Comprehensive Feat Collection Guide
Comprehensive Feat Collection Guide
There are a lot of so-called feats (pol: wyczyn) that you can choose from. They allow you to more accurately portray your
character's specialization both narrative- and gameplay-wise.
In general, all the materials we use to play are paid textbooks, which is why I compile so many pdfs with information and
databases.
You can choose a feat instead of Ability Score Increase (on lvl given in your class table).
I recommend ctrl + f to search for keywords or phrases that interest you, such as Increase your (name of the attribute) or
name of the weapon etc. I realize, IT'S A LOT, but don't worry, these are optional. Feel free to discuss the choice with me, I'm
happy to help!
Table Of Contents
1
1.1 Feat Collection
1.2 Regular Feats
1.3 Racial Feats
1.4 Firearm Feats
Regular Feats
Ability Score Improvement Agent of Justice
Prerequisite: Character level 4 or higher You can channel cosmic forces of law, order nad justice,
Increase your chosen ability score by 2, or two scores by gaining the following benefits:
1 each, up to a maximum 20. • Increase one ability score of your choice by 1, up to a
maximum of 20.
Abyssal Mark • Once per turn when you damage a creature you can see
Demonic powers of the Abyss, or one of its denizens have within 60 feet of yourself, you can deal an extra PBd4 force
influenced your soul. You gain the following benefits: damage to the target, and it must succeed on a Wisdom
• Increase your Intelligence, Wisdom, or Charisma score saving throw (DC equal to 8 + your proficiency bonus + the
by 1, up to a maximum of 20. modifier of the ability score increased by this feat) or be
• You learn the Vortex Warp spell and one 1st-level spell restrained by spectral bindings until the start of your next
of your choice. The 1st-level spell must be from the turn. These bindings manifest as chains, gears, encasing
evocation or transmutation school of magic. You can cast stone, or some other symbol of stasis. You can use this
each of these spells without expending a spell slot. Once benefit a number of times equal to your proficiency bonus,
you cast either of these spells in this way, you can’t cast that and you regain all expended uses when you finish a long
spell in this way again until you finish a long rest. You can rest.
also cast these spells using spell slots you have of the
appropriate level. The spells’ spellcasting ability is the Agile
ability increased by this feat. You are light on your feet, gaining the following benefits:
• Your Dexterity score increases by 1, up to a maximum
A Candle Burning at Both Ends of 20.
Adventurers often disregard grievous injury to continue • If you take 5 damage or less from any fall, you can
fighting at the expense of their future well-being. You gain remain standing after the fall.
the following benefits. • Unless your speed is 0, you don't suffer disadvantage on
• Increase your Constitution score by 1, up to a attack rolls whenever in prone position, and you don't grant
maximum of 20. advantage to attacks against you as a result of being in a
• If you would fall to 0 hit points or die, instead, you may prone position.
permanently mark a death saving throw as failed and your
hit points become equal to 1/3 your total health rounded Alchemist
up. If all death saving throws are permanently marked as You have studied the secrets of alchemy and are an expert
failed then your character dies and cannot be resurrected in its practice, gaining the following benefits:
outside of divine intervention. • Increase your Intelligence score by 1, up to a maximum
• If a death save is marked as failed by this ability then of 20.
you require that many less successful death saving throws • You gain proficiency with alchemist’s supplies. If you
in order to stabilize. are already proficient with them, you add double your
proficiency bonus to checks you make with them.
Acrobat • As an action, you can identify one potion within 5 feet of
You become more nimble, gaining the following benefits: you, as if you had tasted it. You must see the liquid for this
• Increase your Dexterity score by 1, up to a maximum of benefit to work.
20. • Over the course of a short rest, you can temporarily
• You gain proficiency in the Acrobatics skill. If you are improve the potency of one potion of healing. To use this
already proficient in the skill, you gain expertise instead. benefit, you must have alchemist’s supplies with you, and
• As a bonus action, you can make a DC 15 Dexterity the potion must be within reach. If the potion is drunk no
(Acrobatics) check. If you succeed, difficult terrain doesn’t more than 1 hour after the short rest ends, the creature
cost you extra movement until the end of the current turn. drinking the potion regains the maximum number of hit
points that the potion can restore, instead of rolling.
Actor
Skilled at mimicry and dramatics, you gain the following Animal Handler
benefits: You master the techniques needed to train and handle
• Increase your Charisma score by 1, up to a maximum of animals. You gain the following benefits.
20. • Increase your Wisdom score by 1, up to a maximum of
• You have advantage on Charisma (Deception) and 20.
Charisma (Performance) checks when trying to pass • You gain proficiency in the Animal Handling skill. If you
yourself off as a different person. are already proficient in the skill, you gain expertise
• You can mimic the speech of another person or the instead.
sounds made by other creatures. You must have heard the • You can use a bonus action on your turn to command
person speaking, or heard the creature make the sound, for one friendly beast within 60 feet of you that can hear you
at least 1 minute. A successful Wisdom (Insight) check and that isn’t currently following the command of someone
contested by your Charisma (Deception) check allows a else. You decide now what action the beast will take and
listener to determine that the effect is faked. 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 Momentum Athlete
Prerequisite: Spellcasting or Pact Magic feature You have undergone extensive physical training to gain the
You are a brutish spellcaster, reinforcing your martial following benefits:
prowess with simple spells. You gain the following benefits: • Increase your Strength or Dexterity score by 1, up to a
• Increase your Strength, Intelligence, Wisdom, or maximum of 20.
Charisma score by 1, up to a maximum of 20. • When you are prone, standing up uses only 5 feet of
• When you use your action to Dash, you can cast a your movement.
cantrip as a bonus action. • Climbing doesn’t halve your speed.
• If you move at least 10 feet in a straight line and hit • You can make a running long jump or a running high
with a cantrip's melee spell attack, you can either add jump after moving only 5 feet on foot, rather than 10 feet.
bonus to the damage roll equal to your proficiency bonus or
push the target 5 feet away from you. Battlewise
Prerequisite: Requires a Wisdom score of 13 or higher
Arcanist Your experience on the battlefield has hardened you and
You study the arcane arts, gaining the following benefits: gifted you with tactical instinct.
• Increase your Intelligence score by 1, up to a maximum • Increase your Constitution or Wisdom score by 1, up to
of 20. a maximum of 20.
• You gain proficiency in the Arcana skill. If you are • You gain a bonus to initiative equal to your Wisdom
already proficient in the skill, you gain expertise instead. modifier.
• You learn the prestidigitation and detect magic spells. • You can use the Help action as a bonus action.
You can cast detect magic once without expending a spell
slot, and you regain the ability to do so when you finish a Battle Hardened
long rest. Your time on the battlefield has hardened you to the
horrors of war. You gain the following benefits:
Alert • Increase your Strength or Wisdom score by 1, up to a
Always on the lookout for danger, you gain the following maximum of 20.
benefits: • You have advantage on saving rolls made against being
• You gain a +5 bonus to initiative. Frightened.
• You can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls Blade Dancer
against you as a result of being hidden from you. Your fluid and graceful moves appear more like a dance,
than combat.
Artificer Initiate • Increase your Dexterity or Charisma score by 1, up to a
You’ve learned some of an artificer’s inventiveness, granting maximum of 20.
you the following benefits: • You gain proficiency in the Performance skill. If you are
• You learn one cantrip of your choice from the artificer already proficient in the skill, you gain expertise instead.
spell list, and you learn one 1st-level spell of your choice • On your turn, when you score a critical hit with a
from that list. Intelligence is your spellcasting ability for bladed melee weapon or reduce a creature to 0 hit points
these spells. Whenever you gain a level, you can replace with one, you can make one melee weapon attack as a
one of these spells with another spell of the same level bonus action.
from the artificer spell list.
