  • On your turn, when you score a critical hit with a Heavy weapon or reduce a creature to 0 hit points with one, you can make an additional attack as a bonus action (in the case of explosives this is considered extended splash damage)
  • Before you make an attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer’s kit to stabilize a dying creature, that creature also gains 1 hit point
  • As an action, you can spend one use of the healer’s kit to tend to a creature and restore 1d4 Hit Points. That creature can’t regain hit points from this way again until it finishes a long rest.

Customization Options | Feats

Historian

Your study of history rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creatures check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.

Intellectual Superiority

You have become a compendium of knowledge on a vast array of topics and your analytical abilities are well honed giving you a mental agility unmatched by most. You gain the following:

  • Increase your Intelligence score and its maximum by 1
  • Your proficiency bonus is doubled for any ability check you make that uses Arcana, History, Nature or Religion skill if you are proficient in that skill.
  • When you roll Initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

Inspiring Leader

Prerequisite: Charisma 13 or higher

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.


Investigator

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You can take the Search action as a bonus action

Keen Mind

You have a mind that can track time, direction and detail with uncanny precision. You become proficient in Intelligence (Investigation) skill, if you are already proficient you double your proficiency bonus. You also gain the following:

  • Increase your Intelligence score by 1, to a maximum of 20
  • As an action on your turn make an Intelligence check (Arcana, History, Nature or Religion, with the particular skill being tied to the foe). The DC of this check is equal to 10+ the Monster's Challenge Rating. If you succeed you are able to determine the following traits of the monster:
  • Their immunities, resistances, and vulnerabilities.
  • Their senses, languages and any special abilities.
  • Any Legendary Actions the monster may possess.

You may convey this information to your party as part of this action. If you succeed on your knowledge check by 5 or more, until the end of your next turn, the party may add your proficiency bonus to all attack and damage rolls against the creature, as well as saving throws against its abilities.

Customization Options | Feats


Lethal

You are exceptionally dangerous and gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • While you are at full Hit Points, you gain a +1 bonus to all melee attack rolls. While you are at fewer than full Hit Points, you instead gain a +2 bonus to all melee damage.

Light Weapon Fighter

You are exceptionally practiced at fighting with knives and other small weapons. When wielding a weapon with the light property, you gain the following:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You can draw or stow melee weapons with the light property as a free action twice per round instead of once.
  • Weapons with the light property that don’t normally have the thrown property now have a range of 20/40, those that do have the thrown property increase by +10 / +20
  • You may use your reaction to make a melee attack with a light melee weapon against anyone who makes a melee attack against you or an ally within range. You gain a +5 bonus with this attack roll.
  • You gain a +1 bonus to Armor Class when wielding a light weapon.

Linguist

You have studied languages and codes gaining the following:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn eight languages of your choice and are literate in four of those.
  • You can decipher unknown languages and communicate them back with a DC check of 18 or higher. Languages learned this way are not permanently known and will fade after two weeks of non-use.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an intelligence check (DC = your Intelligence score + your proficiency bonus), or they use advanced means.
  • you gain advantage on Intelligence, Wisdom and Charisma saving throws against any spells that are cast which utilize a vocal component and which are spoken in a language that you understand (modified from DawnforgedCast )

Customization Options | Feats

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.


Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.
  • If a maneuver you use requires your target to make a saving throw to resist its effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it.
  • You regain your expended superiority dice when you finish a short or long rest.

Customization Options | Feats

Master of Disguise

You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
  • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

Metamagic Adept

Prerequisite: Spellcasting or Pact Magic feature


You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Medic

You’re an expert of saving people in the direst of circumstances.

  • 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 add double your proficiency bonus to checks you make with it.
  • During a short rest, you can clean and bind the wounds of up to six willing creatures. 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.
  • You can use your bonus action to move half your speed towards an unstable creature. This movement does not provoke attacks of opportunity.
  • You can stabilize a dying creature, even if you do not have a healer’s kit.

Customization Options | Feats

Menacing

You become fearsome to others, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

Mobile (Parkour)

You are exceptionally speedy and agile. Your aim is to get from one point to another in a complex environment, without assistive equipment and in the fastest and most efficient way possible. Simple barriers and obstacles are cleared with ease and at no cost. You can only carry a maximum of one quarter your maximum carry weight (or lose your benefits) You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your speed increases by 10 feet and you gain Advantage on all Athletics and Acrobatics checks at your normal movement rate or when you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • You can also clear open top barriers up to two times your normal jump height.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  • Moving through a non-hostile creature's space doesn't count as difficult terrain for you.
  • You suffer no movement penalty from squeezing into a small or tight space.


Monster Mastery - Lycanthropy

Prerequisite: must be lycanthrope


Normally the curse of Lycanthropy can be disastrous, it not only changes what you are but who you are. Whether you’ve embraced the curse, resisted it, or were born as one, you've learned to work in sync with your Lycanthropy better than most. Your ability to tap into the powers of lycanthropy grant you the following benefits:

  • You retain your normal alignment.
  • You retain full control of your actions even during a full moon.
  • As a bonus action on your turn you can partially transform a piece of your body into its hybrid form allowing you to stay mostly disguised as your non-lycanthrope form. By doing so, you can assume one of the abilities of your beast form such as senses, natural weapons, or movement but not damage immunities.
  • You are considered to always be under the effects of animal friendship spell among normal beasts of your lycanthrope type.

Customization Options | Feats

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

  • You gain proficiency in Animal Handling
  • You have advantage on melee attack rolls against any creature that is smaller than your mount. This is applied automatically if your mount is of a flying type regardless of size.
  • While mounted, you do not suffer disadvantage when using ranged attacks.
  • If you can cast spells, and you cast a spell targeting yourself while mounted, you can also affect your mount with the spell.
  • You can force an attack targeted at your mount to target you instead.
  • You can force an attack targeted at you to target your mount instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


Other notes from PHB on mounted combat:
  • Saddles give advantage to checks to remain mounted (usually Dex DC 10);
  • If you are controlling a mount, it still has its own Action, Bonus Action and Reaction.
  • The mount can do a move + Dash, Disengage or Dodge.
  • Mount has same initiative as you. If you are not controlling a mount the mount acts on its own initiative and does whatever it likes.


Mounted Combatant (original)

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


Customization Options | Feats

You are able to extend a portion of your life force to forge a mystic link with a willing creature companion. In order to successfully forge a link, you must spend one uninterrupted hour concentrating on and interacting with the creature. The creature companion must be a non-humanoid creature of challenge rating 1 or lower, size Large or smaller, and not hostile toward you. You cannot be linked to more than one creature at a time and a creature cannot be the subject of more than one link. After successfully the creature companion’s statistics change as follows:

  • Its armor class changes to equal 13 + your proficiency bonus.
  • Its hit points change to 5 + five times your character level and increase by that increment each time your character level increases.
  • Its proficiency bonus equals your proficiency bonus.

Your creature companion is friendly to you and your companions. In combat, the creature companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it will take is the Dodge action unless you use your bonus action to command it to take another action. When you take the Attack action on your turn, you can exchange one attack to command your creature companion to take the Attack action. If you are incapacitated, your creature companion can take any action of its choice.

The Mystic Link comes at great cost. While you have an active link, your Hit Dice are reduced by 2, to a minimum of 1. If your creature companion drops to 0 hit points, it dies, and you must immediately make a DC 16 Constitution saving throw. On a failure, you take an amount of psychic damage equal to ½ of your creature companion’s total hit points and are stunned for 1d4 rounds. On a success, you take half as much damage and are not stunned. If your link is broken in this way, you may not attempt to forge a mystic link with another creature for one month. You may end your link with a creature companion by spending one uninterrupted hour concentrating on breaking your link. Your creature companion may end their link with you as a bonus action. Your link ends after twenty-four hours if you and your creature companion are not on the same plane.



Each creature companion also provides link benefits which it confers to the player immediately after their link is forged. Link benefits cease the moment a player’s Mystic Link is ended with their creature companion for any reason.



Bear

Fierce and deadly predators, bears that become creature companions pass along their brute strength and fearsome battle prowess.

  • Stage 1 Benefit. You learn the two-weapon fighting Fighting Style.
  • Stage 2 Benefit (5th level). Immediately after you are hit with a critical hit, you may use your reaction to make one melee attack. If successful, you may roll one additional weapon damage die when determining the attack’s damage.
  • Stage 3 Benefit (9th level). Once per turn, when you successfully hit a creature with a weapon in your primary hand and a weapon in your off-hand, you may deal additional slashing damage equal to 1d6 + either your creature companion or your own Strength modifier.
  • Stage 4 Benefit (13th level). Increase your Strength by 2. This may increase your score beyond 20.
  • Stage 5 Benefit (17th level). Once per turn if you roll a 1 or a 2 on a damage die, you can reroll it. You must accept the next result.
Bird of Prey (eagle, hawk, falcon, owl)

Guided by a seemingly otherworldly sight, linking with an owl provides the boons of their unfailing eyes.

  • Stage 1 Benefit. You gain advantage on all Wisdom (Perception) checks that rely on sight.
  • Stage 2 Benefit (5th level). You learn the archery Fighting Style
  • Stage 3 Benefit (9th level). As long as your creature companion is conscious and in flight, you do not have disadvantage on ranged attacks made against targets beyond the weapon’s normal range.
  • Stage 4 Benefit (13th level). Increase your Wisdom by 2. This may increase your score beyond 20.
  • Stage 5 Benefit (17th level). Once per turn, when you successfully hit a creature with a ranged weapon, you may make another attack with the same weapon against a different creature that is within 60 feet of the original target and within range of your weapon.

Customization Options | Feats


Cat (cat, panther, tiger)

Blessed with seemingly preternatural agility, selecting a cat as your creature companion allows you to gain the gifts of their grace and dexterity.

  • Stage 1 Benefit. You gain a +2 bonus to initiative.
  • Stage 2 Benefit (5th level). You have advantage on Dexterity checks made to maintain balance. Additionally, as long as you’re conscious, you only take 1d4 damage for every 10 feet that you fall (instead of the usual 1d6 damage) and you do not land prone.
  • Stage 3 Benefit (9th level). When a creature you can see hits you with an attack roll, you may use your reaction to reduce that damage by an amount equal to 1d8 + either your creature companion or your own Dexterity modifier.
  • Stage 4 Benefit (13th level). Increase your Dexterity by 2. This may increase your score beyond 20.
  • Stage 5 Benefit (17th level). You have advantage on initiative rolls.
Dog (mastiff, wolf)

Impressive hunting, guard, war dog, or wild and free hunters of the woodlands, gaining the trust of a dog and linking with them creates a bond stronger than any pack or party can provide.

  • Stage 1 Benefit. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Stage 2 Benefit (5th level). While you and your creature companion are conscious, you cannot be surprised.
  • Stage 3 Benefit (9th level). Once per turn, when your creature companion is not incapacitated and is within 5 feet of a target, you deal an extra die of weapon damage on a successful attack.
  • Stage 4 Benefit (13th level). Increase your Dexterity by 2. This may increase your score beyond 20.
  • Stage 5 Benefit (17th level). When you and your creature companion are each within 5 feet of the same creature, your and your creature companion’s attacks have advantage.

Demon (imp, quasit)

Demons rarely allow themselves to be linked, those that do allow it often for their own purposes.

  • Stage 1 Benefit. You learn the disguise self spell (PHBp. 233). You can cast this spell without using a spell slot and without using material components. Once you cast this spell in this way, you can't cast this spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. When you gain this benefit, you may choose either Charisma, Intelligence, or Wisdom as your spellcasting ability for this spell.
  • Stage 2 Benefit (5th Level). You gain Darkvision 120ft.
  • Stage 3 Benefit (9th Level). When you are in an area of dim light or darkness, you can use a bonus action to become invisible until you move or take an action or a reaction.
  • Stage 4 Benefit (13th Level). Increase your Intelligence by 2. This may increase your score beyond 20.
  • Stage 5 Benefit (17th Level). Once per day when you are the target of a spell or spell effect that deals damage you instead take half damage. If that effect has a saving throw for half damage, and you make a successful save, you instead take no damage. You must complete a long rest before you can use this ability again.
Elk

Acutely attuned to the natural world around them, elk selected as creature companions provide the benefits of their near-mystic earthen affinity.

  • Stage 1 Benefit. You may ignore the movement penalties caused by non-magical difficult terrain in forest, grassland, or mountain terrains.
  • Stage 2 Benefit (5th level). As a bonus action on your turn, when you make a successful attack roll with a melee weapon, you may attempt to shove the target as a part of the same action, the result of a successful shove is that the target is knocked prone.
  • Stage 3 Benefit (9th level). When you roll a 19 or 20 on an attack roll, you may immediately Dash as a part of that action.
  • Stage 4 Benefit (13th level). Increase your Wisdom by 2. This may increase your score beyond 20.
  • Stage 5 Benefit (17th level). You learn the jump spell (PHBp.254). You can cast this spell without using a spell slot and without using material components. Once you cast this spell in this way, you can't cast this spell in this way again until you finish a short rest. You can also cast this spell using spell slots you have of the appropriate level. Wisdom is your spellcasting ability for this spell.

Customization Options | Feats

Pseudodragon

Discerning and careful creature companions, creating a link with a pseudodragon grants several telepathic boons.

  • Stage 1 Benefit. You can telepathically speak to any creature you can see within 100 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must have an Intelligence score of 3 or higher.
  • Stage 2 Benefit (5th level). You learn the detect thoughts spell (PHBp.231). You can cast this spell without using a spell slot and without using material components. Once you cast this spell in this way, you can't cast this spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell.
  • Stage 3 Benefit (9th level). When you cast detect thoughts and choose to probe deeper into a creature’s mind and succeed, you may deal psychic damage to that creature equal to 1d6 + either your creature companion or your own Intelligence modifier. The creature may immediately make another saving throw to attempt to end the effects of the spell.
  • Stage 4 Benefit (13th level). Increase your Intelligence by 2. This may increase your score beyond 20.
  • Stage 5 Benefit (17th level). As an action, you may choose a number of creatures within 100 feet of you equal to your proficiency bonus. The target creatures must make a Wisdom saving throw equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target creatures take psychic damage equal to 2d8 + your intelligence modifier. On a successful save, they take half as much damage. Once you use this feature, you cannot use it again until you finish a long rest.

Spider

Typically the giant wolf spider, about the size of a medium or large dog, can be linked with.

  • Stage 1 benefit. Your speed increases by 10 feet.
  • Stage 2 Benefit (5th level). When you make a successful melee weapon attack, that target takes an additional 1d8 poison damage. This effect can only happen once on your turn.
  • Stage 3 Benefit (9th level). You gain blindsight of 10 feet.
  • Stage 4 Benefit (13th level). Increase your Dexterity by 2. This may increase your score beyond 20.
  • Stage 5 Benefit (17th level). Once per turn, when you successfully hit a creature with a melee weapon, that target must succeed on a Constitution saving throw equal to 8 +your proficiency bonus + your Dexterity modifier, or the creature is paralyzed until the start of your next turn.


Where did it come from

edited from Underground Oracle Publishing



Warhorse

Both living bulwark and battering ram, warhorses are a staple of any army, but those that link with them gain the true benefits of their powerful frames.

  • Stage 1 Benefit. You have advantage on Strength checks made to resist being grappled, shoved, or otherwise physically maneuvered against your will.
  • Stage 2 Benefit (5th level). As a bonus action on your turn, when you make a successful attack roll with a melee weapon, you may attempt to shove the target as a part of the same action, if successful the shove can be up to 15 feet.
  • Stage 3 Benefit (9th level). When a creature within 5 feet of you falls prone, you may use your reaction to make one weapon attack against that creature. If the attack hits, the target takes an extra 1d10 damage of the weapon's damage type.
  • Stage 4 Benefit (13th level). Increase your Strength by 2. This may increase your score beyond 20.
  • Stage 5 Benefit (17th level). If you move at least 20 feet directly toward a creature and then hit it with a melee weapon attack, that target must succeed on a Strength saving throw equal to 8 + your proficiency bonus + your Strength modifier, or the creature's speed is reduced to 0 until the start of your next turn.

