Revised Feats For 5th Edition (v9.1) - GM Binder

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Feats Revised (5th Edition)

Ver. 9.1
F
eats are fun, powerful character options.
Unfortunately, as 5th edition adds content, feats Table of Contents
become increasingly spread out over several books. Opening
This makes advanced character creation a chore with
Pg 1 — Table of Contents
strange balancing. So, better organization and design
Pg 1 — Designer Notes
are the goals. All of the feats across many 5e books have
been gathered here and split into two feat types: Keywords & Optionals
"Combat" and "Skill".
Pg 2 — Keywords
Combat feats may be chosen in place of a classes Ability Score Pg 2 — Optional Weapon Rules
Improvement. These feats focus on improving physical capabilities, Pg 2 — Optional Rules
magical mastery, and bringing substantial utility to character kits. Pg 3 — Optional Actions
Pg 3 — Optional Rulesets
Skill feats were separated to provide breathing room for niche and
subtle bonuses such as: Running a business, athletic tricks, simple Combat Feats
crafting, vehicle mastery, linguistics, magical novelties, and more. Pg 5 — Weapons (15)
You receive two skill feats at 1st level, and one additional skill feat Pg 7 — Firearms (5)
when you reach the 4th (3), 8th (4), 12th (5), and 16th levels (6). Pg 8 — Armor (5)
Pg 8 — Utility (15)
Level Total Skill Feats
Pg 11 — Magic (19)
1st 2 Pg 14 — Racial (18)
4th 3 Skill Feats
8th 4 Pg 17 — Trades (17)
Pg 20 — Magic (11)
12th 5
Pg 22 — Movement (9)
16th 6 Pg 23 — Utility (12)
Pg 24 — War (4)

Feats in this PDF supersede the following documents: Closing


Player's Handbook, Eberron: Rising from the Last War, Fizban's Pg 25 — Feats Appendix
Treasury of Dragons, Strixhaven: A Curriculum of Chaos, Tasha's Pg 26 — Credits & Special Thanks
Cauldron of Everything, Xanathar's Guide to Everything, and Pg 26 — Version History
Arcane Artillery the Gun Nut's Guide.

These feats are either merged into others or are deprecated: Designer Notes
Aberrant Dragonmark, Bayoneteer, Charger, Chef, Dragon Hide, General
Dungeon Delver, Durable, Grappler, Gunner, Healer, Heavily
Great effort has been made for this document to have "ease of play"
Armored, Heavy Weapons Guy, High Maintenance, Lightly
in any game of D&D 5e. However, there are instances where feats are
Armored, Moderately Armored, Pistol Whipper, Rifle Master,
reworked and intended to be played alongside other optional rules
Scattershot Master, Second Chance, Sidearm Master, Single Shot
or revisions. These changes can be found on the next page.
Loader, Six-Gun Ace, Skilled, Superior Marksmen, Suppressing
Fire, and Weapon Master. Racials
The dragonborn racial feat "Draconic Calling" references a
homebrew revision of the race. This is unreleased as of October
Additional Content PDFs 2022. (Soon™)
Class Revisions & More: Firearms
https://www.gmbinder.com/profile/Doki The "Arcane Artillery the Gun Nut's Guide" PDF implements relatively
Be sure to check out Warrior for 5th Edition! balanced firearms that this document recommends. If firearms are
forbidden, ignore the firearm combat feats.

1
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Weapon attacks with heavy weapons have disadvantage if the
K
Keywords
eywords
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eywords & O
Optional
ptional
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Rules
ules
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ules attacker doesn't meet the Strength prerequisite. Weapons of a larger
size than you gain the heavy property, unless your size is Small and
K eywords the weapon is a Medium size. For each size larger than you that a
weapon with heavy is, it's prerequisite Strength increases by 6.
Keywords are used to simplify complex ideas, this allows
communicating on more succinct terms. Some of these keywords
appear in features written in this document.

Bloodied
A creature is considered to be bloodied when they're at half of their
total hit points (rounded down) or less. If a feature refers to a
creature's "bloodied value", it's half their total hit points (rounded
down). Creatures can confirm if another creature is bloodied by
using sight or hearing, generally without requiring a Perception
check.
Some features may also refer to a creature being bloodied as a
trigger state for other effects. For example: "The first time you're
bloodied in battle, you..."

Critical Chance
For every point of critical chance an attack roll has, it's chance to
critically strike is increased by 1.

Example: Having a +1 bonus to critical chance would make any


attack roll critically strike whenever you roll between 19-20 on a d20.
Having a +2 bonus to critical chance would make any attack roll
critically strike whenever you roll between 18-20 on a d20, and so
on.

Damage Reduction
Whenever a creature or object is dealt damage, that damage is
reduced by an amount equal to their damage reduction (after
resistance is applied). The minimum damage you can take with
damage reduction is 0.

Expertise
Your proficiency bonus is doubled for any ability check you make
that uses the noted skill. For example, "You have Expertise with
Survival checks." Multiple sources of Expertise on one skill don't
stack.

Shift
When you shift, your character moves a fixed distance (using a speed
of your choice) that doesn't provoke opportunity attacks. You can't
shift farther than your maximum speed. When a creature is riding a
mount, they can't shift unless they shift enough to dismount.
Creatures acting as mounts can't shift while carrying a rider.

Optional Equipment Rules


Finesse Longbow
Longbows have the finesse weapon property.

Simple Shortswords
Shortswords are considered simple weapons, not martial.

Heavy Property (Variant)


Prerequisite: STR 8 or higher and Weapon Size rule

2
Wisdom Initiative Optional Actions
You may use your Wisdom modifier in place of your Dexterity
modifier when rolling for initiative. Cleave
Prerequisites: STR 10 or higher
Strength Benefits
As an action, you can attack a number of creatures and objects
Your carrying capacity is your Strength score multiplied by 10, and
within your weapons reach equal to your proficiency bonus. Make
you can push, drag, or lift weight up to twice your carrying capacity.
one melee weapon attack, using the same attack and damage rolls
Each point added to your Strength score after 10 instead increases
for all of the targets. The following rules also apply:
your carrying capacity by 200 lbs. With a Strength of 20, you can carry
2,100lbs, as well as push, drag, and lift 4,200lbs. You must be wielding a melee weapon you're proficient with.
You also gain features from the Strength Benefits Table if you The weapon must be held with both hands and have either the
meet the prerequisite Strength score. Temporary effects that change two-handed or versatile weapon properties.
your Strength score (such as magic items) also provide these You can't Cleave if you've moved during your turn.
bonuses.
Desperate Dash
Strength Benefits Table You can take the Dash action as a bonus action. If you do, you have
Strength Score Feature disadvantage on attack rolls, your spell save DC has a -5 penalty, and
11 Water Through Stone you can't cast spells other than cantrips until the end of your turn.

13 Powerful Leap Tumble


15 Grindset As part of your movement, you can make Dexterity (Acrobatics)
checks contested by enemy Dexterity (Acrobatics) checks. If you win,
17 Rampart you can move through the hostile creature's spaces this turn.
19 With Great Power
Optional Rulesets
Water Through Stone. Nonmagical environments can't give your Better Shields
Strength ability checks disadvantage. Better Shields is a lightweight features upgrade for shields in 5th
edition. When combined with Warrior it adds the finishing touches
Powerful Leap. You ignore the disadvantage from failing to move 10
to an overall more enjoyable and engaging system for melee.
feet before jumping.
You can download it for free with the link below. Set the price to $0.
Grindset. Your bare hands are strong enough to bend 1 inch thick
metal bars as strong as iron, as well as snap similar chains, whilst Find this ruleset at:
your legs are strong enough to kick through 2 inch thick walls of the https://www.drivethrurpg.com/product/321322/Better-Shields
same material. You can manipulate steel in the same ways at 19
Strength, mithral at 25 Strength, and adamantine at 29 Strength. Feats Revised
Tiny creatures can also manipulate metals in these ways, but only
at half the usual thickness. For each size larger than Medium a Ability Score Increase (Variant)
creature is, they double the thickness of metals they can manipulate. Instead of choosing between +2 stat points or one combat feat, you
gain +1 stat point and your choice of either one combat or skill feat.
Rampart. Your damage reduction increases by 1.
With Great Power. As an action, you can cause a 1st level Starting Combat Feat
thunderwave spell without expending a spell slot. You must be During character creation, your dungeon master may decide to grant
unrestrained, you don't require spell components, and this isn't the party one additional combat feat of the player's choice.
considered a spell or spellcasting. After creating a thunderwave
twice in this way, you can't do so again until you finish a short or
long rest.

Shockwave & Earthquake save DC =


8 + your proficiency bonus + your Strength modifier

At 14th level. With Great Power's thunderwave spell becomes 2nd


level, and you can use it one additional time between rests.
As an action, you can cause the earthquake spell, centered on
yourself, without expending a spell slot or concentrating. You must
be Unrestrained, you don't require spell components, and this isn't
considered a spell or spellcasting. Moreover, you're immune to the
damage dealt by this action, and you ignore the Strength and
Dexterity saving throws it causes.
Once you cause an earthquake in this way, you can't do so again
until you finish a long rest.

3
Injuries & Exhaustion Consecutive Resting
"Injuries & Exhaustion" is a PDF with two lightweight rulesets There's a cumulative effect to the reduction of a creature's
designed to be played together. With a variety of optional rules, the Exhaustion level for each successive long rest they finish. This
PDF aims to bring depth to 5e combat while avoiding unnecessary continues until they have either 0 levels of Exhaustion, they don't
complexity. Get the tension and detail of visceral combat, without long rest one day, they receive a condition, they become targeted by
killing the pace of gameplay. a negative spell effect, they receive damage, or they become injured.
The optional rules range from the Exhaustion condition (variant)
detailed below, all the way to features that give Exhaustion to exert Example
oneself for some benefit. In addition to the more robust Exhaustion Situation: Assume a creature has 5 levels of Exhaustion.
interactions, injuries are a new feature that may occur after a critical
strike. With luck on ones side, the target just escape with a battle Action: This creature relaxes, sufficiently nourishing themself and
scar! In the face of a debilitating injury, one might consider the sleeping comfortably for several nights in a row.
heroic resistance feature, where players take a little Exhaustion Outcome of Long Resting: The first long rest lowers the creature's
instead. Exhaustion level by 1, bringing it to 4. The second long rest lowers
Find this ruleset at: https://www.gmbinder.com/profile/Doki their Exhaustion by 2, bringing it to 2. The third long rest lowers their
Exhaustion by 3, bringing it to 0. The creatures fourth long rest will
Exhaustion Condition (Variant) only reduce their Exhaustion level by 1.
Some special abilities and environmental hazards, such as starvation
and the long-­term effects of freezing or scorching temperatures, can
Enduring More Exhaustion
When you have one or more feature that states "You can endure one
lead to a special condition called Exhaustion. Exhaustion is
more level of Exhaustion before negative effects begin.", add all of
measured in eleven levels. Effects can give a creature one or more
them together and subtract that total from your level of Exhaustion.
levels of Exhaustion, as specified in the effect’s description.
You still have the subtracted levels of Exhaustion, but they don't
Exhaustion Description count against you for the purposes of Exhaustion's negative effects.
This condition is cumulative. Each time you receive Example
Levels of
it, you gain 1 level of Exhaustion. You die if your
Exhaustion You can endure 2 more levels of Exhaustion before negative effects
Exhaustion level exceeds 10.
begin. You receive 3 levels of Exhaustion, but subtract 2 from that
d20 Rolls When you make a d20 Test, you subtract your due to your previously mentioned bonus. You're currently under
Affected Exhaustion level from the d20 roll. the effects of 1 level of Exhaustion.
Spell Save DCs Subtract your Exhaustion level from the Spell save
Affected DC of any Spell you cast.
When your Exhaustion level reaches 8 or higher,
Hit Points
you can't be healed above your bloodied value until
Affected
your level of Exhaustion lowers.