• You can cast this feat’s 1st-level spell without a spell Blessing of the Dragon Father
slot, and you must finish a long rest before you can cast it You've manifested some of the power of metallic dragons,
in this way again. You can also cast the spell using any spell granting you the following benefits:
slots you have. • Increase your Intelligence, Wisdom or Charisma score
• You gain proficiency with one type of artisan’s tools of by 1, up to a maximum of 20.
your choice, and you can use that type of tool as a • You learn the Cure Wounds spell. You can cast this spell
spellcasting focus for any spell you cast that uses without expending a spell slot. Once you cast this spell in
Intelligence as its spellcasting ability this way, you can't do so again until you finish a long rest.
You can also cast this spell using spell slots you have. The
Astral Touched spell's spellcasting ability is the ability increased by this
Mysterious powers of World Between Worlds, the Astral feat.
Sea, or one of its denizens have left a magical mark on you. • You can manifest protective wings that can shield you
You gain the following benefits: or others. When you or another creature you can see within
• Increase your Intelligence, Wisdom, or Charisma score 5 feet of you is hit by an attack roll, you can use your
by 1, up to a maximum of 20. reaction to manifest spectral wings from your back for a
• You learn the Enhance Ability spell and one 1st-level moment. You grant a bonus to the target's AC equal to your
spell of your choice. The 1st-level spell must be from the proficiency bonus against that attack roll, potentially
abjuration or divination school of magic. You can cast each causing it to miss. You can use this reaction a number of
of these spells without expending a spell slot. Once you times equal to your proficiency bonus, and you regain all
cast either of these spells in this way, you can’t cast that expended uses when you finish a long rest.
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.
Blade Master Bully
You master the shortsword, longsword, scimitar, rapier, and Your disdain for those who would flee combat drives you
greatsword. Your extensive training with said blades crazy. You gain the following benefits:
granted you the following benefits: • Increase your Strength score by 1, up to a maximum of
• Increase your Strength or Dexterity score by 1, up to a 20.
maximum of 20. • You may take attacks of opportunity against targets who
• Whenever you use the Dodge action, you assume a were forcibly moved.
parrying stance, provided you have the weapon in hand. • The first opportunity attack every round doesn't use up
Doing so allows you to perform a melee weapon attack your reaction.
against the attacker, whenever you are hit with a melee
weapon attack. This attack doesn't use your reaction. Burglar
• When you make an opportunity attack with the weapon, You pride yourself on your quickness and your close study
you have advantage on the attack roll. of certain clandestine activities. You gain the following
benefits:
Brawny • Increase your Dexterity score by 1, up to a maximum of
You become stronger, gaining the following benefits: 20.
• Increase your Strength score by 1, up to a maximum of • You gain proficiency with thieves’ tools. If you are
20. already proficient with them, you add double your
• You gain proficiency in the Athletics skill. If you are proficiency bonus to checks you make with them.
already proficient in the skill, you gain expertise instead.
• You count as if you were one size larger for the purpose Cantrip Expert
of determining your carrying capacity. Prerequisite: Spellcasting class feature
With time and practice, you have gained the ability to
Breath of the Giants master the casting of the simplest of spells, cantrips.
You have absorbed a tiny fraction of primeval magic of • Increase your Intelligence, Wisdom or Charisma score
giants, granting you the following benefits: by 1, up to a maximum of 20.
• Increase one ability score of your choice by 1, up to a • When you cast a cantrip with a spellcasting ability
maximum of 20. increased by this feat you may add the modifier to the
• Choose one of the kinds of giants listed below. As a cantrip's initial damage.
bonus action, you can call on the power of your giant magic
to imbue your attacks with additional power. The next time Cantrip Master
you hit a target with a melee or thrown weapon attack Prerequisite: Spellcasting class feature
within the next minute, the attack has an additional effect With time and practice, you have gained the ability to
depending on the origin of your giant magic: master the casting of the simplest of spells, cantrips.
Hill Giant. The target takes an extra 1d6 damage of the • Increase your main spellcasting ability score by 1, up to
weapon’s type. If the target is a creature, it must succeed on a maximum of 20.
a Strength saving throw or be knocked prone. • You learn one additional cantrip from your class' spell
Stone Giant. The target takes an extra 1d6 force list.
damage. If the target is a creature, it must succeed on a • When you cast a cantrip with a range greater than 5ft,
Strength saving throw or be pushed 10 feet away from you its range is doubled.
in a straight line. • When you roll a 1 on damage dice for a cantrip, once a
Frost Giant. The target takes an extra 1d6 cold damage. turn you may reroll one die and must use the new roll.
If the target is a creature, it must succeed on a Constitution
saving throw, or its speed is reduced to 0 until the start of Celestial Mark
your next turn. Angelic powers of the Celestia, the Golden Halls, or one of
Fire Giant. The target takes an extra 2d6 fire damage. its denizens have influenced your fate. You gain the
Cloud Giant. The target takes an extra 1d4 thunder following benefits:
damage. If the target is a creature, it must succeed on a • Increase your Intelligence, Wisdom, or Charisma score
Wisdom saving throw, or you become invisible to it until the by 1, up to a maximum of 20.
start of your next turn. • You learn the Lesser Restoration spell and one 1st-level
Storm Giant. The target takes an extra 1d6 lightning spell of your choice. The 1st-level spell must be from the
damage. If the target is a creature, it must succeed on a divination or enchantment school of magic. You can cast
Constitution saving throw, or it has disadvantage on attack each of these spells without expending a spell slot. Once
rolls until the start of your next turn. you cast either of these spells in this way, you can’t cast that
The saving throw DC for these effects equals 8 + your spell in this way again until you finish a long rest.
proficiency bonus + your Strength or Constitution modifier You can also cast these spells using spell slots you have
(your choice when you get this feat). of the appropriate level. The spells’ spellcasting ability is
You can use this bonus action a number of times equal to the ability increased by this feat.
your proficiency bonus, and you regain all expended uses
when you finish a long rest.
Chaos Touched Crossbow Expert
Twisted powers of Limbo, the Sea of Eternal Change or Thanks to extensive practice with the crossbow, you gain
one of its denizens have left a magical mark on you. You the following benefits:
gain the following benefits: • You ignore the loading quality of crossbows with which
• Increase your Intelligence, Wisdom, or Charisma score you are proficient.
by 1, up to a maximum of 20. • Being within 5 feet of a hostile creature doesn’t impose
• You learn the Alter Self spell and one 1st-level spell of disadvantage on your ranged attack rolls.
your choice. The 1st-level spell must be from the • When you use the Attack action and attack with a one-
transmutation or illusion school of magic. You can cast handed weapon, you can use a bonus action to attack with
each of these spells without expending a spell slot. Once a loaded hand crossbow you are holding.
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 Crusher
also cast these spells using spell slots you have of the You are practiced in the art of crushing your enemies,
appropriate level. The spells’ spellcasting ability is the granting you the following benefits:
ability increased by this feat. • Increase your Strength or Constitution by 1, up to a
maximum of 20.