Customization Options | Feats

Naturalist

Your extensive study of nature rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • you gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

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 add double your proficiency bonus to checks you make with it.
  • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

Performer

You master performance so that you can command any stage. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

Persistent Spell

Prerequisite: ability to cast 3rd level spells


You can modify a spell to become more tenacious when it targets resist its effect

  • Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell’s actual level. Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use a new roll.
  • When you score a critical hit that deals piercing damage to the creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Customization Options | Feats

Poisoner

You can prepare and deliver deadly poisons, gaining the following benefits:

  • When you make a damage roll, you can ignore resistance to poison damage
  • You can coat a weapon in poison as a bonus action, instead of an action.
  • You gain proficiency with the poisoner’s kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.


Poison notes

Using a variant of Alchemy a character can make other types of poison. When these other types are used, substitute those effects for the flat 2d8 poison damage from the Poisoner feat.


Practiced Expert

You have honed your proficiency with particular skills or tools, gaining the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency with one skill or tool of your choice.
  • Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Powerful Prayer

Prerequisite: Cleric or Druid


There is one particular prayer you have come to cherish. When you recite it you feel the power of the words and channel them with righteous intent. To change this chosen spell requires 30 days of practice with the new spell.

Your spell becomes more difficult to counter, requiring the caster of Counterspell to make an ability check regardless of the spell’s level.

When casting your chosen spell you may use a bonus action to select a number of targets equal to the level of the spell + your Proficiency bonus, the targets must be within 30 feet of you. Those targets are under the effects of a Bless spell until the end of your next turn. You may use this ability a number of times equal to your proficiency bonus and regain any spent uses after a long rest.

Quick-Fingered

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

Customization Options | Feats


Resilient

Choose one ability score and gain the following:

  • Increase the chosen score by 1, to a maximum of 20
  • You gain proficiency in saving throws using the chosen ability

(replaced by Tenacious Feat)


Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, pike, halberd, spear or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is one dice lower than its base damage so a d10 becomes a d8, a spear d6 becomes a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, spear or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Ritual Caster

prerequisite: Intelligence or Wisdom 13 or higher.


You have learned a number of spells that you cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer or warlock; Wisdom for cleric or druid; Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Customization Options | Feats

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

  • Increase your Strength or Constitution score by 1, to a maximum of 20

Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Situational Awareness

You have the ability to identify, process, and comprehend the critical elements of information about what is happening to the team with regards to the mission. More simply, it's knowing what is going on around you, and elevated through various training techniques derived from investigation, combat and special operations training.

  • You gain a +1 to Wisdom or Intelligence, to a maximum of 20.
  • You gain +3 bonus to initiative.
  • You gain Advantage on active and passive Wisdom (perception) and Intelligence (Investigation) checks
  • You can use your Wisdom or Intelligence modifier in place of your Dexterity modifier for determining initiative.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
  • Attacking with Firearms allows you to add your proficiency bonus for every shot, provided you are using two hands on the weapon.

Shadow Touched

Your exposure to the Shadowfell's magic has changed you granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have the appropriate level. The spells’ casting ability is the ability increased by this feat.

Customization Options | Feats

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • In your hands, small and medium shields can be used as a weapon attack dealing 1d8 + your Strength modifier bludgeoning damage.
  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield, dealing 1d8 + your Strength modifier bludgeoning damage in the process.
  • Whenever a creature misses you with a melee attack, you can use your reaction to make an attack with your shield against that creature.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Shield Training

You’ve trained in the effective use of shields. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with shields. If you are already proficient with shields, you gain an additional +1 to your AC when wielding one.
  • In combat, you can don or doff a shield as the free object interaction on your turn.
  • If you have Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.

Silver-Tongued

You develop your conversational skill to better deceive others. You gain the following benefits:

  • Increase your CHarisma score by 1, to a maximum of 20.
  • You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.

Skilled

You gain proficiency in any combination of 6 skills or tools of your choice in any combination.

Skill Expert

You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice.
  • Choose one skill which you have proficiency in. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Customization Options | Feats

Skirmisher

You move around the battlefield unhindered, always striking the enemy where it hurts most. As long as your are wearing light or no armor, you gain the following benefits:

  • Opportunity attacks against you are made at disadvantage.
  • When you make a weapon attack against a creature within 30 feet, you can move up to 10 feet as part of making the attack (outside of your regular movement).
  • When you hit with a ranged attack against a creature within 30 feet, you deal 1d6 extra damage. You can deal this extra damage only once per turn, and you cannot use this ability if you have disadvantage on the attack.

Skulker

You are an expert at slinking through shadows. Requires a Dexterity of 13 or higher and gain the following:

  • You can try to Hide when you are lightly obscured from the creature from which you are hiding
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) or Intelligence (Investigation) checks relying on sight.

Slasher

You’ve learned where to cut and have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Smuggler

There is profit to be had from small shipments of questionable legality anywhere you go. Smugglers move things from one place to another without the authorities noticing and you fill a niche in the market by supplying goods to those willing to pay a little extra for that special something.

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in a type of vehicle. If you are already proficient in that particular vehicle skill, you add double your proficiency bonus to checks you make with it.
  • You have Advantage on ability checks you make to pilot your vehicle undetected, conceal cargo, and to deceive others about the contents of your cargo.
  • When things go awry, you are quick to act. When you roll initiative and you aren’t surprised, you can use your reaction to draw and make an attack with a one-handed weapon against a target within the weapon’s range.
  • It’s always best to live to fight another day. When you take the Disengage action, your AC increases by 5 until the start of your next turn.


Southpaw

You have learned to duel and fight left-handed, putting those you face at odds with your “backwards” style.

  • Prerequisites: Dexterity 13
  • During the first round of combat with a humanoid foe that is not left handed or fighting southpaw, you gain advantage on all attacks and those foes suffer disadvantage on their attacks against you.
  • After the first round of engaging with those foes, you instead gain +1 bonus to attacks against foes that are not left-handed or fighting southpaw.

Customization Options | Feats

Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:

  • You gain a +1 bonus to attack rolls you make with a spear. When you use a spear, its damage die changes from a d6 to a d8 and from d8 to d10 when wielded with two hands. (this benefit has no effect if another feature has already improved the weapon’s die.)
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d10 piercing damage. You can’t use this ability if the creature used the Disengage action before moving.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet until the end of your next turn.

Spell Affinity

Prerequisite: ability to cast a spell of 1st level or higher


You have mastered a particular spell above all others, allowing you to slightly alter it in the casting. To change a chosen spell, requires 30 days of practice with the new spell.

Choose one spell you can cast of 1st level or higher. When you cast this spell it is difficult to counter, requiring the caster of Counterspell to make an ability check regardless of the spell’s level. Also, when you cast this spell you may use your bonus action to gain one of the following benefits determined at the time of casting. You can use this ability a number of times equal to your proficiency bonus. You must complete a long rest to regain any spent uses.

  • Cast as if using a spell slot of one level higher.
  • Gain advantage on your spell attack rolls until the end of your next turn.
  • Surround your target in the aura of dim magical light for 1 minute, the description of which is up to you. The target is considered under the effects of Faerie Fire spell.

Spell Sniper

Prerequisite: The ability to cast at least one spell


You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from: Charisma for bard, sorcerer or warlock; Wisdom for cleric or druid; or Intelligence for wizard.


Stealthy

You know how to best hide. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.

Survivalist

You master wilderness lore, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Survival Skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Customization Options | Feats

Tandem Tactician

Your presence in a scrap tends to elevate your comrades. You gain the following benefits:

  • You can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.

Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, WIsdom, or Charisma score by 1, to a maximum of 20.
  • You learn the mage hand cantrip., You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, it’s range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Telepathic

You awaken the ability to mentally connect with others, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
  • You can cast the detect thoughts 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.

Tenacious

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your constitution modifier (minimum of 2).
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hitpoint maximum increases by an additional 2 hit points
  • replaces the Tough and Resilient Feat, directly lifted from DawnforgedCast )


Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 points.

replaced with Tenacious from DawnforgedCast


Theologian

Your extensive study of religion rewards you with the following benefits

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Customization Options | Feats

Tireless

Prerequisite: Constitution 13 or higher


You tire far less easily than others, granting you the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20
  • You have advantage on saves made to resist exhaustion.
  • If you require sleep, you can sleep for 2 hours less than normal and gain the same benefits as completing a full sleep.
  • During a long rest, you can stand watch for up to 4 hours and still gain the benefits of the rest.

Toxin Expert

You have a knack for using poisons to their best effect. Using Poisons, you gain the following:

  • the DC to resist your administered poisons is a minimum of 8+ your Proficiency bonus + Intelligence modifier.
  • You can use a poisoner’s kit on your melee weapon directly as if it were a basic potion. This can be done 3d6+2 times before the kit is used up. Poison applied in this manner will be applied to target on the first successful melee attack that hits and does damage.

Tracker

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 once 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 creatures.

Tunnel Rat

You have no problem in confined spaces and are alert to hidden traps, alarms and secret doors found in many dungeons and service access passages. You gain the following:

  • You have advantage on Wisdom (perception) and Intelligence (Investigation) checks made to detect the presence of secret doors, traps, alarms as well as sensitive information material and items of value.
  • You have advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at normal pace, instead of only at a slow pace.

Universal Magical Knowledge

Prerequisite: ability to cast 1st level or higher spells


You can learn spells from any class’s spell list. The number of these spells is equal to your number of spell slots for that level. For example, a 5th level wizard, could have four 1st level spells from any other class’s spell list, three 2nd level and two 3rd level spells. These are all able to be copied into your spellbooks and they count as spells for your primary casting class when you cast them.

War Caster

Prerequisite: the ability to cast at least one spell.


You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentrations on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or 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.

Customization Options | Feats

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits (from DawnforgedCast )

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Choose four weapons. You may add your proficiency bonus to damage rolls utilizing these weapons


Original Weapon Master

You have practiced extensively with a variety of weapons, gaining the following:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • You gain proficiency with 6 weapons of your choice


Whip Master

A whip in your hands becomes a deadly weapon. You gain the following benefits:

  • You gain a +1 bonus to attack rolls you make with a whip.
  • When you hit a medium or smaller creature with a whip, the creature’s speed is reduced by 10 feet until the start of your next turn.
  • In your hands, whips gain the light property.
  • The damage die of whips you wield increases from 1d4 to 1d6.

Customization Options | Feats



Racial Feats
a collection of feats specific to the various fantasy races

A Compendium of Racial Feats for 5th Edition D&D (v1.5)

Aarakocra


Aerial Agility

You can manipulate your limbs like few others can. You can fly through tight passages, avoid enemies and are one of the best flyers you know.

  • You gain a +1 bonus to your Dexterity score, as does your maximum for that score.
  • When targeted by a ranged attack that you can see, you can use your reaction to minimize the damage. When you do so, the damage you take from the attack is reduced by 1d6 + your Dexterity Bonus. If you reduce the damage to 0, the attack has been dodged. You are able to do this a number of times equal to your proficiency bonus and must complete a short rest to regain use of this ability.

Apex Predator

There are brids of prey, there are aarakocra, none are as perceptive or have such finely honed predatory abilities, these attributes are rare even among the aarakocra.

  • You gain a +1 to your Intelligence, Wisdom or Dexterity to a maximum of 20.
  • You can see clearly over long distances. You can see movement from over a mile away and can spot something as small as a mouse at 100 yards.
  • You can double your proficiency bonus for any Perception based check involving vision.
  • You have advantage on Wisdom (Perception) checks involving sight in the daylight and have remarkable night time vision seeing as clear as if it were day time.
  • You sleep with one eye open and only require 4 hours of sleep to gain the same benifits that a human does after 8.

Auran Spirit

You have learned spent time learning from your elders, preparing to tend to the spiritual need of your tribe. You gain the following benefits:

  • You learn the guidance and gust cantrips.
  • You learn the augury spell or the find familiar spell. You can cast the spell you choose as a ritual. (If you choose the find familiar spell, unless you gain it from another source you can only target a creature with a flying speed).

Flight Mastery

Your mastery of flight is unmatched, a true bird of prey.

  • You gain a +1 bonus to your Dexterity score, as does your maximum for that score.
  • You gain an additional 10 feet to your flight movement.
  • Diving attack: when you are flying and you move at least 30 feet in a straight line, you can add attack with a melee weapon or your talons dealing additional damage equal to your proficiency bonus.
  • When flying out of reach of enemy attackers, you do not provoke an attack of opportunity.

Sky Warden

You are trained for both scouting the skies and aerial combat. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Perception skill if you don’t already have it. You add double your proficiency bonus to Perception checks that rely on sight.
  • Once per turn, if you are flying and dive at least 30 feet straight toward a target and hit it with a melee weapon attack, the attack deals an extra die of that weapon damage.

Customization Options | Aarakocra Feats

Aasimar

Angelic Magic

You have inherited a portion of the innate spellcasting ability of your ancestors. You gain the following:

  • You can cast Detect Evil and Good spell as an action.
  • You can cast the following spells in any combination a number of times equal to your Charisma modifier: Blade Ward which can be cast as a bonus action, Divine Favor which does 1d6 radiant damage and Disguise Self. These spells do not require your concentration.

Divine Avatar

You have learned to harness the divine energy within you to aid your allies, as well as smite your enemies. You gain the following benefits:

  • Your Constitution score increases by one.
  • When you use your divine soul feature, you can heal any number of creatures you can see within 30 feet an amount equal to your level.

Focused Radiance

You have learned to focus the divine energy within your body, using it to cast spells. You gain the following benefits:

  • Your Wisdom, or Charisma score increases by one.
  • You learn the guidance or sacred flame cantrip.
  • You learn the bless or guiding bolt spell, and may cast it once at second level without using a spell slot. You regain use of this ability when you finish a long rest. Charisma is your spellcasting ability for these spells.


Healing Touch

Your heritage allows for the channeling of life force. You know the following spells that can be cast a number of times per day equal to your proficiency bonus, regaining any expended uses every dawn.

  • Your healing touch pool is increased by your proficiency bonus and you can use it any number of times as long as you have points remaining.
  • Your healing touch removes a single condition of your choice once per day.
  • You can cast Revivify once per week.

Soldier of the Divine

Sometimes your mission cannot be accomplished exclusively through passive means, when the time comes you are ready for battle. By spending one round concentrating, you can create an Angelic Weapon. This weapon does damage as per its form and is considered magic for the purposes of overcoming resistances. You can invoke a Divine Strike, changing the damage type to radiant or necrotic and you can add your Charisma modifier to its damage. This can be done a number of times equal to your proficiency bonus. This weapon lasts until you dismiss it, you can have only one angelic weapon at any time. You also gain the following:

  • Increase your Strength or Dexterity by 1 to a maximum of 20
  • Increase your Constitution or Charisma by 1 to a maximum of 20
  • At 6th level you can summon your Angelic Weapon as a bonus action on your turn.
  • At 12th level your Angelic Weapon gains an additional die of damage.

Customization Options | Aasimar Feats

True Protector

Your connection to your heritage and your devotion to your beliefs are intense. You gain the following:

  • You can use your Radiant Soul ability a number of times equal to your proficiency bonus however the damage bonus is reduced to half your level. You regain any use when you finish a long rest.
  • Your Flying speed increases to 60 while Radiant Soul is active.
  • Your wings can last until you dismiss them, your flying speed is 30.

True Scourge

Your connection to your heritage and your devotion to your beliefs are intense. You gain the following:

  • You can use your Radiant Consumption a number of times equal to your proficiency bonus however the damage bonus is reduced by half. You regain any use when you finish a long rest.
  • Your movement speed increases by 10 while Radiant Consumption is active and you are not hindered by difficult terrain, appearing to drift through any obstacles.
  • You gain true-sight to 10 feet, and blindsight to 120 feet while Radiant Consumption is active.
  • Your blindsight can last until you dismiss the ability.