Finishing a long rest lowers your Exhaustion level by 1, provided


they've also had enough food and water for the day. When your
Exhaustion level reaches 0, you're no longer Exhausted. If you're
revived with a high enough level of Exhaustion to immediately die,
your Exhaustion level reduces by 1.

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G reat Weapon Master
You've learned to use the weight of a weapon to your advantage,
Ambush Artist letting its momentum empower you. You gain the following
benefits:
Prerequisites: DEX 10 or higher and proficiency in Stealth
On your turn, when you score a critical hit with a melee weapon
You've learned a style of stealthy fighting used to circumvent a
or reduce a creature to 0 hit points with one, you can make one
target's defenses, granting you the following benefits:
melee weapon attack as a bonus action.
You gain a +5 bonus to your initiative. As part of the attack action, before you make an attack with a
When you make a weapon attack roll with advantage or hit a heavy melee weapon you're proficient with, you can choose to
surprised target with a weapon attack, the attack's damage take a penalty to the attack roll equal to your proficiency bonus.
ignores the target's damage reduction. If the attack hits, you add twice your proficiency bonus to the
When you miss a target with a weapon attack while hidden from attack's damage.
them, making the attack doesn't reveal your position.
L ancer
Close Quarters Shooter You aim for the heart with advanced lance techniques, devastating
Prerequisites: Proficiency with at least one ranged weapon your enemies. Increase your Strength or Constitution by 1, to a
maximum of 20. You gain proficiency with lances.
Training your quick hip firing, you gain the following benefits:
You gain certain benefits while wielding a lance:
Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged weapon attack rolls. Your critical strikes with the weapon ignore a creature's
When you use the Attack action and attack with a one-handed resistance to piercing damage.
melee weapon, you can use a bonus action to attack with a light The weapon no longer has it's special property.
ranged weapon you're holding. The weapon gains the heavy property.
Ignore the loading property on all crossbows.
Martial Adept
Crusher Prerequisites: STR or DEX 10 or higher
You're practiced in the art of crushing your enemies, granting you
the following benefits: You have martial training that allows you to perform special combat
maneuvers. You gain the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with a melee attack that You gain proficiency with simple weapons.
deals bludgeoning damage, you can move it 5 feet to an You learn two maneuvers of your choice from those available to
unoccupied space, provided that the target is no more than one the battle master subclass (fighter class) or Combat Superiority
size larger than you. feature (warrior class). If a maneuver you use requires your target
When you score a critical hit that deals bludgeoning damage to a to make a saving throw to resist the maneuver's effects, the
creature, attack rolls against that creature are made with saving throw DC equals 8 + your proficiency bonus + your
advantage until the start of your next turn. Strength or Dexterity modifier (your choice).
You gain two superiority die, which are a d4. These die are used
Defensive Duelist to fuel your maneuvers and are added to any superiority dice you
have from other sources. Use a higher die size if you have a
You know how to exploit simple mistakes in melee combat. Increase superiority die size greater than d4. A superiority die is expended
your Strength or Dexterity by 1, to a maximum of 20. when you use it. You regain your expended superiority dice when
While wielding a melee weapon you're proficient with, and you finish a short or long rest.
another creature you can see hits you with a melee attack, you can
use your reaction to add your proficiency bonus to your AC for that Piercer
attack. As part of the same reaction, if the attack misses, you can
make an opportunity attack against the attacker with a +1 bonus to You've achieved precision with pointed weapons during combat,
the opportunity attack's critical chance. granting you the following benefits:

Increase your Strength or Dexterity by 1, to a maximum of 20.


Dual Wielder Once per turn, when you hit a creature with an attack that deals
You've mastered the art form of fighting with two weapons at once, piercing damage, you can reroll one of the attack's damage dice,
gaining the following benefits: and you must use the new roll.
When you score a critical hit that deals piercing damage to a
Increase your Strength or Dexterity by 1, to a maximum of 20. creature, you can roll one additional damage die when
When you engage in two-weapon fighting, you can add your determining the extra piercing damage the target takes.
ability modifier to the damage of the second attack.
You can use two-weapon fighting even when a one-handed
melee weapon you're wielding isn't light.
You gain a +1 bonus to AC while you're wielding a separate
weapon in each hand.

5
Polearm Master Savage Attacker
You masterfully utilize reach, granting you the following benefits: "Vicious" succinctly describes your ruthless nature in melee combat.
Increase your Strength or Dexterity by 1, to a maximum of 20.
Increase your Strength or Dexterity by 1, to a maximum of 20. Once per turn when you roll damage for a melee weapon attack,
When you take the Attack action and attack with only a glaive, you can reroll the weapon's damage dice and use either total.
halberd, pike, quarterstaff, spear, or trident, you can use a bonus
When you use your action to Dash, you can use a bonus action to
action to make a melee attack with the opposite end of the
make one melee weapon attack or to shove a creature. If you move
weapon; this attack uses the same ability modifier as the primary
at least 10 feet in a straight line immediately before taking this
attack. The weapon's damage die for this attack is a d4, and the bonus action, you either gain a +5 bonus to the attack's damage roll
attack deals bludgeoning damage. (if you had chosen to make a melee attack) or push the target up to
While you're wielding a glaive, halberd, pike, quarterstaff, spear,
10 feet away from you (if you chose to shove).
or trident, other creatures provoke an opportunity attack from
you when they enter your reach.
Sharpshooter
Reactive Shot You've mastered ranged weapons and can make shots that others
find impossible. You gain the following benefits:
Prerequisites: DEX 12 or higher
Attacking at long range doesn't impose disadvantage on your
The delicate talent of firing ranged weapons lightning quick has
ranged weapon attack rolls.
shown itself in you, granting you the following benefits:
Your ranged weapon attacks ignore half cover and treat three-
When a hostile creature's movement provokes an opportunity quarters cover as normal half cover.
attack from you, you can make the attack with a ranged weapon, Before you make an attack with a ranged weapon that you're
ignoring the loading property and reload action. The attack must proficient with, you can choose to forgo the benefits of the
only target that creature. Archery Fighting Style and take a penalty to the attack roll equal
If you miss an opportunity attack made with a ranged weapon, to your proficiency bonus. If the attack hits, you add twice your
you can choose a new target within 10 feet of the original target proficiency bonus to the attack's damage.
and make a new attack roll. Once you do, you must wait until the Starting at 16th level, if you have the Extra Attack or Bulletstorm
start of your next turn to do so again. features, you can use a single one of those attacks with a bulky
When you make more than two attacks with primitive firearms firearm. Ignore the reload action once per turn when making
during your turn, it's misfire count does not increase by 1. attacks with bulky firearms.

Revenant B lade Slasher


You achieve mastery over a unique weapon. Increase your Strength You've learned where to cut to have the greatest results, granting
or Dexterity by 1, to a maximum of 20. You gain proficiency with you the following benefits:
double-bladed scimitars from "Eberron: Rising from the Last War".
Increase your Strength or Dexterity by 1, to a maximum of 20.
You gain certain benefits while wielding a double-bladed scimitar: 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
Your AC increases by 1. feet until the start of your next turn.
The weapon has the finesse property. When you score a critical hit that deals slashing damage to a
The weapon's damage die becomes 3d4. creature, you grievously wound it. Until the start of your next
The weapon no longer has it's special property. turn, the target has disadvantage on all attack rolls.

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Firearms Skirmisher
Specializing in single shot firearms, you've trained quick hands to
At your dungeon master's discretion, some classes have proficiency
reload them faster and use them as melee weapons when necessary.
with specific firearms from "Arcane Artillery the Gun Nut's Guide":
You gain the following benefits:
Barbarians: Nothing.
Bards: Sidearms, muskets, rifles and carbines. Increase your Strength or Dexterity by 1, to a maximum of 20.
Clerics: Sidearms and firearms with scatter. You gain proficiency in firearms with the loading property, and
Druids: Nothing. you ignore the loading time for these firearms. Additionally, you
Fighters: Longarms and sidearms. gain a +2 bonus to damage rolls with these same firearms.
Monks: Primitive firearms. (Not considered monk weapons) You're now proficient with firearms you use as a melee weapon.
Mystics: Primitive firearms and pistols. Light firearms deal 1d6 bludgeoning damage and are considered
Paladins: Longarms and sidearms. finesse weapons, two-handed firearms deal 1d8 bludgeoning
Rangers: Longarms and sidearms. damage, and heavy firearms deal 1d10 bludgeoning damage.
Sorcerers, Warlocks, and Wizards: Sidearms.
Rogues: Sidearms, muskets, wheellock guns, carbines, and rifles. Shock Troop
Warrior: Longarms and sidearms.
Prerequisite: Proficiency in firearms

