Feats V2.3

An asterix (*) indicates a feat is not approved for use in Dusk.

Feat List
Feat Prerequisites Ability Score Increase Dusk Approved
Dagger Expert Dexterity 13; Proficiency with daggers No
Duelist Strength or Dexterity 13 No
Firearms Expert Proficiency with firearms Yes
Flying Ace Access to a fly speed Yes
Light Armor Master Proficiency with light armor Dexterity No

Dagger Expert *

Prerequisite: Dexterity 13 or higher; Proficiency with daggers

Your skill with daggers allows you to strike and parry with them rapidly, granting you the following benefits:

  • You gain a +1 bonus to attack rolls you make using a dagger.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a dagger you are holding. When you engage in Two-Weapon Fighting using only daggers, you can can use a bonus action to make two attacks with a dagger, rather than one.
  • Attacking at long range doesn't impose disadvantage on your attack roll with a thrown dagger.

Duelist *

Prerequisite: Strength or Dexterity 13 or higher

When you are wielding a melee weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC against that attack, potentially causing the attack to miss you.

Firearms Expert

Prerequisite: Proficiency with firearms

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

  • You ignore the loading property of firearms 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 pistol you are holding.

Flying Ace

Prerequisite: An innate flying speed, or a spell or ability that grants you a flying speed

You have mastered flight, allowing you greater agility and maneuverability in the air. You gain the following benefits:

  • While flying, you have advantage on saving throws against being restrained, grappled, or knocked prone, and you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks to avoid being grappled.
  • While flying, you don't provoke opportunity attacks.
  • Wearing light or medium armor doesn't prevent you from using your flying speed.

Light Armor Master *

Prerequisite: Proficiency with light armor

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

  • Increase your Dexterity score by 1, to a maximum of 20.
  • If you aren’t incapacitated, you can add a +2 bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
    
    

Racial Feats

An asterix (*) indicates a feat is not approved for use in Dusk.

Racial Feat List
Feat Prerequisites Ability Score Increase Dusk Approved
Bestial Might Shifter Yes
Blessing of Gruumsh Half-Orc or Orc Wisdom Yes
Blessing of Tiamat Kobold Yes
Colossus Powerful Build Strength or Constitution Yes
Enhanced Model Warforged Any Yes
Feline Reflexes Tabaxi Dexterity Yes
Goblin Chief Bugbear, Goblin, or Hobgoblin Strength, Constitution, or Dexterity Yes
Illithid Psionicist Illithid Yes
Martial Psionics Githyanki Strength or Dexterity Yes
Master Shifter Changeling Charisma Yes
Ocean's Champion Merfolk Strength, Constitution, or Charisma Yes
One With the Trees Firbolg Wisdom Yes
Psionic Master Githzerai Wisdom or Intelligence Yes
Serpent Form Yuan-Ti Charisma Yes
Shamanic Shifter Lizardfolk Constitution or Wisdom Yes
Tentacle Master Illithid Yes
Thri-Kreen Psionicist Thri-Kreen Yes
Thri-Kreen Weapons Master Thri-Kreen Yes
Wrath of Heaven Aasimar Yes

Bestial Might

Prerequisite: Shifter

You embrace your wild side, granting you additional perks when you shift. You gain the following benefits:

  • You can shift twice per short or long rest.
  • If you are a beasthide, you have advantage on Strength checks and Strength saving throws while shifted.
  • If you are a longtooth, the damage die for your fangs increases with your level as follows: 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
  • If you are a swiftstride, you can dash as a bonus action, and none of your movement provokes opportunity attacks. These effects only apply while shifted.
  • If you are a wildhunt, while shifted, you gain blindsight out to 15 feet.

Blessing of Tiamat

Prerequisite: Kobold

Leathery wings protrude from your back. You have a flying speed of 30 feet while you aren’t wearing medium or heavy armor.

Blessing of Gruumsh

Prerequisite: Orc

After offering the corpse of an elf, and one of your eyes, you have been blessed by Gruumush, granting you both physical and magical might. You gain the following benefits:

  • Your Wisdom score increases by 1.
  • You have disadvantage on Perception (Wisdom) checks that rely on sight.
  • Gruumush's Fury. Once per turn when you hit with a weapon attack, the attack deals an additional 1d8 damage.
  • You know one cantrip from the Cleric spell list. Your spellcasting ability for the spell is Wisdom.