True Fallen

Your connection to your heritage and your devotion to your beliefs are intense. You gain the following:

  • You can use your Necrotic Shroud a number of times equal to your proficiency bonus however the damage bonus is reduced to half your level. You regain any use when you finish a long rest.
  • Your ghostly wings have a thin membrane like quality that grants you a flight speed of 30 while Necrotic Shroud is active.
  • Your wings can last until you dismiss them, while active you are under the effects of featherfall. They also give you advantage on any Charisma (Intimidation) checks you make.

Customization Options | Aasimar Feats

Centaur


Heart of the Steppe

Prerequisite: must be centaur

Even among the centaur you are exceptional, your endurance knows no end. You gain the following:

  • Your Constitution or Strength score increases by 2
  • You gain advantage on Constitution ability checks and saving throws.
  • You can sleep standing up and only require 4 hours to gain the the same benefit that a human does from 8 hours of sleep.

Plains Runner

Prerequisite: must be centaur

The nomadic lifestyle is yours, you rarely stay in the same place for very long. The open steppe, the wind in your hair, these are the things that are best in life. You gain the following:

  • Your Constitution or Wisdom score increases by 1
  • Increase your movement speed by 10.
  • Before you begin a long distance travel on hoof, you can make a Constitution check. If successful, you can run at full speed for the entire day, ignoring effects of Exhaustion. You can do this each day by making an additional Constitution check. Failure means you suffer from Exhaustion as normal. After a full day of rest you can try again.


Path of the Fey

You have traveled through many kinds of dangerous terrain throughout your life in the Feywild. You know that you can't always avoid such places and must be able to pass through them unscathed. In battle you apply that same principle, moving through dangerous terrain as if it wasn't there. You gain the following benefits:

  • You can use a bonus action on your turn to focus on your movement. On your turn you can ignore difficult terrain. You can do this once and require a short rest to do it again.
  • During this focused movement, attacks of opportunity against you are made at disadvantage.
  • You can use misty step once and require a long rest to use again.

Tribal Shaman

Prerequisite: must be centaur

The steppe can be unforgiving on its good days, sickness can wipe out entire tribes. You are one the tribe looks to when signs are unclear or sickness takes root. You gain the following:

  • Increase your Wisdom by 1.
  • When you take a short rest, choose yourself and one creature with you, during that short rest when you and that creature spend a Hit Dice to roll and recover hit points, add your Wisdom modifier to each roll made.
  • When you take a long rest, choose yourself and one creature with you, during that long rest you and that creature recover all spent Hit Dice.
  • As long as you have a clear view of the night sky, you can always determine: which way is north, what time of the day and time of the year it is, how long has it been since sunset, and how long until sunrise and your approximate location, to within 10 miles.
  • Once per game session you can interpret the Shin, that allows for a form of limited Divination. The player can ask a single question and get a truthful but vague answer.

Customization Options | Centaur Feats

Dragonborn


Draconic Diplomat

Your affinity for diplomacy shines through, courtesy of an ancestor with similar traits. Many beings are fascinated by dragons, and you find you can often charm them more readily than most.

  • you gain +1 bonus to your Charisma score
  • you have advantage on Charisma checks against dragons and other dragonborn.
  • once per long rest, you can re-roll one Charisma check that does not succeed. You must use the new result.
  • you learn one additional language

Draconic Fortitude

Draconic indomitability flows through you and you become much more difficult to take down.

  • You gain a +1 bonus to your constitution score
  • you gain +1 bonus to your AC from natural armor
  • You gain advantage on saving throws against fatigue.

Draconic Magician

The blood of dragons has always resonated with magic and yours has begun to show more noticeably

  • You gain a +1 bonus to your Charisma or Intelligence score
  • You learn two additional cantrips, chosen from the Sorcerer or Wizard class. Use the attribute associated with spellcasting for the class you select the spell from
  • You gain advantage on saves vs. spell and damage effects that come from element associated with your heritage.


Dragon Fear

When angered, you can radiate menace. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score 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.

Dragon Hide

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Customization Options | Dragonborn Feats

Empowered Breath

Your Dragon Breath has lingering effects that you can apply in multiple ways. When you use your Dragon Breath, choose one of the following effects:

  • Countering Breath: when facing another dragonborn's Dragon Breath, you can release your own, subtly altering your Dragon Breath to negate your enemy's attack.
  • Scorched Earth: your exhalation of Dragon Breath creates a 15 foot zone around you and any creature that enters this area takes damage of the breath weapon type equal to your Charisma modifier + your proficiency bonus. This effect lasts for 1d4 rounds.
  • Sunder: you exhale your Dragon Breath onto your weapon. When you hit a target with that weapon, it deals additional damage of your elemental type equal to your Charisma modifier + your proficiency bonus. This effect lasts for 1d4 successful attacks.

Mighty Breath

The gift of Dragon Breath is more prevalent in your blood or you have practiced to make its effects more potent.

  • Add your constitution modifier to the damage caused by your Breath Weapon
  • Add +2 to the Save DC for the damage caused by your Breath Weapon
  • You can use your Breath Weapon a number of times equal to your proficiency bonus. You regain any spent uses after a long rest.

Potent Progenitor

You are descended from a notably powerful draconic line. In addition to your normal dragonborn racial traits, you gain two substitution options. Choose from Frightful presence, Natural Weaponry or Wings.

Undeniable Presence

Your personality in the room brings a hush to the crowd. You exude an aura of power and/or menace.

  • Targets of your Frightful Presence have disadvantage on saves against it.
  • Your Frightful Presence now extends to 60 feet.
  • You gain proficiency in the Intimidate skill if you do not already have it, and can double your proficiency bonus when using this skill.

Vicious Weaponry

Your natural weaponry grows more savage and dangerous

  • Damage caused by your natural weapons increases to the next dice level: 1d6 > 1d8 > 1d10
  • When you score a critical hit with an unarmed strike or your natural weaponry, add an additional 1d4 damage to the total damage done.

Winged Menace

You are even more dangerous when on the wing.

  • if you approach a target using your flying ability, and remain flying while attacking, you may Disengage as a bonus action after the attack. Your movement away from the target must be by flying.
  • Your flight speed increases to 50


Racial Feature Substitutions

If your DM allows it you can substitute the standard dragonborn racial feature of Dragon Breath with one of the options listed below.

Frightful Presence. Rather than gaining a breath weapon, you have instead inherited your ancestor’s naturally ominous presence. As an action, you can cause all enemies that can see or hear you within 30 feet to become frightened, if they fail a Wisdom save against a DC equal to 8 + your Charisma modifier + your proficiency bonus. This effect lasts for 1 minute. You must complete a short rest to recover the use of this ability.

Natural Weaponry. Your draconic heritage manifests outwardly in a more dangerous way. Your body has several forms of natural weaponry, such as claws, fangs, horns, boney protrusions, or other natural weapons that can be used in combat. You are considered proficient with these natural weapons and they do 1d8 damage if you use them to attack, the damage becomes 1d10 at 12th level.

Wings. You have wings. Though you can keep them folded and basically out of harm’s way, they are noticeable and hard to disguise. You have disadvantage on checks made to disguise your wings under bulky clothing or other ruses.

  • At 1st level: you can only glide when you fall, creating an effect equal to the slow fall spell for up to 120 feet. Within this distance, you take no falling damage when you land.
  • At 3rd level, you can fly at a speed of 35 for a number of minutes equal to your constitution modifier, you must complete a short rest to use this flight again.
  • At 8th level, you can fly at a speed of 40 for a number of minutes equal to your constitution modifier + your level, you must complete a short rest to use this flight again

Customization Options | Dragonborn Feats

Dwarf

Dwarven Focus

When you set yourself to a task, and define it as your focus, you get 3 focus dice, these dice are d8. While acting to fulfill your focus, you can spend and roll one focus die to add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the focus die, but must decide before the DM says whether the roll succeeds or fails.

Once you expend all your focus die, you regain them after finishing a short or long rest, as long as you are still in the pursue of your focus.

Your focus cannot be just any task, it must be a feat requiring at least a week to complete. You cannot choose a new focus until you have fulfilled your last one.

Dwarven Fortitude

You have the blood of dwarven heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution or Strength score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can 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).

Endurance of Stone

Dwarves bring a measure of indomitability and skill with armor on their adventures. All people are lucky to have a dwarf between them and an enemy but none more so than the Mountain Dwarves who can withstand the force of armies behind their well worn armor. You gain the following Benefits:

  • Increase your Constitution by 1.
  • You gain Proficiency in Heavy Armor. If you are already proficient in heavy armor you gain a +1 to your AC when wearing heavy armor.
  • If you are wearing armor or wielding a shield, you can use your reaction to reduce the damage of an ally within 5 feet of you by half. You must make a Constitution saving throw with a DC of 15 or you take half of the damage dealt.

Hillfolk Healing

Hill Dwarves bring wisdom and healing traditions on their adventures. All people are lucky to have a dwarf for a friend but none more so than the hill dwarves who can mend wounds with the same ease they share an ale. You gain the following benefits:

  • Increase your Wisdom by 1.
  • When you take a short rest, choose yourself and one creature with you, during that short rest when you and that creature spend a Hit Dice to roll and recover hit points, add your Wisdom modifier to each roll made.
  • When you take a long rest, choose yourself and one creature with you, during that long rest you and that creature recover all spent Hit Dice.

Squat Nimbleness

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

For Glory

Prerequisite: Dwarf, level 6


In war, all is not fair, you can do the following:

  • After you and your allies roll for initiative, each ally within 30 feet of you has advantage on attack rolls and can add your Proficiency Bonus to their damage until they hit.
  • As a reaction to an ally's hit, you can turn that hit into a miss; you have advantage on your next attack roll and it is considered a critical hit.

Customization Options | Dwarven Feats

Shield Wall

When you choose this feat, if you and at least two allies within 5 feet of you link shields, you form a wall. Each member of the line (including you) receives a +1 bonus to AC and are considered to be in half cover until the line is broken. Each ally acts on the highest initiative value of the lock.

If the Shield Wall breaks, you and each other member can use a reaction to move up to 10 feet and relock the wall. Additionally, unless the wall is broken, members in the wall cannot be shoved or be knocked prone.

  • Anytime you use a shield you increase its AC bonus by 1

Steadfast

Nothing can stop you when you are determined. You gain the following benefits:

  • Your Constitution score increases by 1 as does its maximum.
  • You have Advantage on your rolls vs. being frightened
  • On your turn, as a bonus action you can summon the Strength of Moridin. Until the end of your next turn you gain resistance to a damage type of your choice. You must complete a long rest before using this feature again.

Unbreakable

Prerequisite: dwarf, level 8


Dwarves are known for their resiliance, you are one that bards sing tales of.

  • Your Constitution score increases by 1.
  • When you take damage from any attack that you can see, you can use your reaction to halve the damage done to you. You must finish a long rest before you can use this feature again.
  • Reduce all incomming damage done to you by 5.

Last Stand

Prerequisite: dwarf, level 12


You are the stuff of heros, or the scourge who is the cause of fear within the ranks of your enemy.

When you are reduced to zero or fewer hit points, you do not fall unconscious. You remain active but can only move up to 10 feet per turn. You don’t make death saves, you are immune to non-magical blunt, slash and pierce damage and you are resistant to all other damage.

Each round you remain standing, you accumulate 10 damage: once the cumulative damage (including any other damage you take) exceeds your hit point maximum, you die from massive damage at the end of that turn. As an action on your turn you can voluntarily fall unconscious and start making death saves. The round following the end of combat, if your Hit Points are below zero, you fall unconscious and begin dying, your death saves are made with disadvantage.

This feat can not be used again until a number of days equal to your Constitution modifier have passed.

  • Your Constitution score increases by 2 as does its maximum.

Mul Feats

Bred for Battle

Prerequisite: mul


Your life has not been easy, you are from a line of gladiators, fighters or barbarians of renown. You have trained or forced to train in every conceivable form of combat since you were young enough stand. You gain the following:

  • You gain a +2 bonus to initiative
  • On the first round of combat, you move up to your walking speed as a bonus action.
  • On the first round of combat, you have advantage to hit on your first melee attack and if successful it counts as a critical hit.

Invigorating Toughness

Prerequisite: mul


You have come to rely on your incredible toughness trait more than others of your kind.

  • Your Strength or Constitution score increase by 1.
  • When you use your Incredible Toughness, you can remove up to 2 levels of exhaustion.
  • When you use your Incredible Toughness and you are below half your maximum hit points, you heal a number of hit points equal to your level.

Sudden Strength

Prerequisite: mul


You exert all the power of your mighty frame.

  • Your Strength score increases by 1.
  • As a reaction, you gain advantage on any Strength, Dexterity or Constitution skill check until the end of your next turn. You also gain temporary hit points equal to your Constitution modifier + your Proficiency bonus, these too last until the end of your next turn. You can use this ability a number of times equal to your proficiency bonus.

Customization Options | Dwarven Feats

Elves

Aerial Agility

Prerequisite: must be avariel


You can manipulate your limbs like few others can. You can fly through tight passages, avoid enemies and are one of the best flyers you know.

  • You gain a +1 bonus to your Dexterity score, as does your maximum for that score.
  • When targeted by a ranged attack that you can see, you can use your reaction to minimize the damage. When you do so, the damage you take from the attack is reduced by 1d6 + your Dexterity Bonus. If you reduce the damage to 0, the attack has been dodged. You are able to do this a number of times equal to your proficiency bonus and must complete a short rest to regain use of this ability.

Communion

Elves interact with loved ones on a level that outsiders rarely glimpse or understand. They possess the power to connect soul to soul, matching emotions and heartbeats. You have learned to share this sympathetic bond with an ally.

Through a brief touch on the battlefield, you can give strength to a friend who has been beaten down, and in turn take courage from that ally’s recovery. You gain the following benefits:

  • You touch your ally and concentrate for 1 minute and set your own heart to beat in time, unleashing the healing power of emotional connection. You can spend any number of your available Hit Dice to heal that ally.
  • After healing an ally in this manner, you are immune to fear and have advantage on saving throws while you remain conscious for the next 10 minutes.

Drow High Magic

You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Feat: Dune Runner

Prerequisite: Dust Elf


You never spend much time in any one place. Survival often depends on covering the most distance possible. You gain the following benefits:

  • You gain +2 to your Constitution to a max of 20.
  • While under the effects of the Long Stride state, your base movement rate increases by 20.
  • You are also fleet of foot, and can take the Dash or Disengage action as a bonus action.

Elven Accuracy

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you roll an attack using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. You gain an additional +2 to that attack roll. You can do this a number of times equal to your proficiency bonus per day.

Customization Options | Elven Feats

Elven Archery

Elves are renown for their use of the bow. You are one that has helped establish that legend.

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a longbow or shortbow.
  • When you are using a longbow or shortbow your damage dice increases by 1 step (1d6 > 1d8, 1d8 > 1d10, 1d10 > 1d12).
  • When you use the Attack action with a longbow or shortbow on your turn, you can make one ranged weapon attack as a bonus action.

Fey Step (Advanced)

Prerequisite: you must be Eladrin


As an Eladrin, if you are able to select feats, you can gain mastery over your fey step teleport. You gain the following benefits:

  • You improve your ability to cast Misty Step (PHB p260). You can use this ability a number of times equal to your Proficiency bonus + your Intelligence modifier. You regain any expended uses after a long rest.
  • You can choose to spend two uses of your Misty Step and increase its range to 60 feet.
  • By spending three uses of your Misty Step you can take another willing target with you provided you can physically move them.

Fey Teleportation

Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn to speak, read, and write Sylvan
  • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.


Flame Warrior

Prerequisite: must be Phaethon


Phaethon elves can tap into their elemental heratage. As a bonus action on your turn, you can generate fire in your hands allowing your unarmed attacks to deal 1d4 fire damage.