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— irearms
irearms
irearms
irearms You have mastered the art of fighting with extras attached to the
barrel of your firearm. As a bonus action, you can make an attack
Akimbo Master with your firearm attachment, which has a +2 bonus to hit.
You can use your reaction to assume a parrying stance that utilizes
Your natural muscle memory wielding two firearms at once is quite
your firearms attachment. When you do, add your proficiency bonus
impressive, granting you the following benefits:
to your AC against a single melee attack that would hit you,
You gain proficiency in sidearms. potentially causing the attack to miss.
You can draw or holster two sidearms when you would normally After successfully hitting a target with a firearm's weapon
only one. Additionally, sidearms don't require the light property attachment, your ranged firearm attacks ignore disadvantage
for you to wield them in your offhand. against hostile targets within 5 feet of you until the start of your next
As part of the attack action, before you make an attack with two turn.
sidearms that you're proficient with, you can choose to take a
penalty to the attack roll equal to your proficiency bonus. If the Tricky
attack hits, you add twice your proficiency bonus to the attack's Prerequisite: Proficiency in firearms
damage. You can't use your bonus action to attack with the
offhand firearm in the same turn you use this feature. You've trained in a performance art with firearms, opening up
possibilities to use special tricks during combat. You gain the
Firearms Duelist following benefits:
Prerequisite: Dueling fighting style or gun duelist gun tactic You learn two tricks of your choice from among those available to
the Virtuoso (gunslinger class), except for Cheat Death. If a trick
You've dedicated time mastering duels with firearm and sword. You
requires your target to make a saving throw to resist the trick's
gain the following benefits:
effects, the saving throw DC equals 8 + your proficiency bonus +
When you use the attack action with a one-handed melee your Dexterity modifier.
weapon, you can spend a bonus action to fire a light firearm you You gain two superiority die, which are a d4. These dice are used
wield in your other hand. You can use this bonus action to attack to fuel your tricks and are added to any superiority dice you have
with a one handed melee weapon if you use your attack action from another source. Use a higher die size if you have a
with a light firearm. superiority die size greater than d4. A superiority die is expended
Wielding a light firearm or finesse melee weapon in your offhand when you use it. You regain your expended superiority dice when
doesn't count against the Dueling Fighting Style and Gun Duelist you finish a short or long rest.
Gun Tactic. If a trick's effect includes a modifier that equals your gunslinger
Ignore the loading time and reload action for light firearms. level, you instead treat that modifier as equal to your highest
class level instead.

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Optional: A class' 1st level grants all of their armor trainings. Training Alert
in heavy armor is restricted to class and subclass sources only.
Otherwise, the Heavy Armor Master feat provides training in heavy Always on the lookout for danger, you gain the following benefits:
armor and has training with medium armor as a prerequisite.
You gain a +5 bonus to initiative.
You can't be surprised while you're conscious.
Heavy Armor Master Other creatures can't gain advantage on attack rolls against you
Prerequisites: Training with heavy armor as a result of being unseen by you.
Traveling at a fast pace doesn't impose the normal -5 penalty on
You can use your armor to mitigate damaging strikes. Increase your
your passive Wisdom (Perception) score.
Strength or Constitution by 1, to a maximum of 20. While you're
wearing heavy armor, you gain a +2 bonus to your damage
B iohazard
reduction. At 10th level, the damage reduction bonus increases to
+3. You're able to rot enemies from the inside out with seemingly
magically corrosive poisons, granting you the following benefits:
Medium Armor Tr aining You gain proficiency with the poisoner's kit.
You've trained to wear medium armor with prowess. You gain the When you make a damage roll that deals poison damage, it
following benefits: ignores resistance to poison damage, and deals half damage to
targets with immunity to poison damage.
Increase your Dexterity or Constitution by 1, to a maximum of 20.
With one hour of work using a poisoner's kit and expending 1 gp
You gain training with medium armor. worth of materials, you can create a single dose of potent poison.
When you wear medium armor, you can add 3, rather than 2, to Once applied to a weapon or quiver of ammunition, the poison
your AC if you have a Dexterity of 16 or higher.
retains its potency for 10 days. Once per round when a creature
takes damage from the coated weapon or ammunition, that
Riot Control creature must succeed on a Constitution saving throw with a DC
Prerequisite: Training with shields equal to 12 + your proficiency bonus. If they fail, they take 2d8
poison damage and become poisoned until the end of your next
You've trained a disciplined shield hand. Increase one ability score turn. At 10th level, the poison damage dealt increases to 4d8.
by 1, to a maximum of 20. While wielding a shield and attempting an
attack that only targets one creature, you're considered to be in half Fighting I nitiate
cover against your target until the start of your next turn.
Additionally, while you benefit from this half cover, your target Rigorously refining your combat form has helped you develop a
has disadvantage when attempting to disarm you. unique martial fighting style. Increase one ability score of your
choice by 1, to a maximum of 20. You also learn one Fighting Style
Shield Master option of your choice from the fighter class (or warrior class). If you
already have a Fighting Style, the one you choose must be different.
Prerequisites: Training with shields At the end of a long rest you may change your chosen Fighting Style
You use shields not just for protection but as a tool of war. You gain with another option from the Fighting Style list.
the following benefits while you're wielding a shield: You can choose this feat multiple times. Each time you do so, you
must choose a different Fighting Style.
You can use a bonus action to try to shove a creature within 5 feet
of you with your shield. After using the Dash action and moving Fortitude
at least 10 feet, this shove has advantage until the end of your
Prerequisites: CON 10 or higher
turn.
If you aren't Incapacitated, you can add your shield's AC bonus to You persevere easier than most, granting you the following benefits:
any Dexterity saving throw you make against a spell or other
harmful effect. You can endure two more levels of Exhaustion before negative
When an effect allows you to make a Dexterity saving throw to effects begin.
take only half damage, you can use your reaction to take no You have advantage on saving throws caused by traps.
damage if you succeed on the saving throw. You gain a +3 bonus to your death saving throws.

Shield Tr aining Hardened


Hours of conditioning grant you the following benefits: Prerequisites: CON 8 or higher

Increase one ability score by 1, to a maximum of 20. Your body is toughened up, granting you the following benefits:
You gain training with shields. Your hit point maximum increases by an amount equal to twice
If Better Shields is used: You gain training with light and medium
your level. Whenever you gain a level thereafter, your hit point
shields. If you already have training with shields, but not heavy
maximum increases by an additional 2 hit points.
armor, you instead gain training with heavy shields.
The minimum number of hit points you can regain from rolling
Hit Die equals your proficiency bonus.

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I mmovable Mounted Defense
Your impressive fortitude grants you the following benefits: You have adapted to the jostling of mounted travel. While you're
mounted and aren't Incapacitated, you gain the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
You have advantage on Strength and Constitution checks and Increase your Dexterity or Wisdom by 1, to a maximum of 20.
saving throws against being knocked Prone or moved. While mounted and within 5 feet of a hostile creature, you ignore
When a hostile creature that you can see attacks you, provided disadvantage on ranged attack rolls against the hostile creature.
they're no larger than one size above yourself, you can use your While mounted, your critical chance increases by 2 when making
reaction to shove it. On success, you can push it 15 feet away attack rolls against creatures grappling or climbing your mount.
from you and knock it Prone.
Resilient
Mage Slayer Through thick and thin you've endured everything. Increase one of
You've practiced against spellcasters, gaining the following benefits: your ability scores by 1, to a maximum of 20. You gain proficiency in
saving throws using the ability score you chose to increase.
When a creature within 60 feet of you casts a spell, but before the
Additionally, you gain temporary hit points equal to twice your
spell takes effect, you can use your reaction to shift half your Constitution modifier (minimum 2) when you fail a saving throw.
speed. You must end this move closer to the target than you
started. If they're within range, you can use the same reaction to
make one special weapon attack targeting only them. If this
Sentinel
weapon attack critically strikes, the target's spell is interrupted Your eyes are trained to take advantage of any faults in an enemy's
and they lose the spell slot and consumed material components. guard, granting you the following benefits:
When you damage a creature that is concentrating on a spell, that
When you hit a creature that is no more than one size larger than
creature has disadvantage on the saving throw they make to
you with an opportunity attack, the creature's speed becomes 0
maintain their concentration.
for the rest of the turn.
If you aren't Incapacitated, you have advantage on saving throws
Creatures provoke opportunity attacks from you even if they
against spells cast by creatures within 10 feet of you.
take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a
Magic I tem Specialist target other than you (and that target doesn't have this feat), you
You've practiced with a variety of magical items, all in service to can use your reaction to make a melee weapon attack against the
aiding your survival. You gain the following benefits: attacking creature.

Increase one ability score by 1, to a maximum of 20.


You can attune to one additional magic item at one time.
Tavern B r awler
For every two magical items you're attuned to, you gain a +1 Accustomed to rough and tumble fighting using whatever weapons
bonus to your damage reduction. happen to be at hand, you gain the following benefits:

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


Mobile You have proficiency with improvised weapons.
Prerequisites: DEX 10 or higher Your unarmed strikes may deal bludgeoning damage equal to
1d4 + your Strength modifier.
You're exceptionally speedy and agile. All your balance training in
When you hit a creature with an unarmed strike or an improvised
sketchy places has granted you the following benefits: weapon on your turn, you can use a bonus action to attempt to
Your speed increases by 10 feet. grapple the target.
When you use the Dash action, difficult terrain doesn't cost you You have advantage on attack rolls against grappled creatures.
extra movement, and you gain the ability to move across liquids When a hostile creature's movement provokes an opportunity
on your turn without falling during the move. attack from you and is within reach of your unarmed strike, you
When attempting a melee attack against a creature, you don't can use your reaction to attempt to grapple the creature.
provoke opportunity attacks from that creature for the rest of the
turn, whether you hit or not. Twist of Fate
Your inexplicable luck seems to always kicks in at the perfect
Mounted Combatant moment, blessing you with merciful fate. You have 3 luck points.
You're a dangerous foe to face while mounted. While you're Whenever you make an attack roll, an ability check, or a saving
mounted and aren't Incapacitated, you gain the following benefits: 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,
While mounted and melee attacking creatures smaller than your but before the outcome is determined. You choose which of the
mount, you gain a bonus to hit equal to your proficiency bonus. d20s is used for the attack roll, ability check, or saving throw.
You can force attacks targeting your mount to target you instead. You can also spend one luck point when an attack roll is made
If your mount is forced to make a Dexterity saving throw to take against you. Roll a d20, and then choose whether the attack uses the
only half damage, it instead takes no damage if it succeeds on the attacker's roll or yours. If more than one creature spends a luck point
saving throw, and only half damage if it fails. 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.