Charger • Once per turn, when you hit a creature with an attack
You are an unstoppable juggernaut, gaining the following that deals bludgeoning damage, you can move it 5 feet to
benefits: an unoccupied space, provided the target is no more than
• Increase your Strength score by 1, up to a maximum of one size larger than you.
20. • When you score a critical hit that deals bludgeoning
• When you use your action to Dash, you can use a bonus damage to a creature, attack rolls against that creature are
action to make one melee weapon attack or to shove a made with advantage until the end of your next turn.
creature.
• If you move at least 10 feet in a straight line Defensive Duelist
immediately before taking this bonus action, you either You are practiced in the art of fencing, granting you the
gain a +5 bonus to the attack’s damage roll (if you chose to following benefits:
make a melee attack and hit) or push the target up to 10 • Increase your Dexterity score by 1, up to a maximum of
feet away from you (if you chose to shove and you succeed). 20.
• When you are wielding a finesse weapon with which
Chef you are proficient and another creature hits you with a
Time and effort spent mastering the culinary arts has paid melee attack, you can use your reaction to add your
off. You gain the following benefits: proficiency bonus to your AC for that attack, potentially
• Increase your Constitution or Wisdom score by 1, up to causing the attack to miss you.
a maximum of 20.
• You gain proficiency with cook’s utensils if you don’t Diplomat
already have it. You master the arts of diplomacy, gaining the following
• As part of a short rest, you can cook special food, benefits:
provided you have ingredients and cook’s utensils on hand. • Increase your Charisma score by 1, up to a maximum of
You can prepare enough of this food for a number of 20.
creatures equal to 4 + your proficiency bonus. At the end of • You gain proficiency in the Persuasion skill. If you are
the short rest, any creature who eats the food and spends already proficient in this skill, you gain expertise instead.
one or more Hit Dice to regain hit points, regains an extra • If you spend 1 minute talking to someone who can
1d8 hit points. understand what you say, you can make a Charisma
• With one hour of work or when you finish a long rest, (Persuasion) check contested by the creature’s Wisdom
you can cook a number of treats equal to your proficiency (Insight) check. If you or your companions are fighting the
bonus. These special treats last 8 hours after being made. creature, your check automatically fails. If your check
A creature can use a bonus action to eat one of those treats succeeds, the target is charmed by you as long as it
to gain temporary hit points equal to your proficiency remains within 60 feet of you and for 1 minute thereafter.
bonus.
Dragon's Queen Boon
Colossus Breaker You've manifested some of the power of chromatic dragons,
You are unyielding in face of a dangerous foe, gaining the granting you the following benefits:
following benefits. • Increase your Constitution score by 1, up to a
• Increase your Strength or Dexterity by 1, up to a maximum of 20.
maximum of 20. • You gain resistance with the damage type of your
• When you hit a Large or larger creature with a weapon choice: acid, cold, fire, lightning, or poison.
attack, the creature takes an extra 1d6 damage for each • As a bonus action, you can touch a weapon and infuse it
size category it is above Medium — for example, if you're with the same damage type as chosen above. For the next
Medium sized, a Huge creature would take an additional minute, the weapon deals an extra 1d4 damage of the
2d6 damage. You can deal this extra damage only once per chosen type when it hits. After you use this bonus action,
turn. you can't do so again until you finish a short rest.
Dual Wielder Eldritch Adept
You master fighting with two weapons, gaining the Prerequisite: Spellcasting or Pact Magic feature
following benefits: Studying occult lore, you have unlocked eldritch power
• You gain a +1 bonus to AC while you are wielding a within yourself granting you the following benefits:
separate melee weapon in each hand. • Increase your Charisma score by 1, up to a maximum of
• You can use two-weapon fighting even when the one- 20.
handed melee weapons you are wielding aren’t light. • You learn one Eldritch Invocation option of your choice
• You can draw or stow two one-handed weapons when from the warlock class. If the invocation has a prerequisite,
you would normally be able to draw or stow only one. you can choose that invocation only if you meet the
prerequisite. Whenever you gain a level, you can replace the
Dungeon Delver invocation with another one from the warlock class.
Alert to the hidden traps and secret doors found in many
dungeons, you gain the following benefits: Embers of the Fire Giant
• When you roll a Hit Die to regain hit points, the Prerequisite: Breath of the Giants
minimum number of hit points you regain from the roll You’ve manifested an improved fiery breath, granting you
equals twice your Constitution modifier (minimum of 2). the following benefits:
• You have advantage on Wisdom (Perception) and • Increase your Strength, Constitution, or Intelligence
Intelligence (Investigation) checks made to detect the score by 1, up to a maximum of 20.
presence of secret doors. • You have resistance to fire damage.
• You have advantage on saving throws made to avoid or • When you take the Attack action on your turn, you can
resist traps. replace one of your attacks with a magical burst of flame.
• You have resistance to the damage dealt by traps. Each creature in 15ft' cone must make a Dexterity saving
• You can search for traps while traveling at a normal throw (DC equals 8 + your proficiency bonus + your
pace, instead of only at a slow pace. Constitution modifier).
On a failed save, a creature takes fire damage equal to
Durable PBd6 and is blinded until the start of your next turn; on a
Hardy and resilient, you gain the following benefits: successful save, the creature takes half as much damage
• Increase your Constitution score by 1, up to a with no additional effects. You can use your this feature a
maximum of 20. number of times equal to your proficiency bonus, and you
• You have a number of additional Hit Dice, equal to your regain all expended uses when you finish a long rest.
proficiency modifier.
• When you roll a Hit Die to regain hit points, the Empathic
minimum number of hit points you regain from the roll You possess keen insight into how other people think and
equals twice your Constitution modifier (minimum of 2). feel. You gain the following benefits:
• Increase your Wisdom score by 1, up to a maximum of
Elemental Adept 20.
You are in tune with the elements, granting you the • You gain proficiency in the Insight skill. If you are
following benefits: already proficient in the skill, you gain expertise instead.
• Increase your Intelligence, Wisdom or Charisma score • You can use your action to try to get uncanny insight
by 1, up to a maximum of 20. about one humanoid you can see within 30 feet of you.
• When you gain this feat, choose one of the following Make a Wisdom (Insight) check contested by the target’s
damage types: acid, cold, fire, lightning, or thunder. Damage Charisma (Deception) check. If your check succeeds, you
you deal ignores resistance of the chosen type. In addition, have advantage on attack rolls and ability checks against
when you roll damage for a spell you cast that deals the target until the end of your next turn.
damage of that type, you can treat any 1 on a damage die as
a 2. Expanded Mind
Prerequisite: 4th Level
Elemental Master You’ve manifested the protection and spellcasting akin to
Prerequisite: The Elemental Adept feat psionics, granting you the following
Your spells that do elemental damage leave a lingering benefits:
danger on the battlefield. • You learn the Detect Thoughts spell and one 1st-level
• Increase your Intelligence, Wisdom or Charisma score spell of your choice. The 1st-level spell must be from the
by 1, up to a maximum of 20. abjuration or the divination school of magic. You can cast
• When you gain this feat, choose one of the damage each of these spells without expending a spell slot. Once
types empowered by the Elemental Adept. When you cast a you cast either of these spells in this way, you can’t cast that
spell of 1st level or higher that does the chosen type of spell in this way again until you finish a long rest. You can
damage, you can choose to leave behind an elemental cloud also cast these spells using spell slots you have of the
that fills the same area as the original spell. Spells that appropriate level. Intelligence, Wisdom, or Charisma is
target individuals create a 5-foot-diameter cloud in the your spellcasting ability for this feature (choose when you
target’s space. The cloud is stationary and lasts until the gain this feat).
start of your next turn. Creatures that enter the elemental • You gain darkvision out to a range of 60 feet. If you
cloud for the first time on a turn or start their turn there, already have darkvision from another source, its range
take damage of the cloud’s type equal to ability modifier increases by 30 feet.
chosen by this feat + the level of the spell slot expended
when the spell was cast.