At level 5 you also gain the Flame Blade spell (PHB p242) that can be used without a material component or concentration requirement once. You must complete a long rest to use it again.

Flame Wing

Prerequisite: must be Phaethon


Phaethon elves are able to manifest a pair of fiery wings that enable flight at a speed of 30 feet. These wings may also be used to cause fire damage in combat. You can make a melee attack while your flame wings are active and you can choose to inflict an additional 1d6 points of fire damage. If you use your flame wings in this manner you can not use them to fly in that round.

Flaming Wings requires concentration and stamina. You can maintain flaming wings for a number of minutes equal to your constitution bonus + your proficiency bonus. You can manifest them once and require a short or long rest to use them again.

Flight Mastery

Prerequisite: must be avariel


Your mastery of flight is unmatched.

  • You gain a +1 bonus to your Dexterity score, as does your maximum for that score.
  • You gain an additional 10 feet to your flight movement.
  • Diving attack: when you are flying and you move at least 30 feet in a straight line, you can add attack with a melee weapon or your talons dealing additional damage equal to your proficiency bonus.
  • When flying out of reach of enemy attackers, you do not provoke an attack of opportunity.

Customization Options | Elven Feats

High Elven Magic

Prerequisite: High Elf


You learn two cantrips and two 1st level spells from the wizard's spell list plus the Identify spell (PHB p252). You gain three 1st level spell slots. Intelligence is your spellcasting ability.

  • Spell save DC = 8 + your proficiency modifier + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier
  • If you are not a spellcasting class, your Known Spells maximum is 4

Leave no Trace

An elf grows up learning the ways of nature. Living in the wild instills in them a deep understanding of the relationship between predator and prey. One of the surest ways to become prey is by blundering through the wilderness without a care for the trail you leave. You’ve seen this and practiced the lessons of your people to hide your tracks. You gain the following benefits:

  • If you spend 10 minutes in meditation, you can put yourself under the effects of Pass Without Trace (PHB p264) in your homeland environment. This effect lasts for 8 hours and requires no material component.
  • If beyond your homeland environment, this effect lasts 1 hour.

Lunar Touched

Lunar elves are quite rare, always born under the light of a full moon, and their births are typically regarded as an auspicious omen. Regardless of your elven heritage your eyes silver and luminous and your skin can glow in the dark. You gain the following:

  • Your Wisdom score increases by 1
  • Luminous. You emit bright light in a 15-foot radius and dim light for an additional 15 feet. You can choose to suppress this effect to only dim light in a 15-foot radius, to suppress it completely, or to activate it at any time without expending an action.

Recursive Thought

Prerequisite: you must be Eladrin


The eladrin ability to resist enchantment and illusion is legendary, but a few lucky fey are capable of more than mere resistance. You’ve polished your mental shield to a mirror finish, allowing you to reflect afflictions back upon your enemies. You gain the following benefits:

  • When you make a successful save vs. enchantment or illusion magic, the effect is reflected back to the original caster. That target is subject to the magical effect until the end of your next turn.

Spiral Dance Assault

Prerequisite: you must be Eladrin


Eladrin knights stand among the most feared and respected warriors in the planes. What they lack in brute strength, they more than make up in battle cunning. Spiral dance assault is a complex fighting maneuver that keeps an enemy guessing where your next blow will strike. You gain the following benefits:

  • When you hit an enemy with a melee attack on your turn, you can use your Bonus Action to teleport to the side or behind that target granting you Advantage on your next melee attack.

Spellblade Fighting Style

Elven fighting style, when you wield a weapon listed in your Elf Weapon Training or Drow Weapon Training racial feature you gain a number of benefits:

  • You gain a +1 to the attack and damage rolls.
  • You gain a +1 to your AC
  • When you cast a spell as your action you can use your bonus action to make a single weapon attack with one of these weapons.

Customization Options | Elven Feats

Water Form

Quessari gain the ability to polymorph into aquatic creature. You can cast this Polymorph spell as an Action without using material components. Choose one of the following animals when you gain this feat: Shark, Octopus or Sailfish . You regain the use of this ability after you take a Short or Long rest.

Seldarine gain the ability to polymorph into a aquatic mamal. You can cast this Polymorph spell as an Action without using material components. Choose one of the following animals when you gain this feat: Dolphin, Otter or Seal. You regain the use of this ability after you take a Short or Long rest.

Wolf Form

Your study of the Lythari elves has opened the powers of shapeshifting to you. On your turn, you can polymorph as an action into a wolf or back to your elf form without requiring spell components. This change lasts for a number of hours equal to your proficiency bonus or upon death where you revert automatically to your elven form. Any equipment being worn or carried is not transformed. Your wolf form has the following benefits:

  • You retain whatever Ability Score is higher, yours or Wolf (PHB p311).
  • Speed becomes 40.
  • +1 bonus to Armor Class.
  • Bite attack: melee weapon attack, 2d4 piercing damage; target must succeed on Strength saving throw with DC of 10 + your proficiency bonus or be knocked prone.

Wood Elf Magic

You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the lonstrider and pass without trace 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. Wisdom is your spellcasting ability for all three spells.

Customization Options | Elven Feats

Firbolg

Beast Magic

Your connection to animals deepens. You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship and beast sense 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. Wisdom is your spellcasting ability for all three spells.


Gifts of the Land

Your time spent with your elders learning about nature's bounty has taught you how to use natural resources to ease pain and suffering.

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with the herbalism kit, and crafting a healing potion takes half the normal time for you.
  • You know how to craft a potion that can suppress poison and disease, and you can craft one such potion during a short rest using common herbs. If a creature suffering from poison or disease drinks it, the harmful effects are suppressed for a number of hours equal to your level. If this potion isn't exposed to direct sunlight for at least 1 hour every 4 hours, it loses its potency.

Old Blood

Your lineage traces back to a time before your people encountered the Feywild, its magic has not changed your form as much as your modern kin. You are taller than your kin and your skin is more pale, bronze, or copper in color and your hair tends to be lighter blonde and reds are common among your family. You gain the following benefits:

  • Increase your Strength or Constitution score by 2 and its maximum by 2.
  • Two-handed weapons are considered versatile for you. When wielding a two-handed weapon with two hands, it deals an extra die of damage.

Protector Of Nature

You have learned to use Fey charms to prevent others from tampering with the areas you protect. You gain the following benefits:

  • You gain proficiency in Persuasion. If you are already proficient, you can add double your proficiency bonus to your persuasion checks.
  • As an action, you can beguile those who would damage the natural world. Choose one creature within 30 feet of you. It must succceed on a Wisdom saving throw (DC 8 + proficiency bonus + your Charisma modifier) or become charmed by you for 1 minute. A creature makes this saving throw with disadvantage if it has harmed a beast or plant in the past round. If the target takes any damage, it may repeat the saving throw, ending the effect on a success. You can do this once, and regain the ability to do it again after you finish a long rest.

Magic of The Grove

There are few as attuned to the forest as you. You gain the following benefits:

  • Your Wisdom score increases by one.
  • You learn the druidcraft cantrip
  • You learn the pass without trace spell, and may cast it once without expending a spell slot. You regain use of this ability after you finish a long rest.

Customization Options | Firbolg Feats

Genasi

Djinn Ancestry

Prerequisite: must be Air Genasi


The bond to your elemental heritage is incredibly strong, you gain the following:

  • Increase your Dexterity or Constitution socre by 1.
  • Your blindsight increases to 60 feet.
  • You can cast the Gust of Wind spell a number of times a day equal to your proficiency bonus. You regain any uses after you complete a long rest.

Effortless

Prerequisite: must be Air Genasi


The air around you works in unison with your movements, aiding you in every move you make.

  • Your Dexterity score increases by 1.
  • Your walking speed increases by 10.
  • You are constantly under the effects of feather fall that only affects you. You can turn this ability on and off as a reaction.
  • Your jump height and distance is five times greater. You also gain advantage on Strength (Athletics) checks related to jumping and are not affected by difficult terrain

Dao Ancestry

Prerequisite: must be Earth Genasi


The bond to your elemental heritage is incredibly strong, you gain the following:

  • Increase an attribute of your choice by 1.
  • Your limited blindsight becomes blindsight and can be used to "see" anything that is in contact with earth and its range increases to 60 feet.
  • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
  • Your skin can become a protective layer of hardened stone. While you are not wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.


Stoic Earth

Prerequisite: must be Earth Genasi


Your mind and body becomes as rigid and unyielding as the stone that makes the world.

  • Your Constitution score increases by 1.
  • You have advantage on Constitution ability checks and saving throws.
  • While standing on the ground you cannot be moved, pushed, or knocked prone against your will.
  • You can use your reaction to resist any damage you take from one source. You can use this ability a number of times equal to your proficiency bonus and must complete a short or long rest to regain any spent uses.

Efreet ancestry

Prerequisite: must be Fire Genasi


The bond to your elemental heritage is incredibly strong, you gain the following:

  • Increase an attribute of your choice by 1.
  • You gain immunity to fire based damage.
  • Your Darkvision increases to 120 feet.

Flash Fire

Prerequisite: must be Fire Genasi


Your body can smolder and burn when you are under stress, a reflection of your pain or rage. When you take damage you can use your reaction to burst into flame. This fire sheds bright light in a 20 foot radius and dim light for an additional 10 feet. The heat is so intense that everything within 10 feet takes 1d8 + your proficiency bonus in fire damage. This effect lasts for a number of rounds equal to your Constitution modifier (minimum of 1). You must complete a short or long rest to use this ability again.

Customization Options | Genasi Feats

Water Ancestry

Prerequisite: must be Water Genasi


Your ability to transform water into its various states is unparalleled, you gain the following:

  • Increase an attribute of your choice by 1.
  • You can walk across liquid surfaces as if they were solid ground.
  • Your swimming speed doubles.
  • You can cast the Fog Cloud spell a number of times equal to your proficiency bonus. You need to complete a short or long rest to use this ability again. You can see clearly in this cloud of your making.

Elements Eternal

You have a number of elemental points equal to your level that can be used to heal by touch, 1 point heals 1 hit point and will also stabilize a dying creature. Lesser Restoration can also be cast at the cost of 3 points and Greater Restoration for 5 points.

Elemental Weapon

Your ability to harness the raw elemental power from your surroundings to form a weapon of your ancestral heritage. You are proficient in this weapon, it has the light property and does 1d8 damage or 1d10 if used two handed. It lasts for 1 minute and does not require concentration. You can use this ability a number of times equal to your proficiency bonus and must complete a short or long rest to summon it again.

  • Air: Create a weapon of lightning. This weapon sheds dim light for a 10 foot radius.
  • Earth: Create a weapon of earth dealing slashing or bludgeoning damage.
  • Fire: Create a weapon of flame. This weapon sheds bright light for 10 foot radius and dim light for an additional 10 feet.
  • Water. Create a weapon of water that is flexible and has the reach ability or a weapon of ice dealing bludgeoning, slashing or piercing damage.

Customization Options | Genasi Feats

Gith

Iron Mind

Your mental training gives you greater resistance to outside influence. You gain the following benefits:

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20
  • You have advantage on saving throws that would charm or otherwise control you.

Psychic Blade

Your mental training allows you to focus your energies into creating a blade of psychic energy. This blade has the stats of a greatsword but is considered to have the light property. It is considered magic for the purposes of overcoming resistances.

Rrathmal Pursuit

Even as your opponent withdraws, you are in motion, cutting off its retreat. You gain the following benefits:

  • Increase your Constitution, Dexterity, or Strength score by 1, to a maximum of 20.
  • When a creature leaves your area you use your reaction make an attack of opportunity even if they used the Disengage action. If they did not use the Disengage action, your attack has advantage.

Trace Chance

By peering into the future, you pick through the possibilities to anticipate your enemy’s next action. You gain the following benefits:

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • You can use a bonus action on your turn to anticipate your opponent. Your next attack has advantage and if it hits the target successfully you can add your Intelligence or Wisdom modifier + your Proficiency bonus to the damage.

Gith Blade Master

You have mastered traditional Gith combat techniques, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with all simple and martial swords.
  • Any silvered sword you wield, adds your proficiency modifier to your damage rolls

Gith Healer

Healers among the Gith are very rare as natural healing is impossible on the Astral plane. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have a pool of healing power equal to your level that you can use to heal anyone but yourself.
  • Your healing touch removes a single condition of your choice once per day.
  • You can cast cure wounds and healing word once without material components or expending a spell slot, and you regain the ability to do so when you finish a short or long rest. You can also cast this spell using spell slots you have of the appropriate level.

Customization Options | Gith Feats

Gnome

Critter Friend

Your friendship with animals mystically deepens. You gain the following:

  • You gain proficiency in the Animal Handling skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it.
  • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Deep Magic

You have expanded your innate spellcasting ability of your ancestors. This ability allows you to cast your Nondetection a number of times equal to your proficiency bonus and Minor Illusion as a normal cantrip.

You also gain additional spells of blindness/deafness (PHB p. 219),blur, (PHB p. 219) and disguise self (PHB p. 233) that can be cast once. You regain the ability to cast these spells when you finish a Long rest.

Engineering

This is the broad skill dealing with all applications of technology, allowing you to craft, modify, and repair devices. These include, general machines, devices, clockworks and vehicles.

Crafting: Crafting "technology" deviates slightly from crafting mundane items. Not only are you required to be proficient in Intelligence (Engineering), but you also must possess the appropriate Engineering kit. If so, then you can expend 5 gold in widgets each day until you reach the market value of the item (this is called a build schedule). You must have widgets or parts on hand. Alternately, you can attempt to make an Intelligence (Engineering) check—the result -15 is how many gold you progress instead of taking the normal 5 gold each day. Follow the Crafting Magic Items chart (DMG p129) where the Creation Cost is 1/2, as is the minimum level.

Each time the item you engineered is used there is a 50% chance it will develop a Quirk and a 10% chance it will have a Mishap. You can rush your build paying only 25% of the Creation Cost, however the chance of a Quirk is 75% and the chance of a Mishap is 35%

You can use your Engineering skill to Reverse Engineer found items into widgets to be used in the creation of other items. Each attempt takes 6 hours, if successful you acquire 1/5th the items value in widgets.



Fade Away

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability you can’t do so again until you finish a short or long rest.

Customization Options | Gnome Feats

Squat Nimbleness

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Rock Magic

You gain Mold Earth (EEPC p21) cantrip. You also gain Passwall (PHB p.264) that can be used once, you recover your ability to use Passwall when you complete a Long rest.


Wonder Maker

You master the tinker techniques of your people. You gain the following:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check.
  • When you make a device with your Tinker trait, you have the following additional options for what you make:

Alarm. This device senses when a creature moves to within 15 feet of it with out speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

Calculator. This device makes doing sums easy.

Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.

Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon/rain or snow) for each hour.

Customization Options | Gnome Feats

Goliath

Alpha

You are everything that matters to the Goliath.

  • You double your proficiency bonus in Athletics.
  • While you are at full hit points, you gain a +1 bonus to all melee attack rolls. While you are at fewer than full hit points, you instead gain a +2 bonus to all melee damage rolls.

Final Fight

You’ve prepared your entire life as if everyday could be your last.

  • You are immune to fear.
  • If you are reduced to 0 or fewer hit points, you do not fall unconscious. Until the end of your next turn (regardless of damage taken), you can use your action to attack the enemy that reduced you to 0 hit points, you automatically hit. You still roll to hit and if that roll is greater than 16 on a d20, the attack is considered a critical hit.

Mountain Forged

  • Your hit point maximum increases by 2 for each level you currently have, and you gain +2 hit points per additional level.
  • Your Constitution score increases by 1, and your maximum increases by 2.
  • You ignore level 1 exhaustion.

Towering Presence

You slam a foe to the ground and stand astride it, preventing the enemy from rising until it has dealt with you.

