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Feats

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

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

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite.

Feat Summary Table

Feat Name Type Prerequisites Brief Description
Ability Score Improvement General None +2 to one ability score, or +1 to two ability scores
Actor General None +1 Charisma, advantage on Deception/Performance for impersonation, mimic speech
Alert General None +5 to initiative, can't be surprised, no advantage from hidden attackers
Archery Fighting Style None +2 to attack rolls with ranged weapons
Athlete General None +1 Strength or Dexterity, improved climbing and jumping
Blind Fighting Fighting Style None Blindsight with 10-foot range
Boon of Combat Prowess Epic Boon 20th level +1 ability score, ranged attacks can deal maximum damage
Boon of Dimensional Travel Epic Boon 20th level +1 ability score, bonus action teleport up to 30 feet
Boon of Energy Resistance Epic Boon 20th level +1 ability score, resistance to acid/cold/fire/lightning/thunder, reaction immunity
Boon of Fate Epic Boon 20th level +1 ability score, roll additional d20 for attacks/checks/saves
Boon of Fortitude Epic Boon 20th level +1 ability score, +40 hit points
Boon of Irresistible Offense Epic Boon 20th level +1 Strength or Dexterity, critical hit on 19-20, extra damage die on crit
Boon of Recovery Epic Boon 20th level +1 ability score, reaction to avoid dropping to 0 HP, max HP from Hit Dice
Boon of Skill Epic Boon 20th level +1 ability score, proficiency in all skills, double proficiency bonus
Boon of Speed Epic Boon 20th level +1 ability score, +30 feet speed, Dash ignores difficult terrain
Boon of Spell Recall Epic Boon 20th level, spellcasting +1 Intelligence/Wisdom/Charisma, cast any spell without spell slot once per long rest
Boon of the Night Spirit Epic Boon 20th level +1 ability score, bonus action to become incorporeal for 1 minute
Boon of Truesight Epic Boon 20th level +1 ability score, truesight out to 60 feet
Charger General None +1 Strength or Dexterity, bonus action attack or shove after Dash
Chef General None +1 Constitution or Wisdom, proficiency with cook's utensils, special food benefits
Crossbow Expert General None Ignore loading, no disadvantage in melee, bonus action hand crossbow attack
Crusher General None +1 Strength or Constitution, push on bludgeoning hits, advantage on crits
Defense Fighting Style None +1 AC when wearing armor
Defensive Duelist General Dexterity 13+ +1 Dexterity, reaction to add proficiency to AC against melee attacks
Dual Wielder General None +1 AC with two weapons, use non-light weapons, draw/stow two weapons
Dueling Fighting Style None +2 damage with one-handed melee weapons
Durable General None +1 Constitution, minimum HP regained from Hit Dice equals 2×Con modifier
Elemental Adept General Spellcasting Ignore resistance to chosen damage type, treat 1s as 2s on damage dice (repeatable)
Fey Touched General None +1 Intelligence/Wisdom/Charisma, learn misty step and one 1st-level divination/enchantment spell
Grappler General Strength 13+ Advantage on attacks against grappled targets, action to pin grappled creatures
Great Weapon Fighting Fighting Style None Reroll 1s and 2s on damage dice for two-handed weapons
Great Weapon Master General None Bonus action attack on crit/kill, -5 attack/+10 damage option
Healer Origin None Stabilize and restore 1 HP, action to restore 1d6+4+HD max HP
Heavily Armored General Medium armor proficiency +1 Strength, proficiency with heavy armor
Heavy Armor Master General Heavy armor proficiency +1 Strength, reduce nonmagical B/P/S damage by 3
Inspiring Leader General Charisma 13+ +1 Wisdom or Charisma, grant temporary HP to allies
Interception Fighting Style None Reaction to reduce damage to nearby ally by 1d10+proficiency
Keen Mind General None +1 Intelligence, always know direction, time until sunrise/sunset, perfect recall
Lightly Armored General None +1 Strength or Dexterity, proficiency with light armor