Extraordinary Tattoo Fighting Initiate
You have manifested an extraordinary tattoo, an aberrant Prerequisite: Proficiency with Simple Weapons
dragonmark. The skin around it is burnt and withered, but You have practiced extensively with a variety of weapons,
you gain the following benefits: gaining the following benefits:
• Increase your Constitution score by 1, up to a • Increase your Strength or Dexterity score by 1, up to a
maximum of 20. maximum of 20.
• You learn a cantrip of your choice from the sorcerer • You gain proficiency with a single Martial Weapon of
spell list. Additionally, choose a 1st-level spell from the your choice.
sorcerer spell list. You learn that spell and can cast it • You learn one Fighting Style option of your choice from
through your mark, once you do so, you must finish a short the fighter class. If you already have a style, the one you
or long rest before you can cast it again through the mark. choose must be different. Whenever you gain a level that
Constitution is your spellcasting ability for these spells. grants Ability Score Improvement feature, you can replace
• When you cast the 1st-level spell through your mark, this feat’s fighting style with another one from the fighter
you can expend one of your Hit Dice and roll it. If you roll class that you don’t have.
an even number, you gain a number of temporary hit points
equal to the number rolled. If you roll an odd number, one Fury of the Frost Giant
random creature within 30 feet of you (not including you) Prerequisite: Breath of the Giants
takes force damage equal to the number rolled. If no other You’ve manifested the icy might emblematic of the frost
creatures are in range, you take the damage. giants, granting you the following benefits:
• Increase your Strength, Constitution, or Wisdom score
Fey Touched by 1, up to a maximum of 20.
Your exposure to the Feywild or one of its denizens have • You have resistance to cold damage.
left a magical mark on you. You gain the following benefits: • Immediately after a creature you can see within 30 feet
• Increase your Intelligence, Wisdom, or Charisma score of you hits you with an attack roll and deals damage, you
by 1, up to a maximum of 20. can use your reaction to retaliate with a conjured blast of
• You learn the misty step spell and one 1st-level spell of ice. The creature must make a Constitution saving throw
your choice. The 1st-level spell must be from the divination (DC equals 8 + your proficiency bonus + the modifier of the
or enchantment school of magic. You can cast each of these ability increased by this feat). On a failed save, it takes
spells without expending a spell slot. PBd8 cold damage, and its speed is halved until the end of
Once you cast either of these spells in this way, you can’t its next turn. You can use this reaction a number of times
cast that spell in this way again until you finish a long rest. equal to your proficiency bonus, and you regain all
You can also cast these spells using spell slots you have of expended uses when you finish a long rest.
the appropriate level. The spells’ spellcasting ability is the
ability increased by this feat. Giant's Vigor
Prerequisite: Breath of the Giants
Fell Handed You’ve manifested the resilience emblematic of the
You master the handaxe, battleaxe, greataxe, warhammer, giants, granting you the following benefits:
flail, mace, club, warpick and maul. You gain the following • Increase your Constitution score by 1, up to a
benefits thanks to your extensive training using these maximum of 20.
weapons: • When you are subjected to an effect that would move
• Increase your Strength score by 1, up to a maximum of you at least 5 feet or knock you prone, you can use your
20. reaction to steady yourself. You are then neither moved nor
• Whenever you have advantage on a melee attack roll knocked prone.
you make with any of said weapons and hit, you can knock • Whenever you eat food as part of a short rest and spend
the target prone if the lower of the two d20 rolls would also one or more Hit Dice to regain hit points, you regain
hit the target. additional hit points equal to your Constitution modifier +
• Whenever you have disadvantage on a melee attack roll your proficiency bonus.
you make with the weapon, the target takes bludgeoning
damage equal to your Strength modifier (minimum of 0) if Gourmand
the attack misses but the higher of the two d20 rolls would You have mastered a variety of special recipes, allowing you
have hit. to prepare exotic dishes with useful effects. You gain the
• If you use the Help action to aid an ally’s melee attack following benefits:
while you’re wielding the weapon, you knock the target’s • Increase your Constitution score by 1, up to a
shield aside momentarily. In addition to the ally gaining maximum of 20.
advantage on the attack roll, the enemy loses the AC bonus • You gain proficiency with cook’s utensils. If you are
granted by the shield. already proficient with them, you add double your
proficiency bonus to checks you make with them.
Focused • As an action, you can inspect a drink or plate of food
Your time on the battlefield has hardened you to the within 5 feet of you and determine whether it is poisoned,
horrors of war, and sharpened your senses. You gain the provided that you can see and smell it.
following benefits: • During a long rest, you can prepare a meal, provided
• You gain a +5 bonus to saving rolls made against being you have suitable supplies and cook’s utensils on hand. The
Frightened. meal serves up to six people, and each person who eats it
• You gain a +2 bonus to your Initiative checks. regains two additional Hit Dice at the end of the long rest
• Other creatures don’t gain advantage on attack rolls and has advantage on Constitution saving throws against
against you as a result of flanking. disease for the next 24 hours.
Grappler Heavens Touched
Prerequisite: Strength 13 or higher Eternal Plains of Arborea, or one of its celestial denizens
You’ve developed the skills necessary to hold your own in have influenced your fate. You gain the following benefits:
close-quarters grappling. You gain the following benefits: • Increase your Intelligence, Wisdom, or Charisma score
• Increase your Strength score by 1, up to a maximum of by 1, up to a maximum of 20.
20. • You learn the Spike Growth spell and one 1st-level spell
• You have advantage on attack rolls against a creature of your choice. The 1st-level spell must be from the
you are grappling. enchantment or conjuration school of magic. You can cast
• You can use your action to try to pin a creature grappled each of these spells without expending a spell slot. Once
by you. To do so, make another grapple check. If you you cast either of these spells in this way, you can’t cast that
succeed, you and the creature are both restrained until the spell in this way again until you finish a long rest. You can
grapple ends. also cast these spells using spell slots you have of the
• Creatures that are one size larger than you don’t appropriate level.
automatically succeed on checks to escape your grapple. The spells’ spellcasting ability is the ability increased by
this feat.
Guile of the Cloud Giant
Prerequisite: Breath of the Giants Heavy Armor Master
You’ve manifested the airy speech and magic emblematic Prerequisite: Proficiency with heavy armor
of cloud giants, granting you the following benefits: You can use your armor to deflect strikes that would kill
• Increase your Dexterity, Constitution, or Charisma others. You gain the following benefits:
score by 1, up to a maximum of 20. • Increase your Strength or Constitution score by 1, up to
• You have resistance to thunder damage. a maximum of 20.