  • You double your proficiency bonus on Charisma (Intimidation) checks.
  • When you attempt to shove a target, you can use a bonus action to try and knock them prone. If successful, you then count as difficult terrain to that prone target until the end of your next turn should they try to regain their footing.

Sudden Endurance

Your enemy might be attacking you, but you barely notice.

  • Your Constitution score increases by 1 to a maximum of 20
  • You can use a bonus action on your turn to gain resistance to Bludgeoning, Slashing or Piercing damage until the end of your next turn. You must complete a short or long rest to use this feature again.
  • While Sudden Endurance resistance is active, you gain a number of temporary hit points equal to your Strength modifier + your Constitution modifier + your Proficiency bonus. These temporary hit points last for 1 minute. You must comp

Heritage Feats

Goliath are descended from giants. Your character can have abilities from only one type of giant ancestry, therefor only one heritage feat can be selected. These features can manifest anytime during the lifetime of a Goliath.

Cloudborn Heritage

You are descended from cloud giants. Cloudborn feel most most comfortable in the highest reaches of the tallest mountains, where the cold, thin air would make it impossible for most to survive. While not always born with features indicating heritage, Cloudborn could tend towards lighter or more pale skin tones, with tingest of grey or blue and vibrant blue eyes. You gain the following:

  • You gain resistance to lightning and thunder damage types.
  • Ancestral Mist: You can cast Fog Cloud (PHBp243), you require a short or long rest to regain use of this ability. You can see through this magical Fog without hindrance.
  • Nimbus Aid: When you fall, you can use your reaction to conjure a magical cloud that can slow your descent gaining the ability of Feather Fall on yourself.

Customization Options | Goliath Feats

Fireborn Heritage

You are descended from fire giants. Militaristic by nature, Fireborn are compelled to action and find resolve in being as busy as possible be it warfare or working a forge. Fireborn Goliath that become weaponsmiths are often craftsmen that have few equal. Not always born with features indicating heritage, Fireborn could tend towards grey, red or darkened skin tones and red or orange eyes but are always warm to the touch. You gain the following:

  • You gain resistance to fire damage
  • You gain proficiency in a martial weapon of your choice and smith’s tools. If you are already proficient, double your proficiency bonus with a chosen weapon and your smithing tools.
  • Forged in Fire: When you take fire damage, you absorb and redirect that element. As a reaction you can absorb fire damage equal to your Constitution score. The next melee attack you make you can redirect that damage into the hit.
  • Flashback: You can cast Hellish Rebuke a number of times equal to your proficiency modifier. Constitution is your spellcasting ability and you require a short or long rest to regain use of this ability.

Frostborn Heritage

You are descended from Frost Giants. Well suited for extreme cold, and are extremely hearty. Frostborn are fond of physical challenges and tend to think in the vein of might makes right. Their hair tends to be white or silver and can have skin tones that are pale or light blue. You gain the following:

  • You gain resistance to cold damage and suffer no ill effects from being in cold environments that would kill most mammals.
  • Icewalker: over icy or snow covered terrain, you are sure footed and suffer no penalty for difficult terrain of that nature.
  • Glacial Durability: When you are hit by a melee attack, you can use your reaction to increase your AC by 3 potentially causing the attack to miss. This effect lasts until the end of your next turn. You can do this a number of times equal to your proficiency bonus regaining any expended uses after a long rest.

Hillborn Heritage

You are descended from Hill Giants. Not known for their table manners or hygiene, Hillborn have more pronounced brows and larger than normal jaws which they can unhinge to eat larger than normal portions. They are also amazingly resilient to poison and disease. You gain the following:

  • You have resistance to Poison and Disease
  • Your jaw is unusually strong, you can bite as a melee attack doing 1d4 + your Constitution modifier piercing damage
  • Feeding Frenzy: As a bonus action you can make a bite attack against each target within 5 feet of you. You can do this a number of times equal to your proficiency bonus and require a short or long rest to regain use of this ability.

Stoneborn Heritage

You are descended from Stone Giants. Sturdy and unwavering, your stone giant heritage leads you to a life of quiet contemplation and artistic prowess. There is a beauty in the endurance of stone, and you seek to uncover art within the stone and within every action you perform. Never moving without purpose, Stoneborn physical appearance can easily be mistaken for actual stone carvings, having sharp angled and rugged features. You gain the following:

  • You gain proficiency in a artisan tool or musical instrument.
  • You have Advantage on Strength checks to oppose being pushed, pulled, knocked prone or otherwise moved against your will.
  • Add your Proficiency modifier to your Stone’s Endurance feature which can be used a number of times equal to your proficiency bonus before needing a short or long rest to regain its use.

Stormborn Heritage

You are descended from Storm Giants. Your bravery is unmatched often leading the charge into battle among your clan. These are desirable traits among the Goliath tribes and Stormborn are often highly ranked within the tribe they belong. You gain the following:

  • Increase your base speed by 5
  • Storm’s Fury: You have limited power over lightning. When you are hit with a melee attack you can use your reaction to harness that kinetic energy and redirect it as lightning. You can cast Shocking Grasp on another target you can touch within range. Constitution is your casting ability and you must complete a short or long rest to use this feature again.
  • Storming weapons: You are able to channel lightning into weapons you wield or unarmed attacks. Increase the damage dice by one as additional lightning damage. Thrown weapons have their distance doubled in addition to the increased damage.

Customization Options | Goliath Feats

Half-Orc

Beast Master

Some half-orcs have a spiritual connection with beasts, often preferring their company to that of other humanoids. The life of beasts is simple when your intentions are clear, you gain the following:

  • Your Wisdom score increases by 1.
  • You gain proficiency in Animal Handling. If you are already proficient, you double your proficiency bonus.
  • You can cast speak with animals a number of times equal to your proficiency bonus without material component. You can also cast animal friendship, you need to complete a long rest to regain use of this ability.

Eye of Gruumsh

Not only does Gruumsh watch over you but your visual acuity and hand-eye coordination is uncanny, you gain the following:

  • Your Intelligence or Wisdom score increases by 1.
  • Your Darkvision increases to 120 feet.
  • You can use a bonus action to gain blindsight to a range of 30 feet for a number of minutes equal to your proficiency bonus. You must complete a long rest to use this ability again.
  • You can Dodge as a bonus action. You must complete a short or long rest to use this ability again.

Orcish Aggression

Your Orcish heritage burns and you find it easy to close in on your target and pursue them should they flee as cowards. Gruumsh looks upon you proudly as you take down your foes. You gain the following:

  • Your Strength or Constitution score increases by 1, as does its maximum.
  • You have advantage on Constitution saving throws or ability checks.
  • As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Orcish Fury

There is no end to the fire that burns within you. You gain the following benefits:

  • Your Strength or Constitution score increases by 1, as does its maximum.
  • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add its extra damage of the weapons type. You can use this ability a number of times equal to your proficiency bonus. You recover use of this ability when you finish a short or long rest.
  • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

Prodigy

You have a knack for learning new things. You gain the following benefits:

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Customization Options | Half-Orc Feats

Halfling

Bountiful Luck

Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!

When an ally you can see within 30 feet of you rolls a 1 on a d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. THe ally must use the new roll.

When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.

Nimbleness

You are nimble for your race. You gain the following:

  • Increase your Strength or Dexterity by 1 to a max of 20.
  • Increase your walking speed by 5 feet
  • You gain proficiency in the Acrobatics or Athletics skill. If you’re already proficient in the skill, your proficiency bonus is doubled for any check you make with it.


Second Chance

Fortune favors you when someone tries to strike you. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Squat Nimbleness

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Customization Options | Halfling Feats

Kodan

Abombital

Even among the Kodan, you're large.

  • Your Constitution or Strength score increases by 2
  • You have advantage on all Strength and Constitution ability checks.
  • You gain a number of hit points equal to your level when you select this feat. You then gain 1 additional Hit Point whenever you level.

Den Defender

You are very protective of anyone or any thing you have claimed as your own.

  • Your Constitution or Wisdom score increases by 2
  • You cannot be frightened
  • If an ally is reduced to zero Hit Points or suffers a critical hit, you have advantage on your next attack roll.

Tundra Runner

You spend enough time traveling the barren wastes that the socially approved biped walking takes too long. You gain the following:

  • Your Constitution or Strength score increases by 1 as does its maximum.
  • You gain Proficiency in Wisdom (Survival), if you are already proficient, double your proficiency bonus.
  • As long as you have nothing in your hands, you can run on all four limbs. If you do, your speed increases by 10. When moving in this fashion, you ignore movement penalties from difficult terrain.


Rage Claw

In modern Kodan society, the old ways are viewed as barbaric. Rage claws are often frowned upon but are seen as necessary by some to keep their borders safe.

  • Your Constitution or Strength score increases by 1.
  • When attacking with an unarmed strike, you can make another unarmed strike as part of that same action.
  • Your bite and claw damage are increased to 1d6 and 1d8 respectively. At 8th level, they increase to 1d8 and 1d10 and at 14th level your claw damage increases to 1d12.
  • Lesser kodan that take this feat gain a bite that does 1d4 piercing damage and your claw damage increases 10 1d6. At 8th level Claw attack increases to 1d8 and at 14th level claw damage increases to 1d10

Customization Options | Kodan Feats

Minotaur

Beast Within

Despite a culture of discipline, you can be overcome with a primal rage so fierce, few who stand against you can contend. You gain the following:

  • Increase your Strength or Constitution score by 1 to your racial maximum.
  • When you are below your maximum hit points, you have a +1 bonus to damage rolls. When you are below half your maximum hit points, you have a +3 bonus to damage rolls.
  • When you are reduced to 0 or fewer hit points, you do not fall, instead until the end of your next turn your melee attacks have advantage to hit. You then fall to the ground and begin making death saving throws with one failure already counted.

Great Horn

You are the minotaur all others look upon with respect.

  • Increase your Strength or Charisma score by 1 to your racial maximum.
  • Your horn damage increases to a d8
  • When you attempt the Hammering Horns maneuver, if you are successful on a target your size or smaller, you can shove the target back or to the side 10 feet or knock the target prone.


Weapon of War

You are a weapon of war, everything about your life revolves around combat. You know how to use all of your traits and gifts to their maximum advantage. You gain the following:

  • Increase your Strength or Charisma by 1 to its racial maximum.
  • You gain Advantage on the first Intimidation check try against a target. If you score a success by a margin of 5 or greater, you have advantage on all Intimidation checks against that target, and they have disadvantage against you until you complete a long rest.
  • If you reduce an enemy to 0 hit points, you gain a +4 (cumulative up to +12) to all damage rolls until you end a turn having not reduced an enemy to 0 hit points.

Weapon of the Court

The theater of war takes on many forms. Your skill is in the field of politics, you’ve learned that physical strength isn’t the only way to win a fight. You gain the following.

  • Increase your Strength or Charisma by 1 to its racial maximum.
  • You gain proficiency in Charisma (Deception) and Charisma (Persuasion) checks. The first time you fail one of these checks on a target, you can re-roll that check with advantage. This can only be done once per target per week.
  • If you score a success by a margin of 5 or greater, you have advantage on all Charisma checks against that target, and they have disadvantage against you until you complete a long rest.

Customization Options | Minotaur Feats

Tabaxi

Adrenaline Surge

You have a bit of tiger blood in you. As a Bonus action, you can activate an adrenaline surge. For 1 minute your speed increases by 10, you gain Advantage on all Strength and Dexterity checks and saving throws and you double your Strength modifier when calculating damage you deal in melee combat. After you use this feature you gain a level of exhaustion until you complete a short rest and must complete a long rest to use it again.

Call of the King

Your primaal roar strikes fear into the hearts of your enemies and rallies your allies.

  • Increase your Charisma score by 1
  • As an action, you can roar. This roar will cause all enemies that can hear you within 60 feet to become frightened, if they fail a Wisdom save against a DC equal to 8 + your Charisma modifier + your proficiency bonus. This effect lasts for 1 minute. You must complete a short rest to recover the use of this ability.
  • When you roar, allies within 30 feet of you gain advantage on on their next attack.

Color Morphism

From time to time Jaguars are either born with or as they age their fur becomes black although their spots are still visible on close examination. You have trained yourself to take every advantage of this coloration and in the darkness you are nearly undetectable. You gain the following:

  • Double your proficiency bonus whith Dexterity (Stealth) checks.
  • When you are in an area of dim light or darkness, you can use your Bonus Action to blend into the surrounding terrain. You gain +10 bonus to Dexterity (Stealth) checks. Once you move or take an action or a reaction you must use your Bonus Action to hide in this manner again.

Bound and Pounce

You have powerful legs that help you easily clear obstacles that may be in your way (reference PHB p182 for jump calculations).

  • On your turn, If you move at least 20 feet straight towards a creature right before hitting it, the target must succeed a saving throw DC equal to 8 + your Proficiency bonus + your Strength modifier or be knocked Prone. If the target is prone, you can make a Bonus Action to attack that target.
  • When calculating your Long Jump, add your Dexterity Score. You calculate your Long Jump as follows: Strength score + your Dexterity modifier if you move at least 10 feet, half that number from stand still.
  • When calculating your High Jump, add your Dexterity modifier. You calculate your High jump as follows: 3 feet + your Strength modifier + your Dexterity modifier if you move at least 10 feet, half that number from stand still.

King of the Jungle

You represent all the primal traits of your ancestors, they were at the top of the food chain and so must you be, no thing will make you prey.

  • While you are at full Hit Points, you gain a +1 bonus to your natural weapon damage (claws and bite). If you are below full Hit Points, you gain a +2 bonus to your natural weapon damage (claws and bite).
  • Your claw damage increases by one die (1d4 becomes 1d6, 1d6 becomes 1d8, etc.)
  • You can attack with a powerful bite for 1d4 piercing damage.

Unrivaled Sprinter

When you take the Dash action, you double the Dash movement rate. You must complete a long rest before using this again.

Customization Options | Tabaxi Feats

Tieflings

Doom Awaits

Whispers of the damned have always been a part of you, now they seek you as a conduit to release their pain on others that would harm you. Your tie to the real world is too valuable for these lost souls to lose. You gain the Dissonant Whispers spell, you can add your Charisma modifier to the damage done. After you use this effect, you must complete a short rest to use it again.

Flames of Phlegethos

You learn to call on hellfire to serve your commands. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
  • 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.

Fire in the Blood

Your melee and spell attacks do an extra 1d4 fire damage. Targets killed in this manner must make a save immediate Constitution saving throw vs. 8 + your proficiency bonus or be turned to ash.



Hellfire Gate

The ties to your ancestry are strong. You are allowed temporary passage through demonic realms when you need it. As a bonus action you can cast Misty Step. You can use this ability once, requiring a short rest in order to use it again.

This effect opens a small gateway into the abyss or the nine hells and some of that environment spills into your world the instant the spell takes effect. Anything within 5 feet of your departure or arrival point becomes heavily obscured for until the start of your next turn, there is often a smell that is accompanied when this ability is used.

If you take this feat a second time you can use this ability a number of times equal to your proficiency bonus per day.

Infernal Constitution

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.

Wings

Some tieflings have vestigial wings that they are either born with or grow as they age, others have fully functional wings that can metamorphosed seemingly overnight. These wings can be leathery or covered with a scattering of black, red or violet scales or feathers.

  • You gain Flight speed of 40 feet.

Customization Options | Tieflings Feats

Ride the Devil’s Tail

As a bonus action on your turn, you can make a melee attack with your tail doing 1d4 slashing, piercing or bludgeoning damage. If your tail attack is successful, you can hook that target and twist your body around into a new position within 5 feet of that target. Your spin or shift to the side or behind that target grants you advantage on your next melee attack against that same target.

You also gain a climbing speed equal to your walking movement rate.

Spirit of Sacrifice

Prerequisite: Hellfire Gate

Sensing danger, a spirit of your ancestors awaits your fall or command and whisks you or an ally away to safety where it then uses its primal energy to invigorate you or an ally and give a second chance on life.