Colossus

Prerequisite: Powerful Build.

Even among the mighty, your physique is impressive. You gain the following benefits:

  • Your Strength or Constitution score increases by 1, to a maximum of 20.
  • You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You have advantage on Strength checks and Strength saving throws.
    
    

Enhanced Model

Prerequisite: Warforged

Your special installments grant you unique options unavailable to standard issue warforged. You gain the following benefits:

  • Increase 1 ability score of your choice by 1, to a maximum of 20.
  • A weapon of your choice that you are proficient in is installed in your body. This weapon is always in your posession, so long as the part of your body it is installed in is not destroyed. The installed weapon cannot disarmed from you. Any properties of the weapon still apply. If it is a thrown weapon, it returns instantly after you attack with it.
  • You gain proficiency in two skills, languages, or tools of your choice.

Feline Reflexes

Prerequisite: Tabaxi

Your feline body gives you additional agility, granting you the ability to preform great acrobatic feats. You gain the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.
  • Your movement speed increases by 5 feet.
  • When you take fall damage, reduce the amount of damage you take by a number equal to your level.

Goblin Chief

Prerequisite: Bugbear, Goblin, or Hobgoblin

Your physical ability is great among goblins and their cousins, granting you the stature to command lesser gobliniods. You gain the following benefits:

  • Increase your Strength, Constitution, or Dexterity score by 1, to a maximum of 20.
  • If you are a bugbear, your Sneak Attack feature's damage increases to 4d6. If you are a goblin, your Fury of the Small feature's extra damage is equal to twice your level. If you are a hobgoblin, when you use your Saving Face feature, you may add your proficiency bonus to the roll, as well as the bonus you gain from nearby allies.
  • You have advantage on Charisma (Persuasion), Charisma (Deception), and Charisma (Intimidation) checks made against goblinoids.

Illithid Psioniscist

Prerequisite: Illithid

You are a practiced Psioniscist, and are able to do more things with your mental powers. You gain the following benefits:

  • You learn the spell levitate, which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.
  • Mind Blast. Once per long rest, you can use your action to magically emit psychic energy in a 30-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take psychic damage equal to 3d8 plus your Intelligence modifier and be stunned until the end of your next turn. The damage dice of the blast increases to 4d8 at 5th level, 5d8 at 11th level, and 6d8 at 17th level.

The saving throw DC for your mind blast is equal to 8 + your Intelligence modifier + your Proficiency bonus.

Martial Psionics

Prerequisite: Githyanki

You have spent long hours training, learning to weave psionics into your fighting style. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per long rest, you can use an action to empower a weapon you are holding with psionic power. For the next minute, the weapon has a bonus to attack and damage rolls equal to half your proficiency modifier (rounded down). Additionally, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, unless it was magical already.

Master Shifter

Prerequisite: Changeling

You excell at shapeshifting, allowing you to utilize it in unique ways. You gain the following benefits:

  • Your Charisma score increases by 1.
  • When you use your Change Appearance feature, you can grow up to two additional features, such as horns, wings, or a tail. These body parts are cosmetic only, and cannot preform special tasks, other than basic movements.
  • Beast Shape. Once per short or long rest, you can use your action to assume the form of a beast that has a Challenge Rating of 1 or lower. Any Equipment you are wearing or carrying is absorbed into the new form. In this new form, you retain your Alignment, Hit Points, Hit Dice, ability to speak, Proficiencies, and Intelligence, Wisdom, and Charisma scores. Your Statistics and capabilities are otherwise replaced by those of the new form. You can remain in this form for up to 1 hour, or until you revert to your true form as a bonus action.
    
    

Ocean's Champion

Prerequisite: Trition

The ocean has imbued you with additional strength, granting you unparalleled might in marine combat. You gain the following benefits:

  • Your Strength, Constitution, or Charisma score increases by 1.
  • As an a bonus action, you imbue yourself with power, transforming into a champion of the ocean. For the next minute, you have resistance to acid and poison damage, and your attacks deal additional damage equal to your proficiency modifier. Once you use this feature, you can't use it again until the end of a long rest.

