# Feats
## Origin Feats
### Alert
Always on the lookout for danger, you gain the following benefits:
* You can't be surprised while you are conscious.
* Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
* When you roll Initiative, you can add your Proficiency Bonys to the roll.
* Immediately after you roll Initiative, you can swap your initiative with the Iniative of one willing ally in the same combat. You can't make this swap if you or the ally is Incapacitated.
---
### Crafter
You are adept at crafting things and bargaining with merchants, granting you the following benefits:
**Tool Proficiency.** You gain Tool Proficiency with three different Artisan's Tools of your choice.
**Discount.** Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
**Faster Crafting.** When you craft an item using a tool with which you have Tool Proficiency, the required crafting time is reduced by 20 percent.
---
### Healer
You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:
* When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
* **Battle Medic.** If you have a Healer's Kit, you can expend one use of it and tend to the creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
* **Healing Rerolls.** Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
---
### Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.
Immediately after you roll a d20, you can spend 1 Luck Point to give yourself Advantage on the roll.
When a creature rolls a d20 for an attack roll agaisnt you, you can spend 1 Luck Point to impose Disadvantage on that roll.
---
### Magic Initiate
Choose any Class Spell List. You learn two cantrips and one 1st-level spell of your choice from that list.
Using this feat, you can cast the spell once at its lowest level without using mana. You must finish a long rest before you can cast it in this way again.
Intillegence, Wisdom, or Charisma is your spellcasting ability for these Spells. (choose when you select this Feat).
Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.
You can select this feat multiple times. Each time you do so, you must choose a different spell list.
---
### Musician
You are a practiced musician, granting you the following benefits:
* You gain Tool Proficiency with three Musical Instruments of your choice.
* As you finish a Short or Long rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.
---
### Savage Attacker
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
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### Scion of the Outer Planes
Your connection to an Outer Plane infuses you with the energy there. Choose a type of plane listed in the Planar Infusion Table. Your choice gives you a resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is Intelligence, Wisdom or Charisma (choose when you select this feat).
| Plane | Resistance | Cantrip |
| ------------------- | ---------- | -------------- |
| Chaotic Outer Plane | Poison | Minor Illusion |
| Evil Outer Plane | Necrotic | Chill Touch |
| Good Outer Plane | Radiant | Sacred Flame |
| Lawful Outer Plane | Force | Guidance |
| The Outlands | Psychic | Mage Hand |
---
### Skilled
* Increase one ability score of your choice by 1, to a maximum of 20.
* You gain proficiency in any combination of three skills.
---
### Strike of the Giants
##### Prerequisite: Martial Weapon Proficiency or Giant Foundling Background
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
* **Cloud Strike.** The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
* **Fire Strike.** The target takes an extra 1d10 fire damage.
* **Frost Strike.** The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
* **Hill Strike.** The target takes an extra 1d6 damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.
* **Stone Strike.** The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.
* **Storm Strike.** The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
---
### Tavern Brawler
* You are proficient with improvised weapons.
* Your unarmed strike uses a d4 for damage.
* Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
* When you hit a creature with an unarmed strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away. You can only use this benefit once per turn.
---
### Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
---
## General Feats
## Ability Score Improvement
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can't increase an ability score above 26 using this feat.
## h2
### Aberrant Dragonmark
---
### Actor
Skilled at mimicry and dramatics, you gain the following benefits:
* Increase your Charisma score by 1, to a maximum of 26.
* You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a diffe
* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma (Performance) Check to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.
---
### Athlete
You have undergone extensive physical training to gain the following benefits:
* Increase your Strength or Dexterity score by 1, to a maximum of 26.
* When you are prone, standing up uses only 5 feet of your movement.
* You gain a Climb Speed equal to your Speed.
* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. Additionally, you have Advantage on any ability check you make for the Jump action.
---
### Cartomancer
##### Prerequisite: 4th Level, Spellcasting Feature
You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:
**Card Tricks.** You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.
**Hidden Ace.** When you finish a long rest, you can choose one spell from your class’s spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
---
### Charger
##### Prerequisite: Proficiency with Any Martial Weapon
You have trained to charge headlong into battle, gaining the following benefits:
* Increase your Strength or Dexterity score by 1, to a maximum of 26
* When you take the Dash action, your Speed increases by 10 feet for that Action.
* If you Move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack action on your turn, choose one of the following effects:
* Gain a +1d8 bonus to the attack's damage roll
* Push the target up to 10 feet, provided the target you want to push is no more than one Size larger than you.
You can use this benefit only once on each of your turns.
---
### Chef
Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
* Increase your Constitution or Wisdom score by 1, to a maximum of 26.
* You gain proficiency with cook’s utensils if you don’t already have it.