• When a creature you can see hits you with an attack • While you are wearing heavy armor, you extend the
roll, you can use your reaction to teleport to an unoccupied armor's slashing damage reduction to bludgeoning and
space that you can see within 30 feet of yourself. You can piercing as well. Furthermore, you can reduce magical
use this reaction a number of times equal to your damage.
proficiency bonus, and you regain all expended uses when
you finish a long rest. Historian
Your study of history rewards you with the following
Healer benefits:
You are an able physician, allowing you to mend wounds • Increase your Intelligence score by 1, up to a maximum
quickly and get your allies back in the fight. You gain the of 20.
following benefits: • You gain proficiency in the History skill. If you are
• Increase your Intelligence or Wisdom score by 1, up to already proficient in the skill, you gain expertise instead.
a maximum of 20. • When you take the Help action to aid another creature’s
• When you use a healer’s kit to stabilize a dying ability check, you can make a DC 15 Intelligence (History)
creature, that creature also regains 1 hit point. check. On a success, that creature’s check gains a bonus
• As an action, you can spend one use of a healer’s kit to equal to your proficiency bonus, as you share pertinent
tend to a creature and restore 1d6 + 4 hit points to it, plus advice and historical examples. To receive this bonus, the
additional hit points equal to the creature’s maximum creature must be able to understand what you’re saying.
number of Hit Dice. The creature can’t regain hit points
from this feat again until it finishes a short or long rest. Infernal Mark
Dark powers of the Seven Hells, or one of its denizens have
Heavily Armored influenced your spirit. You gain the following benefits:
Prerequisite: Proficiency with medium armor • Increase your Intelligence, Wisdom, or Charisma score
You have trained to master the use of heavy armor, by 1, up to a maximum of 20.
gaining the following benefits: • You learn the Pass Without Trace spell and one 1st-
• Increase your Strength score by 1, up to a maximum of level spell of your choice. The 1st-level spell must be from
20. the abjuration or necromancy school of magic. You can cast
• You gain proficiency with heavy armor. 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.
Inspiring Leader Light Armor Master
Prerequisite: Charisma 13 or higher Prerequisite: Proficiency in light armor.
Your impressive and inspiring speech bolsters the You're a true savant in the use of light armors. While
resolve of your allies. wearing light armor you gain the following benefits:
• Increase your Charisma score by 1, up to a maximum of • Increase your Dexterity score by 1, up to a maximum of
20. 20.
• You gain proficiency in your choice of Intimidation or • Your AC while wearing light armor is increased by 1.
Persuasion. • When you are subjected to an effect that allows you to
• You can spend 10 minutes inspiring your companions, make a Dexterity saving throw to take only half damage,
shoring up their resolve to fight. When you do so, choose you instead take no damage if you succeed on the saving
up to six friendly creatures (which can include yourself) throw, and only half damage if you fail.
within 30 feet of you who can see or hear you and who can
understand you. Each creature can gain temporary hit Light Sleeper
points equal to your level + your Charisma modifier. You have survived many sleepless nights gaining the
A creature can’t gain temporary hit points from this feat following benefits:
again until it has finished a short or long rest. • Increase your Constitution, or Intelligence score by 1,
up to a maximum of 20.
Inspiring Spellcasting • During a long rest, you only need four hours of sleep,
Prerequisite: The ability to cast at least one spell allowing you for at least another four spent on light
Your impressive and inspiring spells rally allies to your activities.
cause. • A long rest clears up to two points of exhaustion.
• Increase your Charisma score by 1, up to a maximum of
20. Linguist
• You gain proficiency in your choice of Intimidation or You have studied languages and codes, gaining the
Persuasion. following benefits:
• If you target allies with a beneficial spell, those allies • Increase your Intelligence score by 1, up to a maximum
gain advantage on the next saving throws made to resist of 20.
harmful effects that cause charmed or frightened • You learn three languages of your choice.
conditions, in addition to the normal effect of the spell. A • You can ably create written ciphers. Others can’t
creature can’t benefit from this effect again until it has decipher a code you create unless you teach them, they
finished a short or long rest. succeed on an Intelligence check (DC equal to your
Intelligence score + your proficiency bonus), or they use
Investigator magic to decipher it.
You have an eye for detail and can pick out the smallest
clues: Mage Slayer
• Increase your Intelligence score by 1, up to a maximum You have practiced techniques useful in melee combat
of 20. against spellcasters, gaining the following benefits:
• You gain proficiency in the Investigation skill. If you are • When a creature within 5 feet of you casts a spell, you
already proficient in the skill, you gain expertise instead. can use your reaction to make a melee weapon attack
• You can take the Search action as a bonus action. against that creature.
• When you damage a creature that is concentrating on a
Keen Mind spell, that creature has disadvantage on the saving throw it
You have a mind that can track time, direction, and detail makes to maintain its concentration.
with uncanny precision. You gain the following benefits: • You have advantage on saving throws against spells
• Increase your Intelligence score by 1, up to a maximum cast by creatures within 5 feet of you.
of 20.
• You always know which way is north. Magic Initiate
• You always know the number of hours left before the Choose a class: bard, cleric, druid, sorcerer, warlock, or
next sunrise or sunset. wizard.
• You can accurately recall anything you have seen or • You learn one cantrip of your choice from that class’s
heard within the past month. spell list.
• In addition, choose two 1st-level spells from that same
Lightly Armored list. You can cast each of these spells without expending a
You have trained to master the use of light armor, gaining spell slot. Once you cast either of these spells in this way,
the following benefits: you can’t cast that spell in this way again until you finish a
• Increase your Strength or Dexterity score by 1, up to a long rest. You can also cast these spells using spell slots
maximum of 20. you have of the appropriate level.
• You gain proficiency with light armor. • Your spellcasting ability for these spells depends on the
class you chose: Charisma for bard, sorcerer, or warlock;
Wisdom for cleric or druid: or Intelligence for wizard.
Martial Adept Medic
Prerequisite: Proficiency with a martial weapon You master the physician’s arts, gaining the following
You have martial training that allows you to perform benefits:
special combat maneuvers. You gain the following benefits: • Increase your Wisdom score by 1, up to a maximum of
• You learn one Fighting Style option of your choice from 20.
the fighter class. If you already have a style, the one you • You gain proficiency in the Medicine skill. If you are
choose must be different. Whenever you gain a level that already proficient in the skill, you gain expertise instead.
grants Ability Score Improvement feature, you can replace • During a short rest, you can clean and bind the wounds
this feat’s fighting style with another one from the fighter of up to six willing beasts and humanoids. Make a DC 15
class that you don’t have. Wisdom (Medicine) check for each creature. On a success,
• You learn two maneuvers of your choice from among if a creature spends a Hit Die during this rest, that creature
those available to the Battle Master archetype in the fighter can forgo the roll and instead regain the maximum number
class. If a maneuver you use requires your target to make a of hit points the die can restore. A creature can do so only
saving throw to resist the maneuver’s effects, the saving once per rest, regardless of how many Hit Dice it spends.
throw DC equals 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice). Menacing
• If you already have superiority dice, you gain one more; You become fearsome to others, gaining the following
otherwise, you have two superiority dice, which are d6. benefits:
This dice is used to fuel your maneuvers. A superiority die • Increase your Charisma score by 1, up to a maximum of
is expended when you use it. You regain your expended 20.
superiority dice when you finish a short or long rest. • You gain proficiency in the Intimidation skill. If you are
already proficient in the skill, you gain expertise instead.
Master of Disguise • When you take the Attack action on your turn, you can
You have honed your ability to shape your personality and replace one attack with an attempt to demoralize one
to read the personalities of others. You gain the following humanoid you can see within 30 feet of you that can see
benefits: and hear you. Make a Charisma (Intimidation) check
• Increase your Charisma score by 1, up to a maximum of contested by the target’s Wisdom (Insight) check. If your
20. check succeeds, the target is frightened until the end of
• You gain proficiency with the disguise kit. If you are your next turn. If your check fails, the target can’t be
already proficient with it, you gain expertise instead. frightened by you in this way for 1 hour.