Lucky Origin None 3 luck points per long rest to roll additional d20
Mage Slayer General None Reaction attack on nearby spellcasters, disadvantage on concentration, advantage on saves
Magic Initiate Origin None Learn two cantrips and one 1st-level spell from chosen class
Martial Weapon Training General None +1 Strength or Dexterity, proficiency with four weapons
Medium Armor Master General Medium armor proficiency +1 Strength or Dexterity, no Stealth disadvantage, +3 Dex bonus to AC
Moderately Armored General Light armor proficiency +1 Strength or Dexterity, proficiency with medium armor and shields
Mounted Combatant General None +1 Strength/Dexterity/Wisdom, advantage on attacks, protect mount, mount saves
Musician Origin None Proficiency with three instruments, extra 1d6 HP during short rest
Observant General None +1 Intelligence or Wisdom, read lips, +5 to passive Perception/Investigation
Piercer General None +1 Strength or Dexterity, reroll piercing damage, extra die on crit
Poisoner General None Ignore poison resistance, bonus action to apply poison, create potent poison
Polearm Master General None Bonus action attack with polearm butt, opportunity attacks when enemies enter reach
Protection Fighting Style None Reaction to impose disadvantage on attack against nearby ally
Resilient General None +1 to chosen ability score, proficiency in that saving throw
Ritual Caster General Intelligence 13+ or Wisdom 13+ Learn ritual spells, acquire ritual book with two 1st-level ritual spells
Savage Attacker Origin None Once per turn, reroll melee weapon damage and use either total
Sentinel General None Opportunity attacks reduce speed to 0, attack disengaging creatures, reaction attack
Shadow Touched General None +1 Intelligence/Wisdom/Charisma, learn invisibility and one 1st-level illusion/necromancy spell
Sharpshooter General None No long range disadvantage, ignore cover, -5 attack/+10 damage option
Shield Master General None +1 Strength, bonus action shield shove, add shield AC to Dex saves, reaction for no damage
Skill Expert General None +1 to any ability score, proficiency in one skill, expertise in one skill
Skulker General Dexterity 13+ Hide when lightly obscured, missed ranged attacks don't reveal position, no dim light disadvantage
Slasher General None +1 Strength or Dexterity, reduce speed on slashing hits, extra die on crit
Speedy General None +1 Dexterity or Constitution, +5 feet speed, Dash ignores difficult terrain, no opportunity attacks
Spell Sniper General Spellcasting +1 Intelligence/Wisdom/Charisma, double spell range, ignore cover, learn attack cantrip
Tavern Brawler Origin None +1 Strength or Constitution, proficiency with improvised weapons, d4 unarmed, bonus grapple
Telekinetic General None +1 Intelligence/Wisdom/Charisma, invisible mage hand, bonus action telekinetic shove
Telepathic General None +1 Intelligence/Wisdom/Charisma, telepathy within 60 feet, cast detect thoughts once per long rest
Thrown Weapon Fighting Fighting Style None Draw thrown weapon as part of attack, +2 damage with thrown weapons
Tough Origin None Hit point maximum increases by 2 per level
Two-Weapon Fighting Fighting Style None Add ability modifier to damage of second attack
Unarmed Fighting Fighting Style None Unarmed strikes deal 1d6+Str (1d8 if no weapons/shield), 1d4 to grappled creatures
War Caster General Spellcasting +1 Intelligence/Wisdom/Charisma, advantage on concentration, somatic with weapons, reaction spell
Weapon Master General None +1 Strength or Dexterity, proficiency with four weapons
Arcane to Infernal Conversion Homebrew Arcane & Infernal spellcasting Convert arcane mana to infernal (1→1.2, rounded down), proficiency bonus uses per long rest
Infernal to Fae Conversion Homebrew Infernal & Fae spellcasting Convert infernal mana to fae slots (1→1.3, rounded down), proficiency bonus uses per long rest
Fae to Divine Conversion Homebrew Fae & Divine spellcasting Convert fae slots to divine mana (1→1.1, rounded down), proficiency bonus uses per long rest
Divine to Arcane Conversion Homebrew Divine & Arcane spellcasting Convert divine mana to arcane (1→1.25, rounded down), proficiency bonus uses per long rest