When you or an ally you can see within 60 feet of you drop to zero Hit Points, a fire ignites in your or their location masking a short teleport. Anything within 5 feet of the targets departure or arrival takes 1d10 + your Charisma modifier fire damage, anything flammable not being held has a chance to catch on fire.

Your unconscious body or that of your ally are teleported 60ft in a direction of your choice and gains temporary hit points equal to your Charisma modifier + your Proficiency bonus. These temporary hit points last for 1 minute. Once you have used this ability, you must complete a Long rest before it can be used again.

If you take this feat a second time, you can cause this effect to apply to a number of allies equal to one half your level that are within 60 feet of you (you need not see them any longer). This can be done a number of times equal to your proficiency bonus.

Customization Options | Tieflings Feats

Thri-Kreen

Antennae

Prerequisite: must be Thri-Kreen


You have honed your senses as only a thri-kreen can, making your most distinctive sensory organs more than vestigial. You gain the following benefits:

  • You always know what direction you are facing.
  • You gain proficiency in the Perception skill. If you are already proficient you can double your proficiency bonus.
  • You have advantage on Insight checks when within 10 feet of another creature you are communicating with.
  • You have blindsight to a distance of 30 feet.

Chameleon Chitin

Prerequisite: must be Thri-Kreen


You have remarkable control over your body and are able to make rapid changes in color to your exoskeleton to match the light and objects around you. You gain the following benefits:

  • You gain proficiency in Stealth. All stealth checks made gain a +5 to their roll.
  • As long as you do not move and are in stealth, creatures have disadvantage on their Wisdom (Perception) rolls to detect you.
  • You can attempt to hide as a bonus action on your turn provided you have some type of cover or background to blend in with.

Dervish

Prerequisite: must be Thri-Kreen


You can use your middle limbs with astounding coordination allowing you several advantages over your brethren. You can use your middle limbs to wield any weapon that does not have the heavy property including ranged weapons like hand crossbows and light crossbows. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20
  • You can make a coordinated attack using your limbs independently. As a bonus action on your turn you can use a weapon in each of your limbs or your limbs themselves to make a single attack against any number of targets within range. You can do this a number of times equal to your constitution modifier and require a long rest to use it again.


Mantis

Prerequisite: must be Thri-Kreen


Your legs and all of your limbs can be used to advance your movement capabilities. You are able to jump and dart at much greater distances and have remarkable reaction speed. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • Your jump distance is tripled.
  • When an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Scuttler

Prerequisite: must be Thri-Kreen


Your six limbs and long form are perfect for low crawling. Being prone is little hindrance for you. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20
  • You can move at your normal movement rate and make any normal action even if you are Prone.
  • Standing from Prone does not cost you extra movement.

Customization Options | Thri-Kreen Feats

Warforged

Advanced Programming

As you were built or through your adventures, the creator chose you to receive additional programming. You gain the following:

  • You gain +2 to any one attribute of your choice, your maximum increases by the same amount.
  • Select two tools types to become proficient win.
  • You gain proficiency in three additional languages.

Advanced Servos

You have enhanced joints and connecting mechanisms increasing the overall strength output of your frame. Your Strength score is increased by 2 as is its maximum. You can select this feat up to 4 times. Your are considered one size larger for the purposes of calculating encumbrance.

Body Modification: level 1

You have Ironwood grafted to your frame. You gain the following benefits:

  • Increase your Constitution modifier by 1, to a maximum of 20.
  • Your AC is 13 + your Dexterity modifier when you are not wearing armor.
  • All damage you receive is reduced by 2


Body Modification: level 2

You have Mithral grafted to your frame. You gain the following benefits:

  • Increase your Constitution modifier by 1, to a maximum of 20.
  • Your AC is 15 + your Dexterity modifier, which is limited to a +2 maximum while you are not wearing armor.
  • All damage you receive is reduced by 4

Body Modification: level 3

Prerequisite: level 6


You have Adamantine grafted to your frame. You gain the following benefits:

  • Increase your Constitution modifier by 1, to a maximum of 20.
  • Your AC is 17 while you are not wearing armor. Your AC does not benefit from high Dexterity.
  • All damage you receive is reduced by 6

Customization Options | Warforged Feats

Close Quarters Battle Modifications

Your frame is reinforced with advanced alloys and other high strength materials. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Your unarmed attacks deal 1d4 + your Strength modifier as bludgeoning damage. During a short rest you can change the damage type to be slashing or piercing or back to bludgeoning.
  • Retractable weapon compartment allows you to conceal a bladed weapon that springs forth the instant you need it. This blade deals 1d8 slashing or piercing damage. You can have one of these compartments on each arm if desired.

Hardened Armor

At the cost of mobility, your warforged body can be crafted with a layer of alloy that provides formidable protective armor and some damage reduction

  • Your AC increases by 1 and you reduce all incoming damage by 5 but your movement drops by 10 feet.

High Voltage

You have an extra capacitor that allows you to store and release electrical energy. You learn shocking grasp, which bolt, and ray of enfeeblement however the range of the ladder is reduced by half. You can use these spells once without material components or expending a spell slot, and you regain the ability to do so when you finish a short or
long rest. You can also cast this spell using spell
slots you have of the appropriate level.



Self Repair

It is difficult to take you down, even when you're faltering. You gain the following:

  • You gain +1 Constitution
  • You have a number of charges equal to your proficiency bonus. As a bonus action you can spend these charges to regain hit points equal to your Proficiency bonus + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. You regain one charge at the end of every long rest.

Customization Options | Warforged Feats

Wolfen

Bark at the Moon

You can inspire your allies and strike terror into your enemies. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • As an action you can let out a long howl that can be heard up to 10 miles away in open terrain. All of your allies within 300 feet gain 5 temporary Hit Points and have advantage on their first attack. All of your enemies within 300 feet must succeed a Wisdom Saving throw with a DC of 10 + your Proficiency bonus or suffer disadvantage on their attacks until the end of your next turn.
  • Other Wolfen within the full range of your howl will know your direction and if you are in distress. You can roll a d20 and add your Charisma modifier, if the result is greater than 12 in your homeland, 1d6+1 Wolfen will show up to check out the area or even lend aid within the next 10 minutes. Outside of your homeland you must have a result of 18 or higher but the length of time could take up to an hour.

Lone Wolf

It is rare for a member of your race to be without a pack but you have adapted and survive well. You gain the following benefits.

  • You gain a +1 to an attribute of your choice, to a maximum of 20.
  • You gain an additional 10 feet to your movement.
  • Choose hearing or smell, you have advantage on Wisdom (Perception) checks with that sense.
  • You gain proficiency in Survival. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • On a successful attack, you can force your target to make a Strength saving throw with a DC equal to 10 + your Proficiency bonus or be knocked prone.

Pack Hunter

You are very familiar with group tactics and prefer to fight with allies nearby. You gain the following benefits:

  • You gain a +1 to an attribute of your choice, to a maximum of 20.
  • Choose hearing or smell, you have advantage on Wisdom (Perception) checks with that sense.
  • You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of that creature and isn’t incapacitated. You can use this a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.


Tracker

Your senses are well honed. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Survival) checks relating to tracking.
  • You learn the detect magic, detect poison and disease, and hunter’s mark spells. You can cast them in any combination to a total number of times equal to your proficiency bonus without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Warfang

You represent all the strongest primal traits of your ancestors, they were at the top of the food chain and so must you be, you are an alpha predator. You gain the following benefits:

  • You gain a +1 to your Constitution, Dexterity, or Strength score, to a maximum of 20.
  • While you are at full Hit Points, you gain a +1 bonus to your attack rolls using your natural weapons (claw or bite). If you are below full Hit Points, you instead gain a +2 bonus to damage you deal with these attacks.
  • Your natural weapon damage increases by 1 die (1d4 becomes 1d6, 1d6 becomes 1d8, etc.)

Customization Options | Wolfen Feats

Other Race Feats

Serpent Form

Prerequisite: Yuan-ti Pureblood


You have unlocked more of your serpentfolk heritage. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You can use an action to polymorph into a Medium snake or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn’t transformed. If you die, you stay in your current form.
  • While in snake form, you gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you hit with a bite attack, you can choose to deal 2d6 additional poison damage to the target. Once you deal this poison damage, you can’t do so again until you finish a long rest.

Tortle Protector

Prerequisite: Tortle


You have mastered using your shell to better protect yourself and others. You gain the following benefits:

  • Increase your Strength or Wisdom score by 1, to a maximum of 20.
  • Your natural armor trait now provides a base AC of 18. As normal, your Dexterity modifier doesn’t affect this number.
  • As a reaction when you are forced to make a Dexterity saving throw, choose any number of creatures within 5 feet of you. Each chosen creature is considered to have half-cover against any harmful attacks or effects while within 5 feet of you until the start of your next turn. Once you use this ability, you can’t do so again until you’ve finished a short or long rest.


Touch of Sess’inek

Prerequisite: Lizardfolk


You embody the demonic bearing of a lizard king or queen. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You learn to speak, read, and write Abyssal.
  • You are immune to being frightened.

Triton Deep Magic

Prerequisite: Triton


You master more of the magic of elemental air and water. You learn the create or destroy water spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn warding wind and water breathing, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Urd Wings

Prerequisite: Kobold


You manifest leathery wings, transforming into an urd. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain a flying speed of 30, you can’t be wearing medium or heavy armor.

Customization Options | Other Race Feats

Fighting Styles

Fighters, Paladins and Rangers can adopt a particular style of fighting as a specialty. They can’t take a Fighting Style option more than once, even if they get to choose another later in their carrier. (Info pulled from PHB and UA)

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Canny Defense

While not wearing armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. You can use shields and still gain this benefit. link

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. (UA).

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Gladiator

You are trained for the arena, being effective is just as important as putting on a show. While performing an attack action, you may lower your AC by 2 to gain advantage on your damage dice.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.



Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or simple or martial weapon to use this reaction.

Knife Fighter

Any time you are fighting with a weapon that has the Light property you deal +2 damage, when thrown these weapons gain a +2 to hit and have an additional range of +10 / +10 when thrown. Additionally, if you have a hand free you may draw one of these weapons as part of any attack.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed and you gain a +1 bonus to AC. (UA).

Protection

When a creature you can see hits a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll, potentially turning a hit into a miss. Your reaction can be declared after the hit is rolled but before the outcome is determined.

If you are wielding a shield, any damage that gets through is reduced by your proficiency bonus or reduces a critical hit to a normal hit.


Protection (original)

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

(modified - link) for reference, changed it from that as blocking without a shield could result in a critical hit. Note: damage reduction may be overpowered, need testing.


Customization Options | Fighting Styles

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). The die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Tunnel Fighter

You excel at defending narrow passages, doorways and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. (UA).

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Customization Options | Fighting Styles


Spellcaster Feats

A Compendium of Spellcaster Feats for 5th Edition D&D (v1.2)

Spellcasting Feats

If you are a sorcerer or wizard, (even some access as a bard or warlock) here are themed feats that add a bit of “specialty” to your caster. These are early working beta versions.

Chronomancy

Prerequisite: wizard


Harnessing the energies of time is dangerous enough to deter dabbling, you however study the effects of time with a trained eye and practiced hand subtling manipulating it to lessen the chances of a paradox. You gain the following:

  • You always know the exact time
  • You can cast the Slow spell without expending a spell slot or components. You must complete a long rest to use this again.
  • Chronoshift. When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action. You must complete a long rest to do this again
  • Glimpse. By spending 1 action in concentration, you can see through any barrier or boundary within 60 feet of you so long as the obstruction was clear at some point in the past.

Ectomancy

Prerequisite: wizard


Wizards who study ectomancy research the fabric of the Ethereal Plane and its spectral denizens. They quickly become experts in identifying ectoplasm, the residue that spirits leave behind on the material world. You gain the following:

  • As an action, you can see into the Ethereal Plane up to 30 feet.
  • By spending a 1st level spell slot, your spells travel through the Ethereal Plane to avoid obstacles. Your spells ignore cover.
  • You can cast the Blink spell without expending a spell slot or components. You must complete a long rest to use this again.

Elemental Mastery

Prerequisite: Elemental Adept, sorcerer, wizard


You have trained in the primal forces as an Elemental Adept, now you have mastered that element. You can specialize in only one type of element that you are already adept with. You gain the following:

  • You need only spend half the time and cost with learning or copying a spell that deals only your chosen element.
  • You gain immunity to your chosen element type.
  • You can add 2 dice of damage to any spell that is of your chosen element type.
  • Spells you cast in that chosen element type ignore resistance a target creature may have and any immunity they have is treated as resistance.


Hedge Wizard

Prerequisite: sorcerer, wizard


Unlike ordinary wizards who learn their craft through extensive research and formal training, you discovered arcana on your own, reading what you could find and uncovering deeper magic through experimentation. You have mastered cantrips and low level spells and gain the following:

  • The number of known cantrips you have increases by your spellcasting modifier, you can select these additional cantrip spells from any spellcaster list.
  • You can add your spellcasting modifier to any damage you deal with cantrip spells.
  • Immediately after you cast a cantrip, you can move 10 feet without provoking Opportunity Attacks.
  • When you cast a cantrip you can gain advantage on the spell attack roll or give the target disadvantage on their first saving throw made against the spell. You can not use this ability again until you complete a long rest.

Customization Options | Spellcaster Feats

Heavenly Scribe

Prerequisite: Intelligence 14, sorcerer, wizard


You have discovered the name of an angel and deciphered the means to invoke a sliver of its power. You learn the Celestial language if you don’t already know it.

You learn one angelic seal of your choice from among those listed below which requires 10 minutes to scribe onto paper, canvas, stone tiles or some other token that can be carried or displayed. These seals can be used once and the seal fades

Alternatively, you can spend 8 hours using appropriate artisan tools to carve or etch a more permanent seal into harder materials. Once a seal is applied, you can activate it a number of times per day equal to your proficiency modifier as an action. If it requires a saving throw, your DC equals 8 + your proficiency bonus + your Intelligence modifier.

You can switch the angelic seal you know by spending 1 week studying how to activate and tap into the celestial power. You can only have one seal known at any time and the power fades on any previous seals one week after learning the new seal.

  • Benevolence: This seal allows its user to retry a failed ability check to improve another creature’s attitude
  • Clarity: Add half your Intelligence modifier (minimum of 1) to your Wisdom (Insight) and Wisdom (Perception) checks.
  • Fortitude: When you are hit with an attack you can see, you can use your reaction to add +2 to your AC against the attack.
  • Fortune: You can add +1 to an attack roll, saving throw, or ability check. The addition is made after the die is rolled but before the outcome is determined.
  • Glory: When you reduce an enemy to 0 hit points, you gain temporary hit points equal to your Intelligence modifier (minimum of 1).
  • Humility: You can add half your Intelligence modifier to your Dexterity (Stealth) checks. You lose this bonus when you take hostile action.
  • Judgement: When you hit a creature with an opportunity attack, you can move up to half your speed, provided you end the move no farther from the target you hit.
  • Recovery: You automatically succeed your first death saving throw, at which time you regain 1 hit point. Once this seal is used, it disappears.
  • Temperance: When you make any Wisdom saving throw, you can use your reaction to add your Intelligence modifier to the roll.
  • Wrath: Once on your turn when you hit with a weapon attack, the attack deals an extra 1d4 of the same damage type of the weapon used.


Missile Mastery

Prerequisite: sorcerer, wizard


Magic missile is the staple wizard spell, well loved for its versatility and stopping power. Your fondness for it however, borders on obsession. You focus on your studies on the spell exploring and exploiting variations on the spell. You gain the following:

  • Additional Missile. When you cast magic missile, you can fire 1 additional dart. You can add 1 additional dart at level 6, 10 and 14.
  • Aegis you can cast your missiles on yourself where they whirl around you in a tight orbit for 1 minute. During this time your armor class increases by 1 for every 2 missiles in orbit. Whenever an enemy ends its turn adjacent to you, a single missile strikes it dealing damage as normal and decreasing the number of missiles orbiting you, this decreases the AC bonus as well.
  • Over-Power: when the target of your missile is under the protection of a Shield spell, that target is considered to have only resistance against your missile. Additionally, the magic missile spell can deal maximum damage. Once Over-Power is used, it cannot be used until you complete a long rest.