* As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
* With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
---
### Crossbow Expert
##### Prerequisite: Proficiency with Any Martial Weapon
Thanks to extensive practice with the crossbow, you gain the following benefits:
* You ignore the loading quality of crossbows.
* Being within 5 feet of an enemy doesn't impose Disadvantage on your Attack Rolls with crossbows.
* When you make the extra attack of the light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a crossbow that has the light property.
* When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
---
### Crusher
You are practiced in the art of crushing your enemies, granting you the following benefits:
* Increase your Strength or Constitution by 1, to a maximum of 26.
* Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
* When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
---
### Defensive Duelist
##### Prerequisite: Dexterity 13+
* Increase your Dexterity score by 1, to a maximum of 20.
* When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
---
### Dual Wielder
You master fighting with two weapons, gaining the following benefits:
* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
* When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property.
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
---
### Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
* You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
* You have advantage on saving throws made to avoid or resist traps.
* You have resistance to the damage dealt by traps.
* Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
---
### Durable
Hardy and resilient, you gain the following benefits:
* Increase your Constitution score by 1, to a maximum of 20.
* You have Advantage on Death Saving Throws.
* When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
* As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the Roll.
---
### Eldritch Adept (WIP)
Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
### Elemental Adept
##### Prerequisite: The ability to cast at least one spell
* When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, psychic or thunder.
* Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
* You can select this feat multiple times. Each time you do so, you must choose a different damage type.
---
### Ember of the Fire Giant
##### Prerequisite: 4th Level, Strike of the Giants (Fire Strike) Feat
You’ve manifested the fiery combat emblematic of fire giants, granting you the following benefits:
* Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
* Born of Flame. You have resistance to fire damage.
* Searing Ignition. When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.
---
### Fey Touched (WIP)
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
---
### Fighting Initiate (WIP)
##### Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
---
### Fury of the Frost Giant (WIP)
Prerequisite: 4th Level, Strike of the Giants (Frost Strike) Feat
You’ve manifested the icy might emblematic of frost giants, granting you the following benefits:
Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
Born of Ice. You have resistance to cold damage.
Frigid Retaliation. Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. 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.
---
### Gift of the Chromatic Dragon (WIP)
You’ve manifested some of the power of chromatic dragons, granting you the following benefits:
Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, 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 use this bonus action, you can’t do so again until you finish a long rest.
Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. 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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### Gift of the Gem Dragon (WIP)
You’ve manifested some of the power of gem dragons, granting you the following benefits:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. 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.
---
### Gift of the Metallic Dragon (WIP)
You’ve manifested some of the power of metallic dragons, granting you the following benefits:
Draconic Healing. You learn the Cure Wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to 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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### Grappler
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
* When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.
* You have advantage on attack rolls against a creature you are grappling.
* You don't spend extra movement when you move a creature Grappled by you, provided the creature is your Size or smaller.
* You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
---
### Great Weapon Master (WIP)
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
---
### Guile of the Cloud Giant (WIP)
Prerequisite: 4th Level, Strike of the Giants (Cloud Strike) Feat
You’ve manifested the confounding magic emblematic of cloud giants, granting you the following benefits:
Ability Score Increase. Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
Cloudy Escape. When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack’s damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. 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.
---
### Gunner (WIP)
---
---
### Heavily Armored
##### Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
* Increase your Strength or Constitution score by 1, to a maximum of 20.
* You gain proficiency with heavy armor.
---
### Heavy Armor Master
##### Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
* Increase your Strength or Constitution score by 1, to a maximum of 26.
* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by an amount equal to your Proficiency Bonus.
---
### Inspiring Leader
##### Prerequisite: Wisdom or Charisma 13+
You are adept at encourageing others, granting you the following benefits:
* Increase your Wisdom or Charisma score by 1, to a maximum of 20.
* At the end of a Short or Long rest, you can give an inspiring performance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who witness this performance. The chosen creatures each gain Temporary Hit Points equal to 2d4 + your Proficiency Bonus.
---
### Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
* Increase your Intelligence score by 1, to a maximum of 20.
* You always know which way is north.
* You always know the number of hours left before the next sunrise or sunset.
* You can accurately recall anything you have seen or heard within the past month.
* Choose one of the following Skills: Arcana, History, Investigation, Nature, or Religion. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.
---
### Keenness of the Stone Giant (WIP)
Prerequisite: 4th Level, Strike of the Giants (Stone Strike) Feat
You’ve manifested the physical talents emblematic of stone giants, granting you the following benefits:
Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
Cavernous Sight. You gain darkvision with a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.
Stone Throw. As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On a hit, the rock deals 1d10 force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
---
### Lightly Armored
You have trained to master the use of light armor, gaining the following benefits.
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with light armor, medium Armor, and shields.