Empower Arcane with Infernal Homebrew Infernal spellcasting Reaction to empower arcane spells (1.5 infernal per mana, rounded up), proficiency bonus uses per long rest
Empower Infernal with Fae Homebrew Fae spellcasting Reaction to empower infernal spells (1.4 fae levels per mana, rounded up), proficiency bonus uses per long rest
Empower Fae with Divine Homebrew Divine spellcasting Reaction to empower fae spells (1.3 divine per level, rounded up), proficiency bonus uses per long rest
Empower Divine with Arcane Homebrew Arcane spellcasting Reaction to empower divine spells (1.2 arcane per mana, rounded up), proficiency bonus uses per long rest
Additional Warlock Pact Homebrew Warlock 3rd, existing pact Gain one additional infernal pact, can be taken multiple times
Additional Fae Relationship Homebrew Druid/Ranger 2nd, existing relationship Form additional fae relationship granting spell slots, can be taken multiple times
Additional Bardic College Feature Homebrew Bard 3rd, Bard College Gain one additional Bard College feature, once per feature
Additional Divine Mana Homebrew Monk 2nd Gain proficiency bonus additional divine mana points, can be taken multiple times
Additional Sneak Attack Die Homebrew Rogue 1st Gain one additional sneak attack die, can be taken multiple times
Additional Action Surge Homebrew Fighter 2nd Gain one additional Action Surge use per short rest, once only
Additional Rage Homebrew Barbarian 1st Gain one additional Rage use per long rest, can be taken multiple times
Additional Channel Divinity Homebrew Cleric/Knight 2nd Gain one additional Channel Divinity use per short rest, once only
Additional Metamagic Homebrew Mage 2nd, Metamagic Learn one additional Metamagic option, gain arcane mana equal to proficiency bonus, can be taken multiple times
Additional Trick Shot Homebrew Wandslinger 2nd, Trick Shots Learn one additional Trick Shot, gain arcane mana, can be taken multiple times
Wand Mastery Homebrew Wand proficiency Free action draw/stow, proficiency to damage, +1 charge/day, ignore loading
Staff Mastery Homebrew Staff proficiency Proficiency to damage, +1 charge/day, staff as arcane focus, +50% spell range
Wand Charging Homebrew Wand Mastery, arcane casting Improved wand recharging (1d6+2), bonus action single charge restore
Staff Enhancement Homebrew Staff Mastery, arcane casting Bonus action enhance staff attacks (+1d6 damage, double range, or multi-target)
Dual Wand Wielding Homebrew Wand Mastery, Dex 13+ Bonus action wand attack when attacking with wand
Wand Overcharge Homebrew Wand Mastery, arcane casting Spend arcane mana to add 1d8 force damage per mana (up to 3) to wand attacks
Human Versatility Homebrew Human +1 ability score, one skill proficiency, one language, half proficiency to non-proficient checks
Elven Grace Homebrew Elf +1 Dex/Int, mana replaces breathing indefinitely, advantage vs magic charm/fear, 4-hour deep trance rest
Dwarven Craftsmanship Homebrew Dwarf +1 Con/Wis, artisan tool proficiency/expertise, faster/cheaper crafting, advantage on item checks
Orcish Honor Homebrew Orc +1 Str/Con, weapon attack with Adrenaline Rush, advantage Intimidation after victory, free Adrenaline Rush on crit
Gnomish Tinkering Homebrew Gnome +1 Int/Con, advantage on device checks, double repair benefits, technical Gnomish Patter
Drow Shadow Mastery Homebrew Drow +1 Dex/Cha, darkness 1/long rest, advantage Stealth in dim/dark, bonus action invisibility (proficiency uses)
Tiefling Infernal Heritage Homebrew Tiefling +1 Cha/Int, resistance to fire/cold/necrotic, 1st-level infernal spell 1/long rest, advantage vs demons
Half-Elf Dual Heritage Homebrew Half-Elf +1 ability score, one skill proficiency, choose healing rate, advantage Persuasion vs elves/humans
Half-Orc Resilience Homebrew Half-Orc +1 Str/Con, temp HP on Relentless Endurance, advantage vs fear, free Adrenaline Rush on kill
Goliath Giant's Strength Homebrew Goliath +1 Str/Con, improved Stone's Endurance, count as larger size, advantage Persuasion vs giants