Customization Options | Spellcaster Feats

Razor Mage

Prerequisite: bard, sorcerer, wizard


There are conjurers and conjurers that specialize in specific aspects, your fancy is edged weapons and combat. You have a singular obsession with sharp things and have trained considerable skill with them. When you gain this proficiency, you gain proficiency with two bladed weapons of your choice. You can add your spellcasting modifier to attack and damage rolls. You also gain the following:

  • You can use your bonus action to conjure a blade you are proficient with. This blade is considered magical for the purposes of overcoming resistances and it lasts until you dismiss it or 10 minutes passed.
  • You can cast the Cloud of Daggers spell without expending a spell slot or components. You can do this a number of times equal to your proficiency bonus, and must complete a long rest to use this again.
  • When you cast a cantrip that requires a single spell attack roll, you can channel this spell through a melee weapon you are holding. Make a melee weapon attack against a target as normal, on a hit the cantrip hits the target and also deals weapon damage.
  • Melee weapon attacks you make can deal double damage, you can use this a number of times equal to your proficiency bonus and require a short or long rest to use again.

Shadow Magic

Prerequisite:sorcerer, wizard


Your ability to manipulate the shadow-weave has left you with some abilities, good and bad. Light seems to avoid you, even on sunny days which make you uncomfortable you always appear to be in a shadow. Gain the following:

  • Your spells are augmented by shadow weave making them difficult to resist. The spell save DC for your spells increases by 1.
  • You can see in magical darkness and gain Darkvision up to 60 feet. If you already possess darkvision due to your race, your viewing distance is doubled.
  • You can cast the Darkness spell without expending a spell slot or components. You can do this a number of times equal to your proficiency bonus, you must complete a long rest to use this again.


Simulacra

Prerequisite: wizard


You have studied and mastered duplication and simulations of nearly anything. When a creature you can see makes an ability check, attack roll, or saving throw, you can use your reaction and to mentally record the result of that roll and the type of roll it was (an ability check or saving throw using a particular ability score, or a melee, ranged, or spell attack roll). When you make a roll of the same type, you can replace your roll with this recorded roll. You can use this feature a number of times equal to your proficiency bonus.

When you are of sufficient level and have learned the Simulacrum spell , the material cost to cast and and repair damaged simulacra requires half as much time and gold, you can also have two active duplicates created by Simulacrum spell at one time.

Somnomancy

Prerequisite: wizard


Sleep is the only gateway allowed to mortals that transcends the world of the real. You have trained in techniques of sleep and lucid dreaming. You gain the following:

  • You require only four hours of sleep during a long rest to gain the same benefit.
  • You cannot be put to sleep by magic.
  • Whenever you cast the sleep spell, the total number of hit points that can be affected is equal to double the number rolled on the dice.
  • When you cast the sleep spell using a spell slot of 2nd level or higher, the duration increases by 1 minute.
  • You can double the area of effect of your sleep spell.
  • You can freely choose the order in which creatures are affected by the sleep spell you cast.
  • You can instantly awaken anyone under your sleep spell.
  • You can communicate with anyone who is asleep telepathically but you must be no more than 10 feet away from them. You can fashion the dreamscape as you desire however you can’t do any harm to them. This communication will not wake up the subject unless you want it to.

Customization Options | Spellcaster Feats

Tattoo Magic

Prerequisite: sorcerer, wizard


Through a masterful process, you can empower tattoos using a combination of your magical energy and the life force of yourself or a tattoo recipient to make them come alive. Anyone can have an empowered tattoo, the number of tattoos they can have at any one time is limited to their proficiency modifier however only one can be active at any given time.

Tattoo magic fades over time typically lasting a number of days equal to your proficiency modifier. It is also expensive to apply requiring special inks, tools and time. Each tattoo costs 3d6x10 in materials and 4d4 hours to apply. To fully empower the tattoo you must use a 1st-level spell slot, you can increase the duration of a tattoo stays empowered by one day for each spell level you spend. You can recharge the power of a tattoo by spending another 3d6x10 in materials and 1d6 hours to reapply.

Tattoo examples are:

  • Adept. Gain proficiency with one skill or tool set of your choice, if you are already proficient you can double your proficiency bonus when using that skill or tool.
  • Aegis. Armor class while unarmored is equal to 13 + Proficiency bonus
  • Caestus. Unarmed strikes deal an additional 1d6 bludgeoning damage
  • Crucible. Learn one evocation cantrip from the Wizard spell list.
  • Cludgel. Gain proficiency with a weapon of choice and can add proficiency modifier to damage rolls.
  • Ebon. Gain darkvision with a range of 60 feet. If the recipient possesses darkvision, its range doubles.
  • Marathon. Movement speed increases by 10 feet.
  • Nimble. Dexterity increases by 2.
  • Ruse. Learn one illusion cantrip or 1st-level illusion spell from the Wizard spell list.
  • Titan. Strength score increases by 2 Vigor. Constitution score increases by 2 Vigil. Add proficiency bonus to initiative rolls.

Transmogrifier

Prerequisite: wizard


Perhaps the most versatile, useful or spectacular magic is the ability to change into something else. You are a master of altering your form through magic. The spells of Alter Self, Polymorph, True Polymorph and Shapechange can be cast as a reaction when you are attacked or required to make a saving throw. As each of these spells become available, it can be cast once per day without expending a spell slot or material component.

As you gain access to stronger shape change magics, you can choose three beasts as your favored shapes. A favored shape is a specific kind of creature whose form you can assume by means of the polymorph spell. You have advantage on Constitution saving throws made to maintain concentration while in one of your favored shapes. You can replace one of your favored shapes with another beast of your choice but must spend a week observing or researching the new form desired.

After you have learned Polymorph, True Polymorph and Shapechange you can create an imaginary form, choose one of your favored shapes as the base form. You then choose a single aspect of one of your other favored forms and add it to the base form. Options include:

  • Replace the base form’s AC with that of another
  • Add a second form’s movement mode and rate
  • Add one of the other form’s natural attacks if the base form doesn’t already have that attack
  • Add one of the other form’s damage resistances, immunity or senses.
  • Add one of the other form’s special qualities (excluding spellcasting or shapechanger)
  • Replace one of the base form ability scores, if both forms are of the same size category.

For example, if the base form was a Tyrannosaurus Rex and the second form was a Giant Owl, you could add fly speed of 60 feet to the Tyrannosaurus Rex, making it a winged T-Rex. If the base form was a Giant Scorpion and the second a Giant Octopus, you could add the Octopus tentacle attack to the Giant Scorpion, grabbling enemies from afar, then clawing and stinging them.

Customization Options | Spellcaster Feats

Wand Wizard

Prerequisite: bard, sorcerer, wizard


You learn how to craft temporary wands to channel your arcane power. You can fashion a number of empty wands equal to your spellcasting modifier.

When you prepare spells following a long rest, you can expend a spell slot to imbue an empty wand with magic. The wand becomes capable of casting a single 1st level spell from your spellbook for 1 charge. This wand has a maximum number of charges equal to twice the level of the spell slot expended..

Because your wands are powered by your magic, only you can use them. Additionally, a wand can't hold a spell that requires material components which have a cost. A created wand counts against the number of spells you can prepare.

At 6th level, you can make wands capable of casting 2nd level spells, which cost 2 charges, if you create it by expending a spell slot of 2nd level or higher. At 10th level, you can make wands capable of casting 3rd level spells, which cost 3 charges, if you create it by expending a spell slot of 3rd level or higher.



War Wizard

Prerequisite: wizard


You specialize in war. The tradition of war magic blends principles of evocation and abjuration. Followers of this tradition see their magic as both a weapon and armor, a resource superior to any piece of steel. You gain the following:

  • When you cast a evocation or abjuration spell, you gain a +2 to your AC until the end of your next turn.
  • You have a tactical wit about you and can add your Intelligence modifier to your initiative rolls.
  • You can cause a power surge in your magic adding damage equal to half your wizard level. Once you use this ability you must complete a long rest to use it again.

Customization Options | Spellcaster Feats


Martial Arts Feats

A Compendium of Martial Arts Feats for 5th Edition D&D (v1.2)

Customization Options | Martial Art Feats

Note

These are lifted from Ultra Modern 5 by Chris Dias with some minor changes by me. Buy his books! they are all really good.

I think think they add a lot of flavor to any game session and really makes for some amazing Monk variations. Styles must be used as a whole not mixed and matched. If you have multiple styles, you can use your bonus action to change styles.

Martial Arts

Martial art styles and techniques are mainly applicable against other similar sized humanoid opponents. DM's discretion if a style applies against an opponent.

In the case of multiple martial art styles, only one stance can be used at a time, requiring a bonus action to change between them.


SIFU or MASTER

Prerequisite: You must have taken three Martial Arts feats.


You have become a master of martial arts and are able to flow freely from one style to another. You gain the following benefits.

  • Add your Wisdom modifier to the damage of your unarmed strikes.
  • When you use a bonus action to enter a stance you choose two stances you know and enter both until you go unconscious, choose to end them, or use your bonus action to enter another stance.
  • When you train a creature for a week or more that creature gains unarmed attacks that do an additional 1d6 bludgeon damage, as well as the benefits of a Martial Arts style you know. You can have a number of creatures under this effect equal to your level. This effect ends when you decide.

Aikido

A martial art rooted in swordsmanship, designed to combat multiple armed attackers when you are unarmed.

  • Increase your Wisdom score by 1 to a maximum of 20.
  • If you are surrounded by multiple attackers that are in melee range, they do not gain advantage when flanking you (including pack tactics and similar abilities).
  • If your attacker misses, you can make an attack roll as a free action against that attacker, if you are successful you do no damage but can throw them in any direction including into one of their allies. Throw distance can be up to 5 foot + your proficiency bonus. The opponent thrown in this manner is knocked prone.

Credit: Diogochewbacca

Capoeira

Resembling a dance more than a martial art, those specialized in capoeira are constantly in motion, attempting to find an opening in an opponent in whichever way possible, you gain the following bonuses:

  • You gain proficiency in Performance.
  • You can use the Disengage action as a bonus action.
  • You gain a +10 bonus to your movement.
  • You have advantage on all Dexterity saving throws and Acrobatics checks.
  • Standing from Prone costs you only 5 feet of movement.

Customization Options | Martial Art Feats

Crane Style

You move with effortless grace and poise and are known for near perfect balance. Students of this school are taught a philosophy that emphasises honor and dignity. You gain the following bonuses:

  • You have advantage when opposing a Grapple attack and can use your Dexterity modifier to add to your roll.
  • At the cost of your full movement rate, you enter a Crane Stance. You can parry incoming attacks, reducing their damage. Roll your Martial Arts damage + your Dexterity modifier, the result is how much damage an attack was reduced. While in Crane Stance you cannot be knocked Prone and you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.


Drunken Boxing

In your enemy’s eyes, you just appear to stumble around, luring your enemies in a false hope of an easy victory. The more chaotic you look, the deadlier you are, gain the following bonuses:

  • You do not inflict double dice damage when scoring a critical hit. Instead, you gain two additional unarmed melee attacks as part of the same action. There is no limit on the number of additional attacks you can gain this way in a turn.
  • Each time a creature misses, your AC increases by +1 (max +3); if a creature misses you a fourth time at your max AC bonus, this bonus reverts to 0 and you gain an unarmed melee attack as a reaction against the triggering target with additional damage equal to your Proficiency bonus.
  • You gain temporary hit points equal to twice your level. You must be inebriated to activate this feature.

Credit: naoya-jiayo


Eagle Claw

You know how to find weak spots in your enemy. You are often seen as being patient, waiting for a moment for a decisive strike, you gain the following bonuses:

  • If you hit a creature, you can instead inflict no damage and gain advantage to try and grapple the target as part of the same action.
  • At the beginning of your turn, any enemy you are grappling suffers damage equal to your Proficiency modifier.
  • Any time you inflict a critical hit on a creature, the target suffers half of the damage it received from the critical hit damage at the beginning of its turn.

Customization Options | Martial Art Feats

Karate

Your strength comes from your empty hand—the origin of the word. This discipline is extremely popular given the simplicity of its foundation, you gain the following bonuses:

  • Use an action to focus your discipline: until the end of your next turn, you have advantage on attack rolls.
  • You can spend 30 feet of movement to gain a +1 bonus to AC until the beginning of your next turn.
  • Use an action to make a single kick or punch attack. This is an unarmed attack that inflicts 1d12 + your Proficiency modifier damage. You gain a +7 damage bonus for each additional attack you would normally make with an Attack action.


Iron Shirt

The only way to survive some encounters is to not worry about how many times you are hurt, you gain the following bonuses:

  • You can use your reaction to gain resistance to non-magical slashing, bludgeoning and piercing damage.
  • You can spend Hit Dice to recover hit points as if taking a short rest while in the middle of a fight. You can use any number of Hit Dice up to half your level as an action.
  • If you suffer 1/5 or more your total hit points in damage before the beginning of your turn, you have advantage on your next attack roll.

Iron Palm Iron Fist

You stopped splitting boards and bricks and moved up to bones. Your opponents will fear your strikes, you gain the following bonuses:

  • Double your attribute modifier to damage by punches.
  • If you roll a critical hit with an unarmed attack, you maximize one of your damage dice.
  • If you attempt to damage obstacles like doors or tables, double all damage dice. (Pic Credit: movie Five Fingers)


Long Fist

An aggressive style, you push forward to your enemy, hoping a strong offense will discourage counter attacks, you gain the following bonuses:

  • Add your Proficiency modifier to damage.
  • Your unarmed attacks and attacks with a light melee weapon gain the Reach property. Any weapon you are using that already has the Reach property, you can add an additional 5 feet.
  • If you hit a creature with an opportunity attack, you disengage from all other creatures and move within 5 feet of that target.

Monkey Kung-Fu

Your bizarre acrobatic maneuvers involve grabs, tumbles, and attacks, which more disorientate your opponents than damage them, you gain the following bonuses:

  • Each time you hit a creature with an unarmed attack, you gain a +1 bonus to AC; this effect is cumulative up to +4 with each successive hit, but is lost if you miss the target or attack another target.
  • Monkey Kung-Fu grants you four (4) “monkey points”. Each of the techniques below use 1 monkey point. You can use a monkey point to
  • (a) When a melee attack misses you, you can use your reaction to make opposed skill roll and knock that target prone. Use your Strength or Dexterity against theirs;
  • (b) Automatically pass a Dexterity saving throw;
  • (c) Take only half damage from an enemy attack, or
  • (d) Double your proficiency bonus and gain advantage on your next Strength (Athletics) or Dexterity (Acrobatics) check.

Customization Options | Martial Art Feats

Muay Thai

A variation of kickboxing, there is not a limb you possess that is not used in direct physical attacks. You are a stand-up fighter with a huge repertoire of techniques. You gain the following bonuses:

  • Elbow: If you use an elbow as part of an Attack action, roll damage dice twice and take the higher value.
  • Jump Attack: Once per round you can perform any of your Muay Thai specialized attacks in concert with Jump Attack. You must move at least 5 feet towards your target before making this attack. If the attack is successful you can add your proficiency modifier to the damage done.
  • Knee: If you use a knee strike as part of an Attack action, you can shove the target 5 feet, 10 feet if used in combination with Jump Attack. If the target hits an obstacle or is grappled by you when you hit with this technique, that target takes an additional +2 damage.
  • Roundhouse Kick: Damage dice increase by one step, d4 > d6, d6 > d8, d10 > d12. In addition, on a successful hit against humanoid targets you can make an opposing Acrobatics or Athletics roll, if you win the targets movement rate is reduced by half until the end of their next turn.