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Fey Touched
Exposure to Feywild magic has altered you, granting you benefits:
Artificer I nitiate
Increase one ability score by 1, to a maximum of 20.
You've learned some of an artificer's inventiveness: You learn the misty step spell and one 1st-level spell of your
choice. The 1st-level spell must be from the divination or
You learn one cantrip of your choice from the artificer spell list,
enchantment school of magic. You can cast each of these spells
and you learn one 1st-level spell of your choice from that list.
without expending a spell slot. Once you cast either of these
Intelligence is your spellcasting ability for these spells.
You can cast this feat's 1st-level spell without a spell slot, and you spells in this way, you can't cast that spell in this way again until
must finish a long rest before you can cast it in this way again. you finish a long rest. The spells' spellcasting ability is the ability
increased by this feat.
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 choice as a spellcasting focus for any G ift of the Chromatic Dr agon
spell you cast that uses Intelligence as its spellcasting ability. Power of the chromatic dragons grants you the following benefits:

Chaos Weaving Chromatic Infusion. As a bonus action, you can touch a simple or
martial weapon and infuse it with one of these damage types: acid,
Prerequisites: The ability to cast at least one spell cold, fire, lightning, or poison. For the next minute, the weapon
deals an extra 1d4 damage of the chosen type when it hits. After you
Your spellcasting can unleash surges of untamed magic. Increase
use this bonus action, you can't do so again until you finish a long
your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
Immediately after you cast a spell of 1st level or higher, the DM can rest.
have you roll a d20. If you roll a 1 or 20, roll on the Wild Magic Surge Reactive Resistance. When you take acid, cold, fire, lightning, or
table to create a random magical effect. A Wild Magic Surge can poison damage, you can use your reaction to give yourself
happen once per turn and uses the spellcasting ability of the ability resistance to that instance of damage. You can use this reaction a
increased by this feat. number of times equal to your proficiency bonus, and you regain all
Refer to page 103 in the player's handbook for the Wild Magic expended uses when you finish a long rest.
Surge table. If a Wild Magic effect is a spell and normally requires
concentration, it doesn't require concentration in this case; the spell G ift of the G em Dr agon
lasts for its full duration.
Power of gem dragons grants you the following benefits:
Eldritch Adept Ability Score Increase. Increase your Intelligence, Wisdom, or
Prerequisites: Spellcasting or Pact Magic feature Charisma by 1, to a maximum of 20.

Studying occult lore, you have unlocked eldritch power within Telekinetic Reprisal. When you take damage from a creature that is
yourself: You learn the eldritch blast cantrip, using either your within 10 feet of you, you can use your reaction to emanate
Intelligence or Charisma modifier as your spellcasting ability. You telekinetic energy. The creature that dealt damage to you must make
can change your spellcasting ability once after a long rest. a Strength saving throw (DC equals 8 + your proficiency bonus + the
Additionally, you learn one Eldritch Invocation option of your ability modifier of the score increased by this feat). On a failed save,
choice from the warlock class. If the invocation has a prerequisite of the creature takes 2d8 force damage and is pushed up to 10 feet
any kind, you can choose that invocation only if you're a warlock away from you. On a successful save, the creature takes half as much
who meets the prerequisite. damage and isn't pushed. You can use this reaction a number of
Whenever you gain a level, you can replace the invocation with times equal to your proficiency bonus, and you regain all expended
another one from the warlock class. uses when you finish a long rest.

Elemental Adept G ift of the Metallic Dr agon


Prerequisites: The ability to cast at least one spell Power of metallic dragons grants you the following benefits:

You've dedicated time to mastering a specific element of magic. Draconic Healing. You learn the cure wounds spell. You can cast this
When you gain this feat, choose one of the following damage types: spell without expending a spell slot. Once you cast this spell in this
acid, cold, fire, lightning, or thunder. Your chosen damage type gains way, you can't do so again until you finish a long rest. You can also
the following benefits: cast this spell using spell slots you have. The spell's spellcasting
ability is Intelligence, Wisdom, or Charisma when you cast it with this
Spells you cast ignore resistance to damage of the chosen type. feat (choose when you gain the feat).
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. Protective Wings. You can manifest protective wings that can shield
you or others. When you or another creature you can see within 5
You can choose this feat multiple times. Each time you do so, you feet of you is hit by an attack roll, you can use your reaction to
must choose a different damage type. manifest spectral wings from your back for a moment. You grant a
bonus to the target's AC equal to your proficiency bonus against
that attack roll, potentially causing it to miss. You can use this
reaction a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.

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Hemomancy Shadowbringer
Prerequisite: CON 10 or higher Prerequisites: A source of darkvision (racial, spell, etc)

You've weaponized control over your blood, utilizing rare magics You see darkness simply as a tool to be manipulated. Toiling away
that take only your mind to draw upon. You gain the following with shadowy forces has granted you the following benefits:
benefits:
You don't have to concentrate on the darkness spell.
After you hit with an attack that targets only one creature, you Any source of darkvision you have can see through magical
may expend one hit die and add it's roll to your damage. darkness created by spells of 3rd level or lower.
As an action, you can make a melee spell attack against one You learn the darkness spell. You can cast this spell once without
creature within reach using your Constitution modifier as your expending a spell slot or requiring material components, and
spellcasting ability. If you hit, you regain one expended hit die once you do, you must finish a long rest to do so again.
and the target is Stunned until the start of their next turn. Once By the 9th level, you learn the shadow of moil spell (Xanathar's).
you use this action, you can't use it again until you finish a long You can cast this spell once without expending a spell slot or
rest. requiring material components, and once you do, you must
finish a long rest to do so again.
Magic I nitiate
The opportunity to learn magic was presented to you, and you took
Shadow Touched
it. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. Exposure to Shadowfell magic has altered you, granting you
You learn two cantrips of your choice from that class's spell list. benefits:
Then, choose one 1st-level spell from that same list. You learn that
Increase one ability score by 1, to a maximum of 20.
spell and can cast it at its lowest level. Once you cast it, you must
You learn the invisibility spell and one 1st-level spell of your
finish a long rest before you can cast it again using this feat.
Your spellcasting ability for these spells depends on the class you choice. The 1st-level spell must be from the illusion or
chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or necromancy school of magic. You can cast each of these spells
without expending a spell slot. Once you cast either spell in this
druid; or Intelligence for wizard or warlock.
way, you must finish a long rest to do so again. The spells'
You can choose this feat multiple times. Each time you do so, you
spellcasting ability is the ability increased by this feat.
must choose a different class.

Metamagic Adept Spell Sniper


Prerequisites: Spellcasting or Pact Magic feature Prerequisites: The ability to cast at least one spell

You've learned how to enhance your spellcasting with a technique: You have learned techniques to enhance your attacks with certain
kinds of spells, gaining 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 a spell that requires you to make an attack roll, the
spell's range is doubled.
when you cast it, unless the option says otherwise. Whenever
Your ranged spell attacks ignore half cover and treat three-
you reach a level that grants the Ability Score Improvement
quarters cover as normal half cover.
feature, you can replace one of your Metamagic options with
another one. You learn one cantrip that requires an attack roll. Choose the
You gain 2 sorcery points to spend on Metamagic (these points cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard
spell list. Your spellcasting ability for this cantrip depends on the
are added to any sorcery points you have from another source
spell list you chose from: Charisma for bard, sorcerer, or warlock;
but can be used only on Metamagic). You regain all spent sorcery
Wisdom for cleric or druid; or Intelligence for wizard.
points when you finish a long rest.
Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged spell attack rolls.

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Strixhaven I nitiate Telekinetic
You have studied some magical theory and have learned a few spells Learning telekinetic mind abilities grants you the following benefits:
associated with Strixhaven University. Choose one of Strixhaven's
colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. Increase your Intelligence, Wisdom, or Charisma by 1, to a
You learn two cantrips and one 1st-level spell based on the college maximum of 20.
You learn the mage hand cantrip. You can cast it without verbal or
you choose, as specified in the Strixhaven Spells table.
somatic components, and you can make the spectral hand
You can cast the chosen 1st-level spell without a spell slot, and
invisible. If you already know this spell, it's range increases by 30
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. feet when you cast it. It's spellcasting ability is the ability
Your spellcasting ability for this feat's spells is Intelligence, increased by this feat.
As a bonus action, you can telekinetically shove one creature you
Wisdom, or Charisma (choose when you select this feat).
can see within 30 feet of you. When you do so, the target must
Strixhaven Spells succeed on a Strength saving throw (DC 8 + your proficiency
College Cantrips 1st-Level Spell bonus + the ability modifier of the score increased by this feat) or
be moved 5 feet toward or away from you. A creature can
Choose one 1st- willingly fail this save.
Choose two from light, sacred
Lorehold level cleric or
flame, and thaumaturgy.
wizard spell. Telepathic
Choose one 1st- You awaken the ability to mentally connect with others, achieving a
Choose two from fire bolt,
Prismari level bard or deeper understanding of them. You gain the following benefits:
prestidigitation, and ray of frost.
sorcerer spell.
Increase your Intelligence, Wisdom, or Charisma by 1, to a
Choose one 1st- maximum of 20.
Choose two from druidcraft,
Quandrix level druid or
guidance, and mage hand. You can speak telepathically to any creature you can see within
wizard spell.
60 feet of you. Your telepathic utterances are in a language you
Choose two from sacred flame, Choose one 1st- know, and the creature understands you only if it knows that
Silverquill thaumaturgy, and vicious level bard or cleric language. Your communication doesn't give the creature the
mockery. spell. ability to respond to you telepathically.
You can cast the detect thoughts spell requiring no spell slot or
Choose one 1st-
Choose two from chill touch, verbal, somatic, or material components. Your spellcasting ability
Witherbloom level druid or
druidcraft, and spare the dying. for this spell is the ability increased by this feat. You must finish a
wizard spell.
long rest before you can cast detect thoughts in this way again,
but if you have spell slots of 2nd level or higher you can cast this
Strixhaven Mascot spell with them.
Prerequisites: 4th level and Strixhaven Initiate
War Caster
You have learned how to summon a Strixhaven mascot to assist you,
Prerequisites: The ability to cast at least one spell
granting you these benefits:
You have practiced casting spells in the midst of combat, learning
You can cast the find familiar spell as a ritual. Your familiar can
techniques that grant you the following benefits:
take the form of the mascot associated with the college you
chose for the Strixhaven Initiate feat: a spirit statue mascot Increase one ability score by 1, to a maximum of 20.
(Lorehold), an art elemental mascot (Prismari), a fractal mascot You have advantage on Constitution saving throws that you
(Quandrix), an inkling mascot (Silverquill), or a pest mascot make to maintain your concentration on a spell when you take
(Witherbloom). damage.
When you take the Attack action on your turn, you can forgo one When a creature provokes an Opportunity Attack from you by
attack to allow your mascot familiar to make one attack of its own moving out of your Reach, you can use your Reaction to cast a
with its reaction. Spell at the creature, rather than making an Opportunity Attack.
If your mascot familiar is within 60 feet of you, you can teleport The Spell must have a casting time of one Action and must target
as an action, swapping places with the familiar. If your only that creature.
destination space is too small for you to occupy, the
teleportation fails and is wasted. Once you teleport in this way,
you can't do so again until you finish a long rest, unless you
expend a spell slot of 2nd level or higher to do it again.