---
### Linguist
You have studied languages and codes, gaining the following benefits:
* Increase your Intelligence score by 1, to a maximum of 20.
* You learn three languages of your choice.
* You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
---
### Mage Slayer
You have practiced techniques in melee combat against spellcasters, gaining the following benefits.
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
* If you fail an Intelligence, a Wisdon, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Long Rest.
---
### Magic Initiate
Choose any Class Spell List. You learn two cantrips and one 1st-level spell of your choice from that list.
Using this feat, you can cast the spell once at its lowest level without using mana. You must finish a long rest before you can cast it in this way again.
Intillegence, Wisdom, or Charisma is your spellcasting ability for these Spells. (choose when you select this Feat).
Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.
You can select this feat multiple times. Each time you do so, you must choose a different spell list.
---
### Martial Adept (WIP)
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits.
You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
---
### Medium Armor Master
You have practiced moving in medium armor to gain the following benefits:
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
* When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
---
### Metamagic Adept (WIP)
Prerequisite: Spellcasting or Pact Magic feature
You've learned how to exert your will on your spells to alter how they function:
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
---
### Mounted Combatant
You have developed a bond with your mounts, granting you the following benefits:
* Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 26.
* You have Advantage on Wisdom (Animal Handing) Checks made to handle or train horses and other Beasts employed as mounts.
* You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
* If your mount is subjected to an effect that allows it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Saving Throw, and only half damage id it fails. For your mount to gain this benefit, you must be riding it, and neither of you can be Incapacitated.
* You can force an attack targeted at your mount to target you instead.
---
### Musician
You are a practiced musician, granting you the following benefits:
* You gain Tool Proficiency with three Musical Instruments of your choice.
* As you finish a Short or Long rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.
---
### Observant
Quick to notice details of your environment, you gain the following benefits:
* Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
* If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
* You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
* Choose one of the following Skills: Insight, Investigation, or Perception. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.
---
### Piercer
You have achieved a penetrating precision in combat, granting you the following benefits:
* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.
* When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
---
### Poisoner
You can prepare and deliver deadly poisons, gaining the following benefits:
* When you make a damage roll, you ignore resistance to poison damage.
* You can coat a weapon in poison as a bonus action, instead of an action.
* You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
---
### Polearm Master
* When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
* While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
---
### Resilient
Choose one ability score. You gain the following benefits:
* Increase the chosen ability score by 1, to a maximum of 26.
* You gain proficiency in saving throws using the chosen ability.
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### Ritual Caster
Prerequisite: Intelligence, Wisdom, or Charisma 13+
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also must have the ritual tag. Intillegence, Wisdom, or Charisma is your spellcasting ability for these Spells. (choose when you select this Feat).
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 must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
You can cast a Ritual Spell that you prepared using its regular casting time, rather than the extended time for a Ritual. Doing so doesn't require a Spell Slot. Once you cas the Spell in this way, you can't use this benefit again until you finish a Long Rest.
---
### Rune Shaper (WIP)
Prerequisite: Spellcasting Feature or Rune Carver Background
You’ve studied the magic of Giant runes, granting you the following benefits:
Comprehend Languages. You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.
Rune Magic. You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.
You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.
ADD TABLE HERE LATER
##### Rune Spells
Rune Spell
Cloud Fog Cloud
Death Inflict Wounds
Dragon Chromatic Orb
Enemy Disguise self
Fire Burning hands
Friend Speak with animals
Frost Armor of Agathys
Hill Goodberry
Journey Longstrider
King Command
Mountain Entangle
Stone Sanctuary
Storm Thunderwave
---
---
### Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
* When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
* Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
* When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
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### Shadow Touched (NEEDS SLIGHT REWRITE MAYBE)
Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 26.
* You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
---
### Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
* Your ranged weapon attacks ignore half and three-quarters cover.
* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
* Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
---
### Shield Master
##### Prerequisite: Proficiency with Shields
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
* Increase your Strength Score by 1, to a maximum of 26.
* If you attack a creature within 5 geeet of you as part of the Attack action and hit with a Melee Weapon, yu can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength Saving Throw agaisnt a DC equal to 8 + your Strength modifier + your Proficiency Bonus. On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns.
* If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
* If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
---
### Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
* Increase one ability score of your choice by 1, to a maximum of 20.
* You gain proficiency in one skill of your choice.
* Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
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### Skulker
* You have Blindsight with a range of 10 feet, and Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
* You can try to hide when you are lightly obscured from the creature from which you are hiding.
* You have advantage on any Dexterity (Stealth) Check you make as part of the Hide action during combat.
* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
---
### Slasher
You've learned where to cut to have the greatest results, granting you the following benefits:
* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
* When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
---
### Soul of the Storm Giant
##### Prerequisite: 4th Level, Strike of the Giants (Storm Strike) Feat
You’ve manifested the tempest magic emblematic of storm giants, granting you the following benefits:
* Increase your Strength, Wisdom, or Charisma score by 1, to a maximum of 20.
* **Maelstrom Aura.** As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature’s speed is halved until the start of its next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
---
### Spell Sniper
##### Prerequisite: The ability to cast at least one spell
* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 26.
* When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
* Your ranged spell attacks ignore half cover and three-quarters cover.
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.
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### Tavern Brawler
* You are proficient with improvised weapons.
* Your unarmed strike uses a d4 for damage.
* Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
* When you hit a creature with an unarmed strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away. You can only use this benefit once per turn.
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### Telekinetic
You learn to move things with your mind, granting you the following benefits:
* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
* As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
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### Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits:
* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
* You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
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### Vigor of the Hill Giant
##### Prerequisite: 4th Level, Strike of the Giants (Hill Strike) Feat
You’ve manifested the resilience emblematic of hill giants, granting you the following benefits:
* Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
* Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren’t moved and don’t have the prone condition.
* Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.
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### War Caster (WIP, KINDA)
##### Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
* Increase your Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 26.
* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
* You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
* When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
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### Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* Your training with weapons allows you to use the Mastery property of one kind of Simple or Martial weapon of your choice, provided you are proficient with it. Whenever you finish a Long Rest, you can change the kind of weapon you chose to another eligible kind.
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### Weapon Training
You have practiced extensively with a variety of weapons, gaining the following benefits:
* * Increase your Strength or Dexterity score by 1, to a maximum of 26.
* You gain Martial Weapon Proficiency.
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## Planescape
### Scion of the Outer Planes
Your connection to an Outer Plane infuses you with the energy there. Choose a type of plane listed in the Planar Infusion Table. Your choice gives you a resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is Intelligence, Wisdom or Charisma (choose when you select this feat).
| Plane | Resistance | Cantrip |
| ------------------- | ---------- | -------------- |
| Chaotic Outer Plane | Poison | Minor Illusion |
| Evil Outer Plane | Necrotic | Chill Touch |
| Good Outer Plane | Radiant | Sacred Flame |
| Lawful Outer Plane | Force | Guidance |
| The Outlands | Psychic | Mage Hand |
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## Strixhaven
### h3
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## Dragonlance
### h3
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## Racial Feats
### Bountiful Luck
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### Dragon Fear
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### Dragon Hide
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### Dwarveb Fortitude
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### Drow High Magic
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### Elven Accuracy
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### Fade Away
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### Fey Teleportation
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### Flames of Phlegethos
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### Infernal Constitution
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### Orcish Fury
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### Prodigy
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### Revenant Blade
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### Second Chance
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### Squat Nimbleness
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### Svirfneblin Magic
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### Wood Elf Magic
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## Fighting Styles
### Archery
##### Prerequisite: Fighting Style Feature from one of the following classes; Fighter, Blood Hunter, or Ranger
You gain a +2 bonus to attack rolls you make with ranged weapons.
### Blessed Warrior
##### Prerequisite: Fighting Style Feature from one of the following classes; Paladin
You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
### Blind Fighting
##### Prerequisite: Fighting Style Feature from one of the following classes; Fighter, Paladin, Ranger
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
### Defense
##### Prerequisite: Fighting Style Feature from one of the following classes; Fighter, Paladin, Ranger
While you are wearing armor, you gain a +1 bonus to AC.
### Druidic Warrior
##### Prerequisite: Fighting Style Feature from one of the following classes; Ranger
You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
### Dueling
##### Prerequisite: Fighting Style Feature from one of the following classes; Blood Hunter, Fighter, Paladin, Ranger
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
### Great Weapon Fighting
##### Prerequisite: Fighting Style Feature from one of the following classes; Blood Hunter, Fighter, Paladin
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
### Interception
##### Prerequisite: Fighting Style Feature from one of the following classes; Fighter, Paladin
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
### Protection
##### Prerequisite: Fighting Style Feature from one of the following classes; Fighter, Paladin
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to use this Reaction.
### Superior Technique
##### Prerequisite: Fighting Style Feature from one of the following classes; Fighter
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
* You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
### Thrown Weapon Fighting
##### Prerequisite: Fighting Style Feature from one of the following classes; Fighter, Ranger
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
* In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
### Two-Weapon Fighting
##### Prerequisite: Fighting Style Feature from one of the following classes; Blood Hunter, Fighter, Ranger
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
### Unarmed Fighting
##### Prerequisite: Fighting Style Feature from one of the following classes; Fighter
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
* At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
# Change Log
* [time=Aug 19, 2024]- Page created.