General Feats

Ability Score Improvement

Prerequisite: None

You increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Actor

Prerequisite: None

You have honed your ability to mimic the speech patterns and accent of a creature that you hear speak, and you have practiced your skill at adopting false identities. You gain the following benefits:

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

Alert

Prerequisite: None

Always on the lookout for danger, you gain the following benefits:

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

Athlete

Prerequisite: None

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

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

Charger

Prerequisite: None

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Chef

Prerequisite: None

You have mastered a variety of special recipes and cooking techniques. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook's utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As part of a short rest, you can prepare 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 1 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: None

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

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

Crusher

Prerequisite: None

You have mastered the art of crushing your enemies. 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 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 or higher

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

Prerequisite: None

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.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Durable

Prerequisite: None

Hardy and resilient, you gain the following benefits:

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

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, 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.

Fey Touched

Prerequisite: None

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.

Grappler

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Great Weapon Master

Prerequisite: None

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.

Heavily Armored

Prerequisite: Proficiency with medium armor

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

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

Heavy Armor Master

Prerequisite: Proficiency with heavy armor

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

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

Inspiring Leader

Prerequisite: Charisma 13 or higher

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

Keen Mind

Prerequisite: None

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.

Lightly Armored

Prerequisite: None

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.

Mage Slayer

Prerequisite: None

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

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

Magic Initiate

Prerequisite: None

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

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

Martial Weapon Training

Prerequisite: None

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.
  • You gain proficiency with four weapons of your choice. Each one must be a simple or martial weapon.

Medium Armor Master

Prerequisite: Proficiency with medium armor

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

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

Moderately Armored

Prerequisite: Proficiency with light armor

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

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

Mounted Combatant

Prerequisite: None

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

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

Observant

Prerequisite: None

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.

Piercer

Prerequisite: None

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

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use 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

Prerequisite: None

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 apply poison to a weapon or piece of ammunition 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 you create a dose of poison, it remains potent for 1 hour or until you hit with it or apply it to a weapon or piece of ammunition. When a creature takes damage from that poison, that creature must succeed on a DC 14 Constitution saving throw or become poisoned. At the end of each of its turns, the poisoned target can repeat the saving throw, ending the effect on itself on a success.

Polearm Master

Prerequisite: None

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

  • When you take the Attack action and attack with only a glaive, 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 your reach.

Resilient

Prerequisite: None

Choose one ability score. You gain the following benefits:

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

Ritual Caster

Prerequisite: Intelligence or Wisdom 13 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, acquire a ritual book containing two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for bard, cleric, or druid; or Intelligence for wizard.

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 material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Savage Attacker

Prerequisite: None

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

Sentinel

Prerequisite: None

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

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

Shadow Touched

Prerequisite: None

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

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

Sharpshooter

Prerequisite: None

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

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

Shield Master

Prerequisite: None

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

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • 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

Prerequisite: None

You have honed your proficiency with particular skills, gaining 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.
  • You gain expertise in one skill of your choice, which means your proficiency bonus is doubled for any ability check you make with that skill. The skill you choose for this benefit must be one that you are already proficient in.

Skulker

Prerequisite: Dexterity 13 or higher

You are expert at slinking through shadows. You gain the following benefits:

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

Slasher

Prerequisite: None

You have 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 can roll one of the weapon's damage dice an additional time and add it to the extra damage of the critical hit.

Speedy

Prerequisite: None

You are uncommonly swift. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • Your speed increases by 5 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Spell Sniper

Prerequisite: The ability to cast at least one spell

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

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

Tavern Brawler

Prerequisite: None

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

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

Telekinetic

Prerequisite: None

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. Your spellcasting ability for the spell is the ability increased by this feat. If you have multiple spellcasting abilities, choose one of them.
  • 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 + the ability modifier of the score increased by this feat + your proficiency bonus) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Telepathic

Prerequisite: None

You awaken the ability to connect your mind to the minds of other creatures. You gain 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 messages 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 multiple spellcasting abilities, choose one of them.

Tough

Prerequisite: None

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.

War Caster

Prerequisite: The ability to cast at least one spell

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

  • You have advantage on Constitution saving throws that you make to maintain your 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.

Weapon Master

Prerequisite: None

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.
  • You gain proficiency with four weapons of your choice. Each one must be a simple or martial weapon.

Origin Feats

These feats are typically available at 1st level through certain backgrounds or character creation options.

Alert

See General Feats section above.

Healer

Prerequisite: None

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

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Lucky

Prerequisite: None

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

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

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

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

Magic Initiate

See General Feats section above.

Musician

Prerequisite: None

You have practiced extensively with a musical instrument, gaining the following benefits:

  • You gain proficiency with three musical instruments of your choice.
  • You can play soothing music to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Savage Attacker

See General Feats section above.

Skilled

Prerequisite: None

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

Tavern Brawler

See General Feats section above.