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Dwarven Fortitude
Prerequisites: Dwarf or half-dwarf
B ountiful L uck
You have the blood of dwarf heroes flowing through your veins. You
Prerequisites: Halfling gain the following benefits:
Your people have extraordinary fortune, which you have learned to Increase your Strength or Constitution by 1, to a maximum of 20.
mystically lend to your companions when you see them falter. You regain one expended hit die whenever you're critically
You're not sure how, you just wish it. Surely a sign of fortune's favor! struck.
When an ally you can see within 30 feet of you rolls a 1 on a d20 for Whenever you take the Dodge action in combat, you can spend
an attack roll, an ability check, or a saving throw, you can use your one Hit Die to heal yourself. Roll the die, add your Constitution
reaction to let the ally reroll it. The ally must use the new roll. modifier, and regain a number of hit points equal to the total
Additionally, when a creature you can see hits you with an attack (minimum of 1).
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 Elven Accur acy
the start of combat or until you finish a short or long rest.
Prerequisites: Elf or half-elf
Dr aconic Adept The accuracy of elves is legendary, especially that of elf archers and
Prerequisites: Dragonborn spellcasters. You have uncanny aim with attacks that rely on
precision rather than brute force. You gain the following benefits:
Your scales are harder than normal dragonborn, and when angered,
you radiate menace. You gain the following benefits: Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1,
to a maximum of 20.
Increase one ability score by 1, to a maximum of 20. Whenever you have advantage on an attack roll not using
While you aren't wearing armor, you can calculate your AC as 13 + Strength or Constitution, you can reroll one of the dice once.
your Dexterity modifier. You can use a shield and still gain this As a bonus action, your next attack roll made this turn not using
benefit. Strength or Constitution has advantage. Once you use this
Instead of exhaling destructive energy, you can use your Breath ability, you can't use it again until you finish a short or long rest.
Weapon trait to roar, forcing each creature of your choice within
30 feet of you to make a Wisdom saving throw (DC 8 + your Eyes of Trophonius
proficiency bonus + your Charisma modifier). A target
automatically succeeds on the save if it can't hear or see you. On Prerequisites: Aasimar
a failed save, a target becomes frightened of you for 1 minute. If Blessed vision of Trophonius allows you to pierce through illusion
the frightened target takes any damage, it can repeat the saving and protect yourself from radiant energies:
throw, ending the effect on itself on a success.
Increase one ability score by 1, to a maximum of 20.
Dr aconic Calling As a bonus action, you can cause radiant energy to glow brightly
from your eyes, illuminating your face. Until the end of your next
Prerequisites: Dragonborn
turn, you have 60 feet of truesight and resistance to radiant
Iconic traits found in full dragons now manifests within you, damage. Once you use this feature, you can't use it again until
granting the following benefits: you finish a short rest.
Starting at the 7th level, while conscious, you can maintain this
Increase one ability score by 1, to a maximum of 20. divine power and all of its effects for 1 minute.
Choose a second Draconic Heritage from your race.
You're a dragon creature, in addition to being a humanoid. Fade Away
Drow High Magic Prerequisites: Gnome

Prerequisites: Elf (drow) Your people are clever, with a knack for illusion magic. You have
learned a magical trick for fading away when you suffer harm. You
You learn more of the magic typical of dark elves. You learn the gain the following benefits:
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 Increase your Dexterity, Intelligence, or Wisdom by 1, to a
cast once without expending a spell slot. You regain the ability to maximum of 20.
cast those two spells in this way when you finish a long rest. Immediately after you take damage, you can use a reaction to
Charisma is your spellcasting ability for all three spells. magically become invisible for 30 seconds or until you attack,
deal damage, or force someone to make a saving throw. Only
truesight can see through this invisibility. 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.

14
Ferocity Stout & Sturdy
Prerequisites: Orc or half-orc Prerequisites: Small race

Your orcish blood burns without end, fueling your violence in a way Through raw strength you've offset the drawbacks of a smaller
only an orc could experience. Your critical chance increases by 1. stature and now leverage it. You gain the following benefits:

Fey Tr aveler Increase your Strength or Constitution by 1, to a maximum of 20.


If your walking speed is 25 feet or less, it increases by 5 feet.
Prerequisites: Elf (high) You have advantage on any Strength (Athletics) or Dexterity
(Acrobatics) check you make to escape from being grappled.
Your study of high elven lore has unlocked power that few elves
You count as one sizes larger when determining your carrying
possess, except your eladrin cousins. You gain the following
capacity and the weight you can push, drag, or lift.
benefits:
Additionally, if you're using the Variant Heavy Property rule, Large
Increase your Intelligence or Charisma by 1, to a maximum of 20.
sized weapons you wield require 14 Strength instead of 20.
You learn the Sylvan language.
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
Sun Touched
when you finish a short or long rest. Intelligence is your Prerequisites: Sunlight Sensitivity
spellcasting ability for this spell.
By either your birthright, a medical intervention, or some strange
Flames of Phlegethos magical influence, you've managed your sensitivity to natural
sunlight. You gain the following benefits:
Prerequisites: Tiefling or maeluth
Increase your Constitution by 1, to a maximum of 20.
You learn to call on hellfire to serve your commands. You gain the You ignore the effects of Sunlight Sensitivity.
following benefits: You have resistance to radiant damage.
Increase your Intelligence or Charisma by 1, to a maximum of 20.
When you roll fire damage for a spell you cast, you can reroll any
Svirfneblin Magic
roll of 1 on the fire damage dice, but you must use the new roll. Prerequisites: Gnome (deep)
Whenever you cast a spell that deals fire damage, you can cause
You have inherited the innate spellcasting ability of your ancestors.
flames to wreathe you until the end of your next turn. The flames
This ability allows you to cast nondetection on yourself at will,
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 without needing a material component. You can also cast each of
flames are present, any creature within 5 feet of you that hits you the following spells once with this ability: blindness/deafness, blur,
and disguise self. You regain the ability to cast these spells when you
with a melee attack takes 2d4 fire damage.
finish a long rest.
I nfernal Constitution Intelligence is your spellcasting ability for these spells, and you
cast them at their lowest possible levels.
Prerequisites: Tiefling or maeluth

Fiendish blood runs strong in you, unlocking a resilience akin to that


Wings of I carus
possessed by some fiends. You gain the following benefits: Prerequisites: Aasimar

Increase your Constitution by 1, to a maximum of 20. The fabled blood running through your veins brings out imperfect
You're a fiend creature, in addition to humanoid . divine qualities, granting you the following benefits:
You gain resistance to cold and poison damage.
You're a celestial creature, in addition to humanoid.
You have advantage on saving throws against being poisoned.
You have resistance to fire damage.
L ittle Titan As a bonus action or reaction, you can instantaneously grow
wings of magnificent flame. These flames are harmless to the
Prerequisites: Tiny race touch and take your desired color. While your wings are active,
you have a flying speed equal to your walking speed, but you
Roughly two feet tall and ready to flex on something! Your
lose the fire resistance from this feature. You can dismiss your
deceptively strong frame grants you the following benefits:
wings on you turn (no action required), regaining the resistance
Increase your Strength or Constitution by 1, to a maximum of 20. to fire.
If your walking speed is 25 feet or less, it increases by 5 feet.
You have advantage on any Strength (Athletics) or Dexterity Wood Elf Magic
(Acrobatics) check you make to escape from being grappled.
Prerequisites: Elf (wood)
You count as one sizes larger when determining your carrying
capacity and the weight you can push, drag, or lift. You learn the magic of the primeval woods, which are revered and
protected by your people. You learn one druid cantrip of your
Additionally, if you're using the Variant Heavy Property rule,
choice. You also learn the longstrider and pass without trace spells,
Medium sized weapons you wield require 14 Strength instead of 20.
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.

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Adept Repairman
You've spent years honing your talent with special tools and have
Actor picked up a few tricks along the way. You learn the mending cantrip
and gain Expertise in two tools of your choice.
Prerequisites: CHA 10 or higher
Additionally, the breaks and tears fixed by your mending cantrip
Skilled at mimicry and acting, wrapped up with a flair for the can be as large as 3 feet in any dimension.
dramatic, you gain the following benefits:

You gain Expertise with your choice of either the Deception,


Archaeomancer
Performance, or Persuasion skill. Prerequisites: Proficiency in History
You have advantage on Charisma (Deception) and Charisma
If it belongs in a museum, you might be able to find that out! You
(Performance) checks when trying to pass yourself off as a
gain a +1 bonus to your Investigation skill checks. You also learn the
different person.
spell Identify, which you can cast using 'a gem worth at least 50 gp
You can effortlessly mimic both the speech of another person
and an owl feather' as the material components.
and the sounds made by creatures. You must have heard the
After casting Identify in this way, you can't do so again until you
person speaking, or heard the creature make the sound, for at
expend a spell slot or finish a long rest.
least 1 minute. Creature's able to hear your voice can attempt to
discern that it's you by making a Wisdom (Insight) skill check
contested against a Charisma (Deception) or Charisma
Athlete
(Performance) check of your own. You have advantage on this Prerequisites: STR 10 or higher
skill check contest.
Your daily routine has you undergo intensely rigorous physical
Adept Chef training, granting you the following benefits:

You've learned to prepared impeccable cooking of both functional You have advantage with Constitution saving throws made to
and fantastical meals. You gain the following benefits: avoid gaining levels of Exhaustion from long distance climbing,
running, and swimming.
You gain Expertise with cook's utensils. Climbing and swimming doesn't cost you extra movement.
You have advantage on all rolls dealing with cooking and food While Prone, standing up uses only 5 feet of your movement.
prep with cook's utensils.
You may brew potions with cook's utensils, as if you'd used Earthen L aborer
alchemist's supplies or a herbalism kit
You learn the mold earth cantrip, if you didn't already, and it gains
You're able to cook special meals, which include the following: the following benefits when you cast it:

With 1 hour and 1 gp worth of material, you can create 8 rations The targeted portion of dirt or stone may fit within a 10-foot
that do not spoil. cube.
With 8 hours and 50 gp worth of material, you create 1 magical You have enough force to excavate loose stone as well as dirt,
food item that does not spoil. When consumed, after 6 seconds, which can both be moved up to 10 feet away.
this food bestows the Fire Bolt or Ray of Frost cantrip as a breath
Additionally, your casting of mold earth gains the following option:
attack until the next short rest.
With 16 hours and 100 gp worth of material, you create 1 magical You can spend time focusing on loose dirt (as well as mud or
food item that does not spoil. When consumed, after 1 minute, loose stone) within a 5-foot cube. After concentrating for 1
this food imposes disadvantage on all saving throws until the minute, all of the loose dirt, stone, and mud becomes fragile
next long rest. The stomach knots and twists as it is digested. stone with 4 hit points and an AC of 15. If you instead
concentrated on fragile stone for 1 hour, it becomes solid stone
Adept Criminal with 18 hit points and an AC of 17. Structures made by you in this
Prerequisite: DEX 10 or higher way aren't limited by how many effects can be active at once.