One with the Trees

Prerequisite: Firbolg

Your connection to nature has deepened, bringing you closer to plants and allowing you to utilize some of their traits. You gain the following benefits:

  • Your Wisdom score increases by 1 to a maximum of 20.
  • You know the druidcraft cantrip. You also learn the goodberry and pass without trace spells, each of which you can cast once per long rest at their lowest level without expending a spell slot.
  • Your Speech of Beast and Leaf feature allows you to understand beasts and plants. You can now understand them enough they can communicate back to you.

Psionic Master

Prerequisite: Githzerai

Your practice of psionics is extensive. You gain the following benefits:

  • Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
  • You learn the spells feather fall and see invisibility, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Serpent Form

Prerequisite: Yuan-Ti Pureblood

Your Yuan-ti heritage allows you to transform into a snake. You gain the following benefits:

  • Your Charisma score increases by 1, to a maximum of 20.
  • Change Shape. As an action, you can magically polymorph into a Poisonous Snake, or back into your true form. You revert to your true form if you die. While transformed, you retain your Alignment, Hit Points, Hit Dice, ability to speak, Proficiency Modifier, Proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. Your statistics and capabilities are otherwise replaced by those of a Poisonous Snake.
  • You can speak with and understand snakes.

Shamanic Shifter

Prerequisite: Lizardfolk

Your access to tribal magic allows you to transform into a crocodile. You gain the following benefits:

  • Your Constitution or Wisdom score increases by 1, to a maximum of 20.
  • Once per short or long rest, you can use your action to magically polymorph into a large crocodile. Your statistics, other than your size are the same in your new form. Any equipment you are wearing transforms with you. This transformation lasts for 1 hour, or until you end it early as a bonus action. You revert to your true form if you die.
  • Bite. While in crocodile form, your bite's damage die is 1d10, and a target hit by it is grappled (escape DC = 8 + your Strength modifier + your Proficiency bonus). While the target is grappled in this way, they are restrained, and you can't bite another target.
  • Claws. While in crocodile form, you 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 bludgeoning damage normal for an unarmed strike.

Tentacle Master

Prerequisite: Illithid

Your tentacles are espescially dangerous, allowing you to attack enemies from farther, and with increased lethality. You gain the following benefits:

  • The damage of your tentacles increases by by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • Extract Brain. While grappling a stunned creature with your tentacles, you can use your action to bite them. When you do so, make an attack roll with your tentacles. If the attack hits, the target takes 2d10 piercing damage. This damage increases to 5d10 at 5th level, 7d10 at 11th level, and 10d10 at 17th level. If this damage reduces the target to 0 hit points, you kill the target by extracting and devouring its brain.

Thri-Kreen Psionicist

Prerequisite: Thri-Kreen


You posess psionic abilities, which you have honed to aid yourself in hunts and communication with outsiders. You gain the following features:

  • You have telepathy out to 60 feet.
  • You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. You also learn blur, invisibility, and magic weapon, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
    
    

Thri-Kreen Weapons Master

Prerequisite: Thri-Kreen


Some thri-kreen employ special martial weapons. You are skilled in the use of these weapons. You gain the following features:

  • You gain proficiency with the gythka and chatkcha, which are martial weapons. A gythka is a two-handed slashing polearm with a blade at each end, and a damage die of 1d8. A chatkcha is a flat, slashing, triangular wedge with three serrated blades, that has the Light and Thrown (30/120 ft.) properties, and a damage die of 1d6.
  • When you take the Attack action and attack with a gythka, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals slashing damage.
  • When you take the attack action with a melee weapon while holding a chatkcha in one of your secondary arms, you can use a bonus action to make an attack with the chatkcha.

Wrath of Heaven

Prerequisite: Aasimar

Your angelic abilities have been enhanced by the gods, allowing you more powerful angelic transformation. You gain the following benefits:

  • When you activate your Radiant Soul, Radiant Consumption, or Necrotic Shroud, you gain temporary hitpoints equal to your level + your Charisma Modifier (minimum of 1 temporary hit point).
  • For you, activitating your Radiant Soul, Radiant Consumption, or Necrotic Shroud takes a bonus action or an action.