Credit: Yellaboy23


Praying Mantis

You carry a powerful stance, and emphasize your aggression through rapid and coordinated hand movements that both distract the enemy while delivering powerful blows which cripple one’s enemy, you gain the following bonuses:

  • You gain a +1 bonus to AC.
  • If an enemy misses on a melee attack against you, you can make a single melee attack against that target as a free action. If the hit is successful, you inflict half dice damage (no modifier).
  • If you score a critical hit, the target has disadvantage on its next melee attack against you.

Credit: Tai Ji Tang Lang

Snake Style

Your strikes are light, but rapid, connecting numerous times and at numerous places against your opponent. Simultaneously, your fluid movements make you a difficult target, you gain the following bonuses:

  • At the beginning of your turn, select one creature you can see to gain a +1 bonus to AC against until the beginning of your next turn.
  • Once per turn, if you roll a 1 on your unarmed damage die, you gain an additional melee attack against the same target as part of that action.
  • While you are prone, creatures don’t have advantage on you while and you don’t have disadvantage on them.

Customization Options | Martial Art Feats

Tai Chi

You are able to direct enemy aggression into a weakness. The more aggressive the opponent, the more energy you can direct back. You gain the following:

  • If a creature’s melee attack roll against you misses, the difference between the attack result and your AC becomes a damage bonus on your next melee attack. This attack must be made on your next turn against the target that missed you, and if you miss, the damage bonus is lost.
  • If a creature’s melee attack roll against you is a natural 1, you can knock the target prone and make a melee attack as a reaction.
  • If you suffer a critical hit from a melee attack, you have advantage on your attack against that target.

Tae kwon do

Defined by its powerful kicks rather than hand strikes, your opponents should always keep their eyes on your feet. You gain the following bonuses:

  • You gain a +5 bonus to your movement and you can add your Strength (Athletics) or Dexterity (Acrobatics) proficiency to your jump distance in feet.
  • If you are not grappled and your legs otherwise restrained, your unarmed kick attacks increase their damage die by one step (1 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12 ).
  • If you score a critical hit against a target your size or smaller, you inflict maximum damage. If that target is humanoid, it is knocked Prone.



Tiger Claw

The tiger is an apex predator that you emulate. Your attacks are based on getting close, real close. Getting within your enemy’s reach, you hope to prevent a strong counterattack, and you kick too. You gain the following bonuses:

  • Your jumping distance increases by your Strength + your Proficiency bonus.
  • Your unarmed hand attacks can inflict slashing damage.
  • Tiger Fury: You can spend 20 feet of movement and move to occupy the same space as your opponent—you no longer occupy a space around said opponent and allies can attack through you. Any target occupying your space cannot use the Disengage action.
  • Tigers Kill: If you hit a target with an unarmed attack, you can choose to inflict additional claw (slashing) damage equal to your proficiency bonus once per round. This attack also ignores any resistance the target might have. You can do this a number of times equal to your proficiency bonus, regaining use after a long rest.

Customization Options | Martial Art Feats

Martial Art Feats

These martial art themed feats are lifted from Dragon Magazine Issue 164 and 404 with some modifications.

Blade Kata

Prerequisite: Monk, Flurry of Blows class feature


Having trained extensively with your bladed martial art weapons, you are able to devastate your opponents.

  • You can use bladed weapons with Flurry of Blows.
  • You score a critical hit on a natural 18 or higher when using blade weapons
  • When you use your flurry of blows ability while wielding a bladed weapon, if the target is capable of bleeding, it takes additional damage equal to your Wisdom modifier + your Proficiency bonus for each Flurry of Blows attack that was successful at the start of its next turn.

Blunt Kata

Prerequisite: Monk


Having trained extensively with your bludgeon martial art weapons, you are able to devastate your opponents.

  • You can use blunt weapons with Flurry of Blows.
  • You score a critical hit on a natural 19 or 20 when using blunt weapons.
  • When wielding a bludgeon weapon and you use Stunning Strike, the target has disadvantage on its save.
  • When you use your Flurry of Blows ability while wielding a bludgeon weapon, add your Wisdom modifier to the damage you deal with blunt weapons.

Flurry Resounding

Prerequisite: Monk


Each time you draw upon your inner reserves, you gain more energy to renew your barrage.

  • If you are able to make an attack as a reaction you may spend Ki to activate Flurry of Blows.
  • Anytime you defeat an opponent with your Flurry of Blows, the Ki point is refunded and you can spend it on another activation of Flurry of Blows as a bonus action on your turn.
  • Each attack of your Flurry of Blows can be directed at any target within range.

Internalize the Basic Kata

Prerequisite: Monk, Flurry of Blows class feature


You practiced the basic motions of your discipline until they became as natural as breathing.

  • You can use your Wisdom modifier instead Strength or Dexterity for attack and damage rolls.
  • You gain one additional strike with your Flurry of Blows technique
  • Your flurry of blows power can be triggered when you hit with an opportunity attack made with your monk unarmed strike.

Iron Mountain Technique

Prerequisite: Monk


When you use Patient Defense you can gain one of the following effects:

  • You have resistance to all damage except psychic until the start of your next turn.
  • You gain a bonus to your AC equal to your proficiency bonus
  • You have advantage on ability checks and saving throws to resist being grappled, restrained, forcibly moved or knocked prone.

Customization Options | Martial Art Feats

Spear Hand

Prerequisite: Monk


Through regular conditioning of striking various materials with your finger tips, you have perfected the spear hand strike.

  • Your Constitution score increases by 1 to a maximum of 20.
  • When you have Advantage on your attack, you can deal Sneak Attack damage once per round with your monk unarmed strike. This Sneak Attack damage is equivalent to one half of your level on the Rogue's Sneak Attack table.

Master of Self

Prerequisite: Monk, Wisdom 16


You have trained with the masters of martial arts. You have received both physical and philosophical instruction in technique and inner reflection.

  • You gain additional Ki points equal to your Wisdom modifier.
  • By spending 1 Ki, you focus your mind and body to accomplish the pinnacle of accuracy or raw power. One of your attacks this round has advantage to hit OR you have advantage on the damage for one of your attacks that hit. This must be declared at the start of your turn and lasts until the end of your turn.

Whirlwind Staff

Prerequisite: Monk, Flurry of Blows class feature


You spin your weapon in a blur of motion, knocking incoming projectiles aside and keeping nearby enemies at bay.

  • If you miss while using a staff based weapon, you have Momentum, and the next attack with your staff weapon that hits deals additional damage equal to your Martial Arts die. You can willing choose to miss on one attack to apply this effect.
  • When you use your Flurry of Blows while you are wielding a staff or spear, you gain Three Quarter Cover (+5 AC) from ranged attacks and area attacks until the start of your next turn.
  • Weapons shorter than quarterstaff provide Half Cover (+2 AC) from ranged attacks and area attacks until the end of your next turn.
  • When you use your Flurry of Blows, opponents that would have advantage due to flanking (Pack Tactics or similar), make their attacks as normal; their advantage is negated until the end of your next turn.

Healing Chakra

Prerequisite: Monk

You can use Ki to heal yourself and others.

  • If you fail a death save, you can expend a point of Ki to make it a success.
  • As an action, you can spend 1 Ki point to automatically stabilize another creature that you touch. That target will become conscious with a number of hit points equal to your Wisdom modifier on their next turn.
  • As an action you can spend 2 Ki point to heal another creature. The target you touch regains Hit Points equal to your Martial Arts die + your Wisdom modifier. At level 8, you can spend up to 3 additional Ki (5 total) and increase the martial art dice rolled. For example, spending 2 + 1 additional Ki would grant a 2 martial art dice + your Wisdom modifier in healing power.

Customization Options | Martial Art Feats

Healing Ki

Prerequisite: Monk

Your mastery of Ki energy allows you to have greater healing effects on yourself and others.

  • When you hit a creature with one of the attacks granted by your Flurry of Blows, you heal yourself or any creature within 15 feet of you for half the amount of damage dealt by that attack. This can be done only once per round until. You can do this a number of times equal to your proficiency bonus. you must complete a short rest to regain expended uses.
  • As an action, you can spend 2 Ki on a target you touch and apply Lesser Restoration. At level 12, you can spend 6 Ki and apply Greater Restoration.

Iron Skin

Prerequisite: Monk

Through body hardening techniques, you can shrug off some blows.

  • Your Constitution score increases by 1.
  • You gain +1 to your AC.
  • When you are hit with a melee attack, you can use your reaction to spend 1 Ki point and reduce the damage by your Martial Arts die + your Wisdom modifier.
  • If you reduce the damage to 0, you can spend an additional 1 Ki point to make a melee attack against the creature as part of the same reaction if it is within range, this attack is done with Advantage and you can apply one half of the damage you stopped to your target in addition to any other damage you would do.

Customization Options | Martial Art Feats

Feats Update

Info here has been directly lifted from PHB, Wizards Unearthed Arcana, Enworld, Tribality, DawnforgedCast, Gaming Ballistic, Crazy Daves list of feats, and various Wikipedia sources.
Special thanks to the crew at Homebrewery for layout.

update log:

  • adjusted martial arts 3/1/17
  • adjusted space and changed martial arts 3/10/17
  • added MA feats Healing Chakra and Iron Skin 3/15/17
  • added Fighting Styles (w/ ref links) PHB and UA 4/1/17
  • spacing on martial art styles keeps getting messed up, made some changes to spacing in that area 4/1/17
  • tons of spacing issues after column separation. adjusted banner style art in multiple areas (doesn't look as good but seems more consistent when loading page) 4/1/17 edit found that by adding >br< (opposite brackets) it forces the vertical spacing command to work properly. 4/5/17
  • changed footnote labeling 4/1/17
  • revamped all Martial Arts feats and Mystical martial Art feats. Not happy with the mystical feats, requires additional tuning. 4/9/17
  • Shield Master - added damage capability. 4/9/17
  • Protection fighting style - adjusted to try and clarify the timing language 5/6/19
  • Changed Martial Arts Muay Tai; removed punch technique as it really couldn't balance out, removed fixed damage dice in favor of applied effects which are only available during the Attack action 5/20/17.
  • Revamp of all martial arts (3rd pass) and martial art feats and mystical feats 5/20/17.
  • Healing Chakra - Adjusted (lowered) the overall power of, Healing Ki and Iron Skin. Not happy w/ the wording on Iron Skin, this will change in the future. Changed Flurry Resounding wording so as to not have it activate unlimited 9/14/17
  • Gladiator fighting style - added, Powerful Prayer and Spell Affinity feats lifted and altered from Arcanis
  • added Bow Mastery feat (evaluation needed), broadened Mounted Combat ablities to include spellcasters (as to not make a seperate feat), changed pre-reqs and wording on Advanced Combat, changed wording on Dirty Fighter 9/20/17
  • added feats from Tal'Dorei (buy that book/pdf!): cruel, dual focused (two minds), arcane affinity (mystic conflux), arcane: flash recall, gambler, magic adept (spelldriver). while cool, i didn't like the idea of 'thrown arms master'. Also added Bowmastery, changed Grappler to Combat Grappler, changed Savage Attacker to give optional attribute bonus, lowered damage on Shield Master to 1d6 (no attribute bonus), added some fighting styles 9/21/17
  • Shielding Whirlwind - changed to Whirlwind Staff and altered its function to make it less situational ref link.
  • Spell Sniper - feat added (ommitted in error) 11/19/17
  • Changed some martial arts: Aikido - changed 1st ability redundancy to +1 Wisdom. Karate: changed power attack from 1d10 (which monks get anyway) to 1d12. Healing Chakra and Healin Ki had their cost lowered (might make more sense to combine them and pick 3 of the abilities). Lowered the cost of Iron Shirt. Whirlwind Staff: allowed for an attack reduction to gain additional damage to give control of the ability. Spear Hand added Con bonus. Tae Kwon Do: added jump distance modifier. Muay Thai: changed wording to allow specific techniques to apply a bit more often (12/9/17).
  • Added bunch of new caster only feats, mostly wiz/sorc but few fit for bard and lock. lifted from MiddleFinger Vecna (art to follow soon) (12/9/17)
  • Muay Thai changed again (based on some heavy play feed back). rounded out the individual techniques and increased their overall application while limiting some of the special effects.
  • Changed Tiger Claw: removed +5 speed bonus and added jumping distance incresae. Also Tiger Kill will bypass resistance. TKD, removed stat bonus and added knock prone humanoid opponent (seeing as there is regular training at head kicks, knocking unconcious is too powerful), also increased the jump distance bonus. Capoeira increase movement bonus, reduced movement penalty from being knocked prone. Crane Style moved prone immunity to Crane Stance and added tunnle fighter like reaction attacks Tai Chi added retalliation vs. critical hit Blade Kata increased crit threshold and added Wisdom bonus damage Blade Kata changed the damage over time effect(1/1/18)
  • Racial Feats original link added 5/7/18
  • Combat: Martial Arts -changed to give advantage instead of doing a buhch of extra math - works like any other shove now w/ allowance to change stat modifier. 8/11/18
  • Shield Master - shortened wording 8/11/18
  • Bodyguard - fixed wording, ability damage shunt to be optional as well as target (ally) selectable
  • Mastery of Self - reduced advantage on attacks to 1 attack per round; increased damage from prof bonus to advantage on damage dice once per round.
  • Dragonmark - added 11/19
  • Added UA Skill Feats and UA2020 Feats 8/20
  • Added Archery variant from Astonishing Swordsmen & Sorcerers of Hyperborea 8/20
  • Battlemage - modified to allow cantrips to deal base damage regardless of saving throw 8/20
  • Dirty Fighting - removed d3 rounds blinding 8/20
  • added Diehard 8/20
  • Heavy Weapon Specalist - changed back to Great Weapon Master - 8/20

Customization Options | Feats | Update Log

Updat log cont.

8/20
  • Diehard -fixed wording and added advantage on certain Con checks.
  • Two-Minds changed to Arcane: dual-focused for faster section reference (Tal'Dorei)
  • Deck Brawler - new addition from Tribility
  • Shield Master - added ability to use shields as weapons and a reaction attack.
  • Sudden Strength - fixed wording and increased its number of uses from once to prof bonus.
  • Last Stand - increased Con bonus by 1 and added a increase to its maximum to better reflect dwarven heritage.
  • Shield Wall - added half cover
  • Gourmand - fixed wording, gave small bonus to temp HP as temp HP's dont stack w/ other abilities.
  • Healer - reduced HP gain from d6 + extras to d4
  • Craftsman / Craftsperson added AnneGregersen
  • Light Weapon Fighter (needs testing) added
  • Command - rebuilt entire skill w/ info from Ultramodern5 redux and UAMystic
  • Moderately Armored - stand alone removed (referenced in note section near Armor Mastery re-work series
  • Keen Mind - fixed formatting and moved reference DawnforgedCast note to this section
  • Bounty Hunter and Smuggler added Darkmatter
  • Crusher removed - overlapped w/ Fell Handed
  • Gunner: removed, converted to Firearm - CQB and Expert
  • Monster Mastery - Lycanthropy added
  • Lethal - added
9/20
  • Thri-Kreen added
10/20
  • fixed some spacing and few typos
2/21
  • changed Artificer to be in-line with Tasha’s
  • removed Fell Handed and replaced with Crusher: more consistent and streamlined operation.
  • reduced wording on Craft Magic Item, added attribute bonus
  • Fighting Initiate becomes Advanced Combat Training
  • Firearms Expert = Gunner
  • updated Shadow Touched to be inline with Tasha’s (replaced Darkness with Invisibility)
  • added Skill Expert from Tasha’s
  • Added Telekinetic and Telepathic from Tasha’s
  • Added new fighting styles from Tasha’s
  • Added prerequs for Phaethon elf feats
11/22
  • fixed some spacing
  • changed shield master damage from d6 to d8


3/23

Customization Options | Feats | Update Log