• If you spend 1 hour observing a creature, you can then
spend 8 hours crafting a disguise you can quickly don to Metamagic Adept
mimic that creature. Making the disguise requires a Prerequisite: Spellcasting or Pact Magic feature
disguise kit. You must make checks as normal to disguise You’ve learned how to exert your will on your spells to
yourself, but you can assume the disguise as an action. alter how they function. You gain the following benefits:
• Increase your Constitution or Charisma score by 1, up
Mechanus Touched to a maximum of 20.
Your exposure to the plane of law or one of its denizens • You learn two Metamagic options of your choice from
have left a magical mark on you. You gain the following the sorcerer class. You can use only one Metamagic option
benefits: on a spell when you cast it, unless the option says
• Increase your Intelligence, Wisdom, or Charisma score otherwise. Whenever you gain a level, you can replace one
by 1, up to a maximum of 20. of your Metamagic options with another one from the
• You learn the Aid spell and one 1st-level spell of your sorcerer class.
choice. The 1st-level spell must be from the abjuration or • You gain 3 sorcery points to spend on Metamagic (these
transmutation school of magic. You can cast each of these points are added to any sorcery points you have from
spells without expending a spell slot. Once you cast either another source but can be used only on Metamagic). You
of these spells in this way, you can’t cast that spell in this regain all spent sorcery points when you finish a long rest.
way again until you finish a long rest. You can also cast
these spells using spell slots you have of the appropriate Mobile
level. The spells’ spellcasting ability is the ability increased You are exceptionally speedy and agile. You gain the
by this feat. following benefits:
• Your speed increases by 10 feet.
Medium Armor Master • When you use the Dash action, difficult terrain doesn’t
Prerequisite: Proficiency with medium armor cost you extra movement on that turn.
You have practiced moving in medium armor to gain the • When you make a melee attack against a creature, you
following benefits: don’t provoke opportunity attacks from that creature for the
• Increase your Dexterity or Constitution score by 1, up rest o f the turn, whether you hit or not.
to a maximum of 20.
• Wearing medium armor doesn’t impose disadvantage Moderately Armored
on your Dexterity (Stealth) checks. Prerequisite: Proficiency with light armor
• When you wear medium armor, you can add 3, rather You have trained to master the use of medium armor and
than 2, to your AC if you have a Dexterity of 16 or higher. shields, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, up to a
maximum of 20.
• You gain proficiency with medium armor.
Mounted Combatant Observant
While you are mounted and aren’t incapacitated, you gain Quick to notice details of your environment, you gain the
the following benefits: following benefits:
• You have advantage on melee attack rolls against any • Increase your Intelligence or Wisdom score by 1, up to
unmounted creature that is smaller than your mount. a maximum of 20.
• You can force an attack targeted at your mount to target • If you can see a creature’s mouth while it is speaking a
you instead. language you understand, you can interpret what it’s saying
• If your mount is subjected to an effect that allows it to by reading its lips.
make a Dexterity saving throw to take only half damage, it • You have a +5 bonus to your passive Wisdom
instead takes no damage if it succeeds on the saving throw, (Perception) and passive Intelligence (Investigation) scores.
and only half damage if it fails.
Omegamight
Murmillo You have absorbed primeval magic that allows you, despite
Like the heroes of ages past, you learn to fight your relatively small stature, to embody the might
unencumbered by armor, gaining the following benefits: of titanic creatures. This grants you the following benefits:
• While unarmored, your Armor Class equals 13 + your • Increase your Strength score by 1, up to a maximum of
Dexterity modifier. You can use a shield and still gain this 20.
benefit. • You gain proficiency in either the Athletics or
• While unarmored, damage you take from non magical Acrobatics skill.
bludgeoning, piercing, and slashing damage is reduced by • You count as one size larger when determining your
an amount equal to your Dexterity modifier. carrying capacity and the amount you can push, drag, or
lift.
Mystic Conflux • You have advantage on saving throws against being
Through your repeated exposure to the natural flow of moved or knocked prone.
arcane magic throughout the world, you’ve adapted to
attune with additional enchantments. Perceptive
• Increase your Intelligence score by 1, up to a maximum You hone your senses until they become razor sharp. You
of 20. gain the following benefits:
• You have advantage on Intelligence (Arcana) checks • Increase your Wisdom score by 1, up to a maximum of
when investigating the nature of a magical object or device. 20.
• You can now be attuned to one more magic item. • You gain proficiency in the Perception skill. If you are
already proficient in the skill, you gain expertise instead.
Naturalist • Being in a lightly obscured area doesn’t impose
Your extensive study of nature rewards you with the disadvantage on your Wisdom (Perception) checks if you
following benefits: can both see and hear.
• Increase your Intelligence score by 1, up to a maximum
of 20. Performer
• You gain proficiency in the Nature skill. If you are You master performance so that you can command any
already proficient in the skill, you add double your stage. You gain the following benefits:
proficiency bonus to checks you make with it. • Increase your Charisma score by 1, up to a maximum of
• You learn the druidcraft and detect poison and disease 20.
spells. You can cast detect poison and disease once without • You gain proficiency in the Performance skill. If you are
expending a spell slot, and you regain the ability to do so already proficient in the skill, you gain expertise instead.
when you finish a long rest. • While performing, you can try to distract one humanoid
who can see and hear you. Make a Charisma
Natural Weapon Specialist (Performance) check contested by the humanoid’s Wisdom
Prerequisite: Proficiency with a natural weapon (Insight) check. If your check succeeds, you grab the
Whether it be your claws, fangs, or other natural humanoid’s attention enough that it makes Wisdom
appendages, you have learned to hone your assets for use (Perception) and Intelligence (Investigation) checks with
in combat. You gain the following benefits: disadvantage until you stop performing.
• Natural weapons you use increase their damage die to
a d8, unless it was higher. Piercer
• When you use the Attack action and only attack with a You have achieved a penetrating precision in combat,
natural weapon, you can use a bonus action to make an granting you the following benefits:
additional attack with a natural weapon. You cannot be • Increase your Strength or Dexterity by 1, up to a
wielding a shield when you make this attack. maximum of 20.
• Attacks you make with natural weapons count as • Once per turn, when you hit a creature with an attack
magical for the purpose of overcoming resistance and that deals piercing damage against a creature, you can
immunity to non magical attacks and damage. reroll one of the attack’s damage dice, and you must use
the new roll.
• When you score a critical hit that deals piercing
damage to a creature, you can roll one additional damage
die when determining the extra piercing damage the target
takes.
Plane Touched Polearm Master
Your exposure to the Elemental Planes or one of its You can keep your enemies at bay with reach weapons. You
denizens have left a magical mark on you. You gain the gain the following benefits:
following benefits: • When you take the Attack action and attack with a
• Increase your Intelligence, Wisdom, or Charisma score polearm, which includes glaives, halberds, pikes, lances,
by 1, up to a maximum of 20. quarterstaves, scythes and tridents, you can use a bonus
• You learn the blur spell and one 1st-level spell of your action to make a melee attack with the opposite end of the
choice. The 1st-level spell must be from the conjuration or weapon. The weapon’s damage die for this attack is a d4,
evocation school of magic. You can cast each of these spells and the attack deals bludgeoning damage.
without expending a spell slot. Once you cast either of • While you are wielding a polearm, other creatures
these spells in this way, you can’t cast that spell in this way provoke an opportunity attack from you when they enter
again until you finish a long rest. You can also cast these your reach.
spells using spell slots you have of the appropriate level.