You manage a notorious skillset. When attempting the Downtime Eldritch Psychologist
Activity: Crime, you gain the following benefits:
Prerequisite: INT 8 or higher
Starting a crime takes you only 3 workdays and at least 15 gp
You understand how to navigate the inner workings of a creature's
gathering information on targets.
psyche. Your Sanity score increases by your proficiency bonus, to a
If a complication ensues, you can increase your Exhaustion by 2
maximum of 20 ( Dungeon Master's Guide pg. 265).
levels to halt the complication from happening.
If a creature within 20 feet of you fails a Sanity saving throw, you
If you fail all three checks when attempting a crime, you can
can move to a space adjacent to them and attempt to calm their
increase your Exhaustion by 2 levels to immediately flee capture.
psyche. The target rerolls the failed Sanity save throw and adds your
When halting complications or fleeing capture, other able bodied
Sanity modifier, after which the target can choose to use either
characters with this feat can assist you. Each assisting character
Sanity saving throw result.
lowers the amount of Exhaustion you receive by 1 (minimum 0).

17
Fisherman L inguist
If it swims, you can catch it! You gain the following benefits: You've studied languages and codes, gaining the following benefits:

Add your proficiency bonus to any rolls made while fishing with a You learn two languages of your choice.
line, net, harpoon, or flying bait. You can ably create written ciphers. Others can't decipher a code
You know if living creatures are currently in a body of liquid by you create unless you teach them, they succeed on an
observing it's surface from up to 60 feet away for 1 minute. Intelligence check (DC equal to your Intelligence score + your
You have advantage on knowledge checks made for catching proficiency bonus), or they use magic to decipher it.
swimming creatures in any liquid. Some examples include: The time investment and cost to learn a new language (from
Learning what type of bait to use, what diet the creature may Xanathar's Guide to Everything) is reduced by half.
have, how large a cage you may need to contain it, or even the When listening to a spoken language you don't understand for
Strength required to haul it onto a boat after netting it. an hour or more, you can pick up the basic gist of what is being
said.
G unsmithing
Prerequisite: INT 10 or higher
Master Chef
Prerequisite: DEX and WIS 8 or higher and Adept Chef
"Good, bad, I'm the guy with the gun." You can now craft Primitive
Firearms ( Arcane Artillery, the Gun Nut's Guide pg. 5). In order to Your legendary prowess in the kitchen has enlightened you to even
craft them, you must have a set of smith's tools or tinker's tools on more special recipes, granting you the following options:
you. You are presumed to have the raw materials and schematics for
With 16 hours and 1,000 gp worth of material, you can create 1
these firearms on you when you choose this skill feat. The cost to
magical container of food that weighs 20lbs and doesn't spoil.
create a primitive firearm is equal to it's cost in gp.
When unpacked, the heroes' feast spell is cast and your crafted
When you're crafting a primitive firearm, you make progress in 25
gp increments, spending that amount for each day of work until the meal is consumed.
total cost is paid. The character is assumed to work for 8 hours each With 5 workdays and 1,000 gp worth of material, you can create 1
magical container of food that weighs 12lbs and doesn't spoil.
of those days.
When unpacked, a great feast of food and drink appears. The
G unsmithing Master feast takes 1 hour to consume and disappears at the end of that
time, and the beneficial effects don't set in until this hour is over.
Prerequisite: 14th level and Gunsmithing Up to twelve creatures can partake of the feast, and any that do
gain the benefit of requiring two additional failed death saves
You can now craft Advanced Firearms ( Arcane Artillery, the Gun Nut's
before they die. The effects of this feast last for 30 days.
Guide pg. 5), ask your Dungeon Master about crafting special
With 300 workdays and 20,000 gp worth of material, you can
firearms, attachments, and custom parts. During a short rest, but
create 1 magical food item that doesn't spoil. When consumed,
only once per long rest, you can make an Intelligence check with
this food reduces the eater's age by 10 years, to a minimum of
your proficiency bonus. If you succeed, you manage to craft
25% of their races life expectancy.
blueprints for a firearm or it's accessories (the DCs are listed on
pages 5 through 8 of the Arcane Artillery the Gun Nut's Guide). If you The dungeon master might add specific ingredients to these
fail, the DC goes down by 1 for subsequent checks (minimum of 10). recipes, potentially taking you and your party on an adventure.
In order to craft an advanced firearm (or special firearms,
attachments, and custom parts), you must have a set of smith's tools Master of Disguise
or tinker's tools on you and a finished blueprint of the object. The
cost to create these objects is equal to it's cost in gp. When you're Prerequisite: INT or CHA 8 or higher
crafting an advanced firearm, you make progress in 25 gp You have perfected the craft of nonmagical costumes and deceptive
increments, spending that amount for each day of work until the makeup. You have Expertise with the disguise kit.
total cost is paid. The character is assumed to work for 8 hours each After at least 1 hour of preparation with a disguise kit, you make
of those days. yourself—including your clothing, armor, weapons, and other
When crafting a primitive firearm, the progress you make increases belongings on your person—look strikingly different with makeup
by 25 gp per increment (to at least 50 gp per increment), and the and props. This effect lasts until you change your disguise in this
total cost to craft primitive firearms is now cut in half for you way or end it with an action.
(rounded up). Additionally, you can now reduce a primitive You can seem shorter or taller and can appear thin, fat, or in
firearm's misfire number to a minimum of 1, regardless of its original between. You can change your body type, but any extra body parts
misfire number. to your form have no real function or control.
Additionally, you can cast the nondetection spell with a duration
of 1 hour. Once you cast nondetection in this way, you can't do so
again until you finish a long rest.

18
Merchant
Prerequisite: WIS or CHA 8 or higher

Your notoriety for shrewd dealings has, possibly, reached far and
wide! Others may notice this while bartering with you.

Your businesses always have a +10 bonus when rolling on the


Downtime Activity: Running A Business table ( Dungeon Master's
Guide pg. 129). The effects of this feat don't stack with another
creature also having this feat.
You have a +5 bonus on any Deception, Intimidation, and
Persuasion checks made when attempting to sell wares.
When you barter with a creature that doesn't trust you, you can
roll a Charisma check against a DC set by the Dungeon Master. This
roll isn't effected by advantage or disadvantage. If you succeed,
the target recalls a positive view of your reputation and is more
willing to trust you. When dealing with more than one creature,
outright hostility, or a crowd, the Dungeon Master may ask for
multiple charisma checks or one particularly difficult one.

Tr ained B lacksmith
Prerequisite: Proficiency with smith's tools

Producing weapons and armor is your forte (Crafting A Magic Item,


Dungeon Master's Guide pg. 128). You gain the following benefits:
Common rarity magical items may be crafted at 1st level.
The total cost you pay to craft a single mundane weapon, shield,
or armor is reduced by half.
When crafting magical weapons, shields, or armor, the progress
you make increases by 25 gp per increment.

Tr ained Enchanter
Prerequisite: Proficiency with tinker's tools and in Arcane

You're able to better produce magical objects (Crafting A Magic Item,


Dungeon Master's Guide pg. 128). You gain the following benefits:

Common rarity magical items may be crafted at 1st level.


When crafting spell scrolls, the progress you make increases by 25
gp per increment.
When crafting magical foci or robes, the progress you make
increases by 25 gp per increment.

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L ucid Dreamer
You're able to control a dream phenomenon while slumbering. You
Dark Passage can choose to incite or suppress your dreams while unconscious,
and you're incapable of having nightmares unless you allow them to
Prerequisites: 10th level
happen. At will, you can control both the fantastical and mundane
While within the Inner Planes or the Shadowfell, you can spend 10 details of your dream; details such as the environment, nearby
minutes attuning your natural state to the Shadowfell. At the end of objects, and even yourself or other creatures (but not other players).
these 10 minutes, you instantaneously transport yourself to a While you're dreaming, you can choose any number of
corresponding location in the Shadowfell, or from the Shadowfell to unconscious creatures within 30 feet of you to share your dream. If
a corresponding location in the Material Plane. the target is unwilling, they must make a Charisma saving throw.
During this attunement you can choose to take up to eight allies This saving throw has a DC equal to 8 + double your proficiency
with you. For each additional ally, you must spend an extra 10 bonus. If they fail, they slip into your dream and may repeat the
minutes attuning and a tribute of 50 gold pieces must be payed. The saving throw once every minute in the waking world.
gold is consumed in the process. While you're dreaming, you and your chosen targets see the
dreamland you imagine and are able to interact with one another
Fey Passage within it. No damage, conditions, or other effects carry over to
targets in the waking world. Everything in the dream is
Prerequisites: 10th level
psychological. Your target's retain control over their actions and can
While within the Inner Planes or the Feywild, you can spend 10 adjust how they present themselves; they must retain their basic size
minutes attuning your natural state to the Feywild. At the end of and shape, but they can change any cosmetic detail within that
these 10 minutes, you instantaneously transport yourself to a boundary.
corresponding location in the Feywild, or from the Feywild to a
corresponding location in the Material Plane. Messenger
During this attunement you can choose to take up to eight allies While not implicit telepathy, your inner voice now provides you
with you. For each additional ally, you must spend an extra 10
many benefits. You learn the message cantrip and can cast it as a
minutes attuning and a tribute of 50 gold pieces must be payed. The
bonus action. Additionally, you learn one language of your choice.
gold is consumed in the process.
At the 6th level, you learn the sending spell and can cast it a
number of times equal to your proficiency bonus without expending
L eomund 's Renovation a spell slot. You regain the ability to cast sending in this way when
Prerequisites: 6th level and the ability to cast Leomund's Tiny Hut you finish a long rest.

When you cast the spell Leomund's Tiny Hut, the radius of the Minstrel
immobile dome remains 10 feet on the outside, but the area inside
the hut becomes a 20 foot cube origination from you. The maximum Prerequisite: Proficiency with at least one musical instrument
size a creature inside the hut can be is Huge or smaller. The spell ends
You've found a unique rhythm to your movements while playing
early if more than 18 creatures, or more than 3 Huge and/or 10 Large music, granting you the following benefits:
creatures, occupy the area inside the hut.
When your cast of Leomund's Tiny Hut ends, creatures and objects Choose one musical instrument you have proficiency with, you
that were inside the expanded inner area are pushed out into the gain Expertise with the chosen instrument.
nearest adjacent spaces. You can use an instrument you have proficiency with as a
spellcasting focus for any spell you cast.
L ightbringer As an action, you can concentrate to produce an ethereal version
of an instrument you have proficiency with. This ethereal
Bathed in the sun, a great gift has illuminated your mind with the
instrument gives off 10 feet of dimlight in a color of your choice
ability to conjure forth light. You gain the following benefits:
and disappears when you lose concentration.
You learn the light cantrip.
Beginning at 3rd level, you learn the daylight spell, which you can Pilgrim Ritualist
cast twice before needing to long rest. Prerequisites: Proficiency in Religion
When you cast the daylight spell at higher levels, dispel darkness
created by a spell of lower level than your daylight's spell level. Travel has enlightened your mind to worldly services. You learn the
ceremony and gentle repose spells. You can cast both of these spells
once, without a spell slot or material components, and you must
finish a short or long rest before you can cast it in this way again. You
can also cast these spells using any spell slots you have.

20
Ritual Caster
Prerequisites: INT or WIS 8 or higher

You have learned a number of spells that you can 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. The spells you choose must have the
ritual tag. Then determine your spellcasting ability for these spells:
Charisma, Wisdom, or Intelligence. You can change your spellcasting
ability once after a long rest.
If you come across a spell in written form, such as a magical spell
scroll or a wizard's spellbook, you might be able to add it to your
ritual book. 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 50 gp 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.

Runic Eyes
Ancient lore has somehow come into your possession, sharing with
you a lost art. You gain the following benefits:

You learn one language of your choice.


You're able to magically read any written language without
eyesight, provided the text is within 10 feet of you and not
physically obscured or carved into the flesh of a creature or plant.
Ghostly glowing symbols appear over the top of the original text.
These symbols are in a language you understand, resonating in a
color of your choice.
Your writing is clearly legible when you want it to be, all without
you being able to see, provided it's not carved into the flesh of a
creature or plant.

Paper & parchment isn't considered flesh for this feat's purposes.

Storm Chaser
Prerequisites: 16th level and WIS 16 or higher
Every step you've taken through nature has brought you deeper
understanding. You learn the druidcraft cantrip. You also learn the
control weather spell, which you can cast once without expending a
spell slot or requiring material components. You regain the ability to
cast control weather in this way when you finish a short or long rest.

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Pole Vaulter
Prerequisites: STR and DEX 8 or higher and bipedal only
Aerobatics
While you're wielding a polearm (glaive, halberd, pike, quarterstaff,
Prerequisites: DEX 12 or higher and proficiency in Athletics spear, or trident) you can use it to vault great distances.
As a bonus action, you can double the length of your next high or
You're able to propel your body off of walls, ceilings, or even larger
long jump (after all other bonuses). If your jump clears a distance of
creatures! As part of your movement, or as a reaction, you can push
at least 15 feet and you end your movement in reach of hostile
yourself off any surface adjacent to you by performing the Jump
action. This Jump ignores disadvantage from not moving at least 10 creatures, those creatures have disadvantage on the first attack roll
feet before the Jump is made. against you before the end of your next turn.
A creature must be at least your size or larger to be used as a
surface. If you leap off a creature that is only one size larger than Sea Dog
you, it must succeed on a Strength saving throw with a DC equal to Prerequisite: STR 8 or higher and proficiency with sea vehicles
your Strength score or be knocked Prone.
You can use this feat once per turn. By 3rd level, you can use this The oceans call. You have a +5 bonus to rolls made for maintaining
feat a number of times per turn equal to your proficiency bonus, your balance on a vehicle sailing on the seas. While you're sailing a
using the same movement or reaction for all of the Jumps. sea vehicle or piloting a submersible vehicle, the following applies:

Rolls you make to sail and pilot the vehicle have advantage.
Diving Adept You ignore disadvantage from controls you're unfamiliar with.
Prerequisite: CON 8 or higher
Skillful Driver
You've learned to dive and swim into a variety of lakes, rivers, and
ocean shores. You gain the following benefits: Prerequisite: STR 8 or higher and proficiency with land vehicles

You gain a swimming speed equal to your walking speed. Your talents extend from chariots to trains. You have a +5 bonus to
You can hold your breath for twice as long as normal. rolls made for maintaining your balance on a land vehicle. While
you're driving a land vehicle, the following applies:
Natur al Climber Rolls you make to drive the vehicle have advantage.
Prerequisites: STR 10 or higher and a climbing speed You ignore disadvantage from controls you're unfamiliar with.

You're able to climb ceilings without requiring extra skill checks. Vehicle Tr aining
You can comfortably rest, as well as fall sleep, while clinging to a
surface or hanging upside down. A vehicle's controls make you feel at ease. You gain proficiency in
your choice of either land, sea, or air vehicles. You have advantage
Piloting Ace on initiative rolls while operating your chosen vehicle.
You can choose this feat multiple times. Each time you do so, you
Prerequisite: STR 8 or higher and proficiency with air vehicles must choose a different type of vehicle proficiency.
You naturally seek the thrill of flight. You have a +5 bonus to rolls
made for maintaining your balance on a flying vehicle. While you're Waterborne
piloting an air vehicle, the following applies: Prerequisites: STR 16 or higher and a swimming speed
Rolls you make to pilot the vehicle have advantage. With the vigor of a monstrous fish you find a natural calm crashing
You ignore disadvantage from controls you're unfamiliar with. through waves, granting you the following benefits:

Your swimming speed is increased by 20 feet.


You have advantage on Strength (Athletics) checks or
Constitution saving throws while swimming.
While swimming, you can use the Dash action as a bonus action.
When you use the Dash action while swimming, you're able to
swim against the gravity of waterfalls.

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Artisan of Ruin
There's something about valuable objects that catches your eye, the
Hat Trick
same eye that occasionally seeks destruction. You have advantage Prerequisites: Proficiency in Sleight of Hand
when making Wisdom (Perception) or Intelligence (Investigation)
skill checks to locate objects that might appear valuable, as well as You're normally prepared for the situation. Provided you can afford
the gold cost, you can use a bonus action to reach into a container
Intelligence (History) checks to determine value.
with an empty hand and pull out any mundane object from the
When you attack an object, your attack deals bonus damage equal
Adventuring Gear list ( Player's Handbook pg. 150). The container
to half your character level (rounded up).
must be sufficiently sized to contain the item, and an amount of
Efficient Enchanting gold equal to the cost of the item is consumed (as if you had
procured the item at some previous point in time.)
Prerequisite: Trained Blacksmith feat or Trained Enchanter feat Other objects, such as weapons or even equipment not found in
the Player's Handbook, can be considered by your Dungeon Master.
All the little details to quickly and cheaply assemble equipment rests
After using this feature a number of times equal to half your
within your brain, allowing you to easily outfit adventurers (Crafting
proficiency bonus (rounded down), you can't do so again until you
A Magic Item, Dungeon Master's Guide pg. 128) (Arcane Artillery, the
finish a long rest.
Gun Nut's Guide pg. 5). You gain the following benefits:

Double the progress you make in gold per increment when K een Mind
crafting a magic item or firearm.
Prerequisites: INT 10 or higher and proficiency with History
The Creation Cost (in gold) on the Crafting Magic Items table, as
well as the gold costs on the Primitive and Advanced Firearms You have a quick mind that can track detail with uncanny precision.
tables, are reduced by 10%. You gain the following benefits:

Euphonious Voice You gain Expertise with History skill checks.


You can accurately recall information up to a month old.
Prerequisite: CHA 10 or higher and the ability to speak You always know which way is north and the number of hours
left before sunrise or sunset, if applicable.
You have exceptional control of your vocal chords, a talent that
You have advantage on check made to determine and study
grants the following benefits:
unique environmental cycles of a plane of existence, if any.
You have advantage with all checks related to singing.
From whispers to shouts, you've mastered the intended volume Observant
of your voice. You have a maximum volume range of up to 2 Prerequisites: WIS 8 or higher
miles.
You can mimic the speech and singing of another person, but you Quick to notice details, you gain the following benefits:
must have heard the person speaking or singing for at least 1
minute. A successful Wisdom (Insight) check contested by either If you can see a creature's mouth while it is speaking a language
you understand, you can interpret what they're saying.
your Charisma (Deception) or Charisma (Performance) check
You have a +5 bonus to your passive Wisdom (Perception) and
allows a listener to determine that the effect is faked.
passive Intelligence (Investigation) scores.
Any cantrip you cast while singing in at least a whisper doesn't
require a somatic component. You have advantage on Wisdom (Perception) and Intelligence
(Investigation) checks made to detect secret doors.
Fishy Mutation
Prodigy
Your eyes and lungs have somehow adapted to long exposure
diving, granting you the following benefits: You have a talented passion for certain topics and a sharp aptitude
about them, granting you the following benefits:
You can breathe underwater for up to 4 hours before needing air.
You can clearly see up to 20 feet through the darkest, murkiest, You learn one language of your choice.
nonmagically obscured waters. You gain one tool proficiency of your choice.
Choose one skill you have proficiency with, you gain Expertise
G r aceful with the chosen skill.

Prerequisites: DEX 8 or higher Rationalize


Every uncanny step you take is a rather quiet one, even while Prerequisites: INT or WIS 10 or higher
maneuvering in metal armor. You gain the following benefits:
It was always in your head. You gain the following benefits:
You gain proficiency with Stealth checks.
You have advantage on saving throws made to remain standing You gain proficiency in Sanity saving throws ( Dungeon Master's
when landing on difficult terrain. Guide pg. 265).
You have advantage on saving throws made against effects that
cause the Madness condition.