The spells’ spellcasting ability is the ability increased by Phalanx Warrior
this feat. You adopt the spear and shield fighting style, adept at
protecting those in their formation on the field of battle,
Poisoner gaining the following benefits:
You can prepare and deliver deadly poisons, gaining the • When you use a spear, its damage die changes from a
following benefits: d6 to a d8, and from a d8 to a d10 when wielded with two
• When you make a damage roll, you ignore resistance to hands. (This benefit stacks with other similar effects up to
poison damage. d10/d12 die size.)
• You can coat a weapon, or a piece of ammunition in • When using a spear in one hand, and shield in the
poison as a bonus action, instead of an action. other, you can use your reaction to give an ally within 5 ft.
• You gain proficiency with the poisoner’s kit if you don’t of you, a +2 to its AC whenever it's attacked by a creature
already have it. With one hour of work using a poisoner’s you can see, potentially turning a hit into a miss.
kit and expending 50 gp worth of materials, you can create • When using a spear in both hands it gains reach
a number of doses of potent poison equal to your property.
proficiency bonus. Once applied, the poison retains potency • You may wield spears as if they had the finesse
for 1 minute, or until you hit with the weapon. When a property.
weapon coated in this poison deals damage to a creature,
that creature must succeed on a DC 14 Constitution saving Practiced Expert
throw or take 2d8 damage and become poisoned until the You have honed your proficiency with particular skills or
end of your next turn. tools, gaining the following benefits:
• Increase one ability score of your choice by 1, up to a
Power of the Storm Giant maximum of 20.
Prerequisite: Breath of the Giants • You gain proficiency with one skill or tool of your
You’ve manifested the tempest magic emblematic of choice.
storm giants, granting you the following benefits: • Choose one skill you are proficient with. You gain
• Increase your Intelligence, Wisdom, or Charisma score expertise with said skill, which means, your proficiency
by 1, up to a maximum of 20. bonus is doubled for any ability check you make that uses
• You have resistance to lightning damage. the chosen proficiency.
• As a bonus action, you surround yourself in an aura of
magical wind and lightning that extends 10 feet from you in Professional
every direction but not through total cover. The aura lasts Your general experience with tools of trade has allowed you
until the start of your next turn or until you are to become a truly master craftsman. You gain the following
incapacitated. While the aura is active, attack rolls against benefits:
you have disadvantage, and whenever a creature ends its • Increase your Intelligence score by 1, up to a maximum
turn within the aura, you can force the creature to make a of 20.
Constitution saving throw (DC equals 8 + your proficiency • You gain expertise with two Artisan's Tools of your
bonus + the ability modifier of the score increased by this choice.
feat). On a failed save, the creature is stunned until the start
of its next turn. You can use this bonus action a number of Quick-Fingered
times equal to your proficiency bonus, and you regain all Your nimble fingers and agility let you perform sleight of
expended uses when you finish a long rest. hand. You gain the following benefits:
• Increase your Dexterity score by 1, up to a maximum of
Resilient 20.
Choose one ability score. You gain the following benefits: • You gain proficiency in the Sleight of Hand skill. If you
• Increase the chosen ability score by 1, to a maximum of are already proficient in the skill, you gain expertise
20, also gain proficiency in saving throws using the chosen instead.
ability. • 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.
Ritual Caster Runecarving Apprentice
Prerequisite: Intelligence or Wisdom 13 or higher Prerequisite: 4th Level
You have learned a number of spells that you can cast as You’ve begun studying the art of runecraft.
rituals. These spells are written in a ritual book, which you • You learn the Comprehend Languages spell. You can
must have in hand while casting one of them. cast this spell without expending a spell slot, and you must
• When you choose this feat, you acquire a ritual book finish a long rest before you can cast it in this way again.
holding two 1st-level spells of your choice. Choose one of You can also cast this spell using any spell slots you have.
the following classes: bard, cleric, druid, sorcerer, warlock, • You know two runes of your choice from the Rune
or wizard. You must choose your spells from that class’s Spells table. Whenever you finish a long rest, you can mark
spell list, and the spells you choose must have the ritual one nonmagical weapon, armor, piece of clothing, or other
tag. The class you choose also determines your spellcasting object you touch with a rune you know. You temporarily
ability for these spells: Charisma for bard, sorcerer, or learn one 1st-level spell based on the rune you inscribed, as
warlock; Wisdom for cleric or druid; or Intelligence for specified in the Rune Spells table, and you know the spell
wizard. until you finish a long rest, when the rune fades.
• If you come across a spell in written form, such as a
magical spell scroll or a wizard’s spellbook, you might be RUNE SPELLS
able to add it to your ritual book. The spell must be on the Rune Spell
spell list for the class you chose, the spell’s level can be no Blood False Life
higher than half your level (rounded up), and it must have
the ritual tag. The process of copying the spell into your Cloud Fog Cloud
ritual book takes 2 hours per level of the spell, and costs 50 Death Ray of Sickness
gp per level. The cost represents material components you
Dragon Chromatic Orb
expend as you experiment with the spell to master it, as
well as the fine inks you need to record it. Enemy Bane
Fire Burning Hands
Retiarius
You learn the art of fighting with trident and net, and gain
Friend Bless
the following benefits: Frost Armor of Agathys
• Your Strength or Dexterity score increases by 1, up to a
Journey Longstrider
maximum of 20.
• When you wield a trident, its damage die changes from King Command
a d6 to a d8 when wielded in one hand, and from a d8 to a Light Guiding Bolt
d10 when wielded with two hands. (This benefit has no
effect if another feature has already improved the weapon’s Mountain Jump
die.) Stone Sanctuary
• Your reach with tridents is increased by 5 feet. When
Storm Thunderwave
wielding a trident other creatures provoke an opportunity
attack you when they enter your reach. War Heroism
• If you are holding a trident in one hand, and a net in the
other, you can use a bonus action to attack with a net, and While you are wearing or carrying the rune-marked
you don't suffer disadvantage when attacking with a net object, you can cast the chosen spell associated with the
while a hostile creature is within 5 ft. of you. rune once without using a spell slot or material
components, and you can also cast the spell using any spell
Runecarving Adept slots you have.
Prerequisite: 8th Level, Rune Carver Apprentice Feat Your spellcasting ability for this feat is Intelligence,
Your ability to draw out power from runes has grown, Wisdom, or Charisma (choose when you gain this feat).
granting you the following benefits: Each time you gain a level, you can replace one of the
• Increase the ability score of the spellcasting ability runes you know with a different one from the Rune Spells
chosen when you gained the Rune Carver Apprentice feat table.
by 1, to a maximum of 20.
• Whenever you finish a long rest, you can now mark a Savage Attacker
number of objects equal to your proficiency bonus with a You are an unmatched fury during combat, gaining the
rune from the Rune Carver Apprentice feat. An object can following benefits:
have only one rune at a time, and you must inscribe a • Your Strength, Dexterity, or Constitution score
different rune on each object. increases by 1, up to a maximum of 20.
• Once per turn when you roll damage for a melee
weapon attack, you can reroll the weapon’s damage dice
and use either total.
• Once per short or long rest, you can add one weapon’s
damage die to the rolled total.
Sentinel Silver-Tongued
You have mastered techniques to take advantage of every You develop your conversational skill to better deceive
drop in any enemy’s guard, gaining the following benefits: others. You gain the following benefits:
• When you hit a creature with an opportunity attack, the • Increase your Charisma score by 1, up to a maximum of
creature’s speed becomes 0 for the rest of the turn. 20.
• Creatures within your reach provoke opportunity • You gain proficiency in the Deception skill. If you are
attacks from you even if they take the Disengage action already proficient in the skill, you gain expertise instead.
before leaving your reach. • When you take the Attack action on your turn, you can
• When a creature within 5 feet of you makes an attack replace one attack with an attempt to deceive one
against a target other than you (and that target doesn’t have humanoid you can see within 30 feet of you that can see
this feat), you can use your reaction to make a melee and hear you. Make a Charisma (Deception) check
weapon attack against the attacking creature. contested by the target’s Wisdom (Insight) check. If your
check succeeds, your movement doesn’t provoke
Shadow Touched opportunity attacks from the target and your attack rolls
You learn how to bend shadows from your experience with against it have advantage; both benefits last until the end of
the Shadowfell. You gain the following benefits: your next turn or until you use this ability on a different
• Increase your Intelligence, Wisdom, or Charisma score target. If your check fails, the target can’t be deceived by
by 1, up to a maximum of 20. you in this way for 1 hour.
• You learn the Invisibility spell and one 1st-level spell of
your choice. The 1st-level spell must be from the illusion or Siphoning Strike
necromancy school of magic. You can cast each of these You can channel cosmic forces of evil that cause pain but
spells without expending a spell slot. Once you cast either invigorate your being. You gain the following benefits:
of these spells in this way, you can’t cast that spell in this • Increase one ability score of your choice by 1, up to a
way again until you finish a long rest. You can also cast maximum of 20.
these spells using spell slots you have of the appropriate • Once per turn, when you hit a creature with an attack,
level. The spells’ spellcasting ability is the ability increased you can also deal necrotic damage to it. The damage equals
by this feat. PBd6, and you regain a number of hit points equal to this
necrotic damage dealt.
Shield Adept You can use this feature a number of times equal to your
You’ve trained in the effective use of shields. You gain the proficiency bonus, and you regain all expended uses when
following benefits: you finish a long rest.
• Increase your Strength, Dexterity, or Constitution score
by 1, up to a maximum of 20. Skilled
• You gain proficiency with shields. You have honed your proficiency with particular skills or
• In combat, you can don or doff a shield as the free tools, gaining the following benefits:
object interaction on your turn. • Increase one ability score of your choice by 1, up to a
• If you have the Spellcasting or Pact Magic feature, you maximum of 20.
can use a shield as a spellcasting focus. • You gain proficiency with one skill of your choice and
either another skill or two tools of your choice.
Shield Master
You use shields not just for protection but also for offense. Skirmisher
You gain the following benefits while you are wielding a You've learned to always keep your enemies at bay,
shield: resulting in the following benefits:
• If you take the Attack action on your turn, you can use a • Increase your Strength or Dexterity score by 1, up to a
bonus action to try to shove a creature within 5 feet of you maximum of 20.
with your shield. • You do not have disadvantage as a result of making a
• If you aren’t incapacitated, you can add your shield’s AC ranged weapon attack while within 5 feet of a hostile
bonus to any Dexterity saving throw you make against a creature.
spell or other harmful effect that targets only you. • When you could use your reaction to make a melee
• If you are subjected to an effect that allows you to make attack as part of an opportunity attack, you may make a
a Dexterity saving throw to take only half damage, you can ranged weapon attack against that creature instead.
use your reaction to take no damage if you succeed on the • If you make a ranged weapon attack on your turn you
saving throw, interposing your shield between yourself and may take the disengage action as a bonus action.
the source of the effect.
Sickle Mastery
You develop a mastery in fighting with this agricultural tool.
You gain the following benefits:
• Increase your Strength, or Dexterity score by 1, up to a
maximum of 20.
• For you, sickles have the finesse property, and their
damage die increases to d6.
• Whenever you attempt to disarm a creature, while
holding a sickle in each hand, you can use your Dexterity
(Sleight of Hand) instead of Strength (Athletics).
• You can set your spear to receive a charge. As a bonus
Skulker
action, assume a defensive position, which lasts until the
Prerequisite: Dexterity 13 or higher
start of your next turn. Your speed becomes 0 for the
You are expert at slinking through shadows. You gain the
duration. If any creature moves into your spear’s reach
following benefits:
• You can try to hide when you are lightly obscured from during your defensive stance, you can make a melee attack
the creature from which you are hiding. against it with your spear as a reaction. If the attack hits,
the target takes an extra die of damage. You can’t use this
• When you are hidden from a creature and miss it with a
ability if the creature used the Disengage action before
ranged weapon attack, making the attack doesn't reveal
moving.
your position.
• Dim light doesn’t impose disadvantage on your Wisdom • When you take the Attack action and attack with a
(Perception) checks relying on sight. spear, 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 always a d4, and the attack deals
Slasher bludgeoning damage.
You’ve learned where to cut to have the greatest results,
granting you the following benefits:
• Increase your Strength or Dexterity by 1, up to a Stealthy
You know how best to hide. You gain the following benefits:
maximum of 20.
• Increase your Dexterity score by 1, up to a maximum of
• Once per turn when you hit a creature with an attack
20.
that deals slashing damage, you can reduce the speed of
the target by 10 feet until the start of your next turn. • You gain proficiency in the Stealth skill. If you are
• When you score a critical hit that deals slashing already proficient in the skill, you gain expertise instead.
• If you are hidden, you can move up to 10 feet in the
damage to a creature, you grievously wound it. Until the
open without revealing yourself if you end the move in a
start of your next turn, the target has disadvantage on all
position where you’re not clearly visible.
attack rolls.
Blessed by Wind
Prerequisite: Air Genasi
You are quick and light on your feet, a resemblance to
your parentage. You gain the following benefits:
• Increase your movement speed by 10 feet.
• You can take the Dash action as a bonus action on your
turn, while dashing you can move through enemy spaces as
if they were allied spaces, regardless of size.
• You gain resistance to either lightning damage, thunder
damage, or cold damage, your choice.
Body of Steel Coat of Stone
Prerequisite: Half-Orc Prerequisite: Shivha
Your Orcish bloodline make you more endurable than Your ability to shrug off some injuries is legendary, even
the average humanoid. You gain the following benefits: for your race. You gain the following benefits:
• You gain advantage on Constitution saving throws. • Your Strength, or Constitution score increases by 1, to a
• Your hit point maximum increases by an amount equal maximum of 20.
to your level when you gain this feat. Whenever you gain a • Whenever you use your Thick Skin trait, you gain
level thereafter, your hit point maximum increases by an temporary hit points instead of reducing damage taken.
additional 1 hit points. When an attacker that you can see Additionally, you gain resistance to the triggering attack’s
hits you with an attack, you can use your reaction to half damage type until the start of your next turn.
the bludgeoning, piercing, and slashing damage, for that If the triggering attack deals more than one type of
attack. damage, choose one.
Marksman
Prerequisite: Simple Firearms Proficiency
You have mastered precision shooting and can take shots
that others find impossible. You gain the following benefits:
• You gain proficiency with Advanced Firearms.
• Your firearm attacks crit on 19-20.
• Your ranged attacks ignore half cover and three-
quarters cover.
• Attacking with a firearm at long range doesn't impose
disadvantage on your attack rolls.