23
Skulker Wartime Engineer
Prerequisites: DEX 12 or higher and proficiency in Stealth Prerequisites: INT 8 or higher and proficiency with smith's tools

You've mastered techniques used to slide between shadows "Hey look, buddy. I'm an engineer, that means I solve problems. Not
unnoticed, granting you the following benefits: problems like "What is beauty?", 'cause that would fall within the
purview of your conundrums of philosophy. I solve practical
While lacking particularly noisy footsteps, such as from hooves or problems! For instance, how am I gonna tear a structurally
metals, your footsteps are entirely silent (producing no sound). superfluous new doorway into a castle? The answer? Use siege. And
You can try to hide when you're lightly obscured from the
if that don't work, use more siege." You gain the following benefits:
creature from which you're hiding.
Dim light doesn't impose disadvantage on your Wisdom You gain proficiency with woodcarver's tools.
(Perception) checks relying on sight. You and armed forces under your command can build siege
equipment in half the required time.
Streetwise You have advantage when crafting vehicle blueprints for land
and sea vehicles, as well as repairing them. With an Intelligence of
Prerequisites: CHA 8 or higher and proficiency in Deception
10 or higher, you have advantage on the same checks for air
Somewhere along the line you picked up a heavy lesson in being vehicles.
smart around city strangers, granting you the following benefits:
Wartime Roadways
When talking to sapient creatures, your Charisma (Investigation)
skill checks have advantage. Prerequisites: WIS 10 or higher
You gain a +1 bonus to Charisma (Deception) checks you make to
All armed forces under your command, of at least 50 or more
find hints on if someone is lying or misrepresenting information. soldiers, have additional military engineers embedded within their
Using only direct eye contact, you can make Intimidation checks
ranks. These engineers require no upkeep and grant the following
against other creatures.
benefits:

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Your soldiers build 1 mile of dirt road per increment.
Your soldiers build 1 mile of stone and brick road per increment,
War feats are for campaigns where players can control armed forces and at half the gold cost per increment.
that engage in battles over a campaign map. These feats assume no
additional rules for armies other than what is stated, however, the Refer to the Building Roads Table below. It assumes only
following feats help facilitate some of that war game functionality. nomagical labor is used and that this feat is absent. Sections of road
are payed for and constructed in increments of half miles, or 0.6
I nspiring L eader kilometers.

Prerequisites: CHA 8 or higher Building Roads Table


Your outgoing presence and aptitude for speech is quite inspiring.
Road Gold Cost per Build Rate per Travel Pace Bonus
Type Increment Increment per Minute
You have proficiency in Honor saving throws ( Dungeon Master's
Guide pg. 265). As a bonus action on your turn, choose up to six Dirt 10 gp 1 Day —
friendly creatures (which can include yourself ) within 300 feet of
you who can see or hear you. Each creature that understood you
Stone 50 gp 14 Days +50 feet
gains temporary hit points equal to 3 + twice your proficiency bonus. Brick 100 gp 30 Days +100 feet
After using this feature, you must finish a long rest to do so again.
Roads allow land vehicles to ignore difficult terrain while also
Saving Face increasing travel pace. Better roads require less maintenance.
Prerequisites: CHA 8 or higher Difficult terrain doubles the Gold Cost and Build Rate. If that
difficult terrain is dense vegetation such as jungle, the increment
Those who challenge your right to leadership will struggle to little values are instead tripled. Mountains also quadruple the increment
avail. Your Honor score increases by your proficiency bonus, to a value. If the environment is both mountainous and has dense
maximum of 20 ( Dungeon Master's Guide pg. 265). When you fail an vegetation, then the increment values are first multiplied by the
Honor saving throw, you can choose to succeed instead. After using dense vegetation penalty, and then also by the mountain penalty.
this feature, you must finish a long rest to do so again.
Example: When attempting to build a half mile of dirt road over a
mountainous jungle, the 10 gp Gold Cost first triples in price to 30
gp, then quadruples in price to 120 gp. The Build Rate follows this
same order of operations, going from 1 day, to 3 days, to 12 days.

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SSS kill F
Skill
kill
kill
kill FFFFeats
eats
eats
eats
eats
Weapons (Pages 5-6) Tr ades (Pages 17-19)
Ambush Artist Close Quarters Shooter Crusher Defensive Duelist Actor Adept Chef Adept Criminal Adept Repairman Archaeomancer
Dual Wielder Great Weapon Master Lancer Martial Adept Piercer Athlete Earthen Laborer Eldritch Psychologist Fisherman Gunsmithing
Polearm Master Reactive Shot Revenant Blade Savage Attacker Gunsmithing Master Linguist Master Chef Master of Disguise Merchant
Sharpshooter Slasher Trained Blacksmith Trained Enchanter

Firearms (Page 7) Magic (Pages 20-21)


Akimbo Master Firearms Duelist Firearms Skirmisher Shock Troop Tricky Dark Passage Fey Passage Leomund's Renovation Lightbringer
Lucid Dreamer Messenger Minstrel Pilgrim Ritualist Ritual Caster
Armor (Page 8) Runic Eyes Storm Chaser
Heavy Armor Master Medium Armor Training Riot Control Shield Master
Shield Training Movement (Page 22)
Aerobatics Diving Adept Natural Climber Piloting Ace Pole Vaulter
U tility (Pages 8-9) Sea Dog Skillful Driver Vehicle Training Waterborne
Alert Biohazard Fighting Initiate Fortitude Hardened Immovable
Mage Slayer Magic Item Specialist Mobile Mounted Combatant U tility (Pages 23-24)
Mounted Defense Resilient Sentinel Tavern Brawler Twist of Fate Artisan of Ruin Efficient Crafting Euphonious Voice Fishy Mutation
Graceful Hat Trick Keen Mind Observant Prodigy Rationalize Skulker
Magic (Pages 11-13) Streetwise
Artificer Initiate Chaos Weaving Eldritch Adept Elemental Adept
Fey Touched Gift of the Chromatic Dragon Gift of the Gem Dragon War (Page 25)
Gift of the Metallic Dragon Hemomancy Magic Initiate Metamagic Adept Inspiring Leader Saving Face Wartime Engineer Wartime Roadways
Shadowbringer Shadow touched Spell Sniper Strixhaven Initiate
Strixhaven Mascot Telekinetic Telepathic War Caster

Racial (Pages 14-15)


Bountiful Luck Draconic Adept Draconic Calling Drow High Magic
Dwarven Fortitude Elven Accuracy Eyes of Trophonius Fade Away Ferocity
Fey Traveler Flames of Phlegethos Infernal Constitution Little Titan
Stout & Sturdy Sun Touched Svirfneblin Magic Wings of Icarus
Wood Elf Magic

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ersion
ersion H
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History
istory
istory
istory
istory
Version 9.1 — February 2023
purposefully
purposefully
purposefully trained
purposefully trained
trained
trained
wrong,,, as joke...
purposefully trained Cleaned up PDF page numbers

him
him
him wrong
him wrong
wrong
him wrong as
as a
as aa
a joke
joke
joke as a joke Version 9 — October 2022
"Dark Mode" PDF formatting and new art!
Extensive feat rewording, reworked stat prerequisites
Special Thanks Skill feats are earned at a faster rate
Doki: Literally couldn't do it without you, me. You can now choose to take a skill feat instead of a
Wizards of the Coast: Thanks for 5th Edition. combat feat when assigning an Ability Score Increase
Internet / Reddit / Discord: Many great ideas! New Chapter: Keywords & Optionals
Better Shields: Thanks Euan! Awesome content. Added: Firearms section for better organization
Lavernius: Extensive constructive feedback, thanks. Combat Feat Changes
/u/ZowJr (Reddit): "Arcane Artillery the Gun Nut's Guide"
Epilogue Text: Kung Pow! Enter the Fist Added (9): Ambush Artist, Gift of the Metallic Dragon,
Gift of the Gem Dragon, Gift of the Chromatic Dragon,
↓ Artwork ↓ Lancer, Magic Item Specialist, Shadowbringer,
Cover Art: "Gallows of Madness", LieSetiawan Strixhaven Initiate, Strixhaven Mascot
Pg. 1 Art: "The Portal", Shahabalizadeh Adjusted: Alert, Defensive Duelist, Dual Wielding,
Pg. 3 Art: "Chest Mimic", Unknown Dwarven Fortitude, Fortitude ("Weathered"),
Pg. 4 Art: "Untitled", Flavio Bolla Hemomancy, Little Titan, Mage Slayer, Mobile ("Master
Pg. 6 Art: "The Enemy Village is Ours", Pervandr Dervish"), Mounted Defense, Biohazard ("Poisoner"),
Pg. 7 Art: "The Battle of Waterloo" William Sadler II Savage Attacker, Stout & Sturdy, & War Caster
Pg. 8 Art: "Nimble Buckler", DungeonStrugglers Martial Lord: Removed
Pg. 10 Art: "Dark Souls 1", Max Kostin
Pg. 12 Art: "Beorn S Hall", Jonhodgson Skill Feat Changes
Pg. 16 Art: "Crucible of Worlds", Chris Rahn Renamed the "Trade Skills" category to "Trades"
Pg. 18 Art: "Goblin Chef", BryanSyme Reorganized Skill feats for ease of use
Pg. 19 Art: "Touhou Goddess of the Frogs", Look-For-The-Hill New Chapters: Magic, Movement, & War
Pg. 21 Art: "Serpent Staff", Unknown Added (24): Adept Criminal, Archaeomancer, Diving
Pg. 22 Art: "Airship in the Rain" Tom Shropshire Adept, Earthen Laborer, Efficient Crafting, Fisherman,
Pg. 24 Art: "Shrine of Gods, Nele Diel Fishy Mutation, Minstrel, Eldritch Psychologist,
Pg. 25 Art: "Demon, Balor", Conceptopolis Graceful, Hat Trick, Leomund's Renovation,
Lightbringer, Lucid Dreamer, Rationalize, Runic
Blessing, Saving Face, Skillful Driver, Sea Dog,
Streetwise, Trained Blacksmith, Trained Enchanter,
Wartime Roadways, & Vehicle Training
Adjusted: Gunsmithing, Inspiring Leader, Intensity,
Keen Mind, Linguist, Prodigy, Skulker, & Wartime
Engineer
Adept Repairman: Buffs mending's workable area
Dark / Fey Passage: Ally attunement costs 50 gp
Inspiring Leader: Now a Skill feat of War
Intensity: Removed
Spell Forge Acolyte: Removed
Spell Forge Blacksmith: Full rework
Spell Forge Enchanter: Full rework
Interested in more content like this? Want to create Weathered: Now a Combat feat, renamed
content yourself? Follow the link below: Archived version notes prior to v9

WWW.GMBINDER.COM

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