Tough

See General Feats section above.

Fighting Style Feats

These feats represent specialized combat techniques. Some classes grant Fighting Style features that provide similar benefits.

Archery

Prerequisite: None

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

Blind Fighting

Prerequisite: None

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: None

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

Dueling

Prerequisite: None

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: None

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. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

Prerequisite: None

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: None

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.

Thrown Weapon Fighting

Prerequisite: None

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: None

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

Unarmed Fighting

Prerequisite: None

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.

Epic Boons

Epic Boons are special feats available to characters who have reached 20th level. These represent extraordinary abilities beyond normal mortal capabilities.

Boon of Combat Prowess

Prerequisite: 20th level

You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 30.
  • You can make a ranged attack against a target within normal range, and if you hit, you can choose to have the attack deal maximum damage to the target.

Boon of Dimensional Travel

Prerequisite: 20th level

You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 30.
  • As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Boon of Energy Resistance

Prerequisite: 20th level

You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 30.
  • You have resistance to acid, cold, fire, lightning, and thunder damage.
  • When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage until the start of your next turn, including against the triggering damage. After you use this reaction, you can't use it again until you finish a short or long rest.

Boon of Fate

Prerequisite: 20th level

You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 30.
  • When you make an attack roll, an ability check, or a saving throw, you can choose to roll an additional d20. You can choose to do so after seeing the initial roll but before any of the roll's effects occur. You choose which of the d20s is used for the roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Boon of Fortitude

Prerequisite: 20th level

You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 30.
  • Your hit point maximum increases by 40.

Boon of Irresistible Offense

Prerequisite: 20th level

You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 30.
  • Your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • When you score a critical hit, you can roll one additional weapon damage die when determining the extra damage.

Boon of Recovery

Prerequisite: 20th level

You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 30.
  • If you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead. You can't use this feature if you are reduced to 0 hit points by massive damage. Once you use this feature, you can't use it again until you finish a long rest.
  • When you roll a Hit Die to regain hit points, you can choose to regain the maximum number of hit points the die can restore instead of rolling.

Boon of Skill

Prerequisite: 20th level

You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 30.
  • You gain proficiency in all skills.
  • Your proficiency bonus is doubled for any ability check you make that uses a skill in which you are proficient.

Boon of Speed

Prerequisite: 20th level

You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 30.
  • Your speed increases by 30 feet.
  • When you use the Dash action, difficult terrain doesn't slow your movement during that move.

Boon of Spell Recall

Prerequisite: 20th level, the ability to cast at least one spell

You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
  • You can cast any spell you know or have prepared without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Boon of the Night Spirit

Prerequisite: 20th level

You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 30.
  • As a bonus action, you can become incorporeal. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain incorporeal for 1 minute or until you end it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Boon of Truesight

Prerequisite: 20th level

You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 30.
  • You gain truesight out to a range of 60 feet.

Homebrew Feats

The following feats are specific to The Gods Are Bastards campaign setting and reflect the unique magic systems, classes, and races of this world.

Magic Conversion Feats

These feats allow you to convert mana from one magic system to another, with each conversion providing a net gain in mana (rounded down). Each conversion requires an action and can only be performed a limited number of times per long rest.

Arcane to Infernal Conversion

Prerequisite: Ability to cast arcane spells, ability to cast infernal spells

You have learned to convert arcane mana into infernal mana, though the process is inefficient and dangerous. When you convert arcane mana to infernal mana, you gain 1.2 infernal mana for every 1 arcane mana spent (rounded down). For example, spending 5 arcane mana grants 6 infernal mana.

You can use this feature a number of times equal to your proficiency bonus per long rest. Each conversion requires an action and can only be performed when you have sufficient arcane mana available.

Note: Converting to infernal mana carries the same risks as using infernal magic normally, including corruption and mutation risks.

Infernal to Fae Conversion

Prerequisite: Ability to cast infernal spells, ability to cast fae spells

You have learned to channel the chaotic energy of infernal magic into the growth-oriented power of fae magic. When you convert infernal mana to fae spell slots, you gain 1.3 fae spell slot levels for every 1 infernal mana spent (rounded down). For example, spending 10 infernal mana grants 13 levels worth of fae spell slots.

You can use this feature a number of times equal to your proficiency bonus per long rest. Each conversion requires an action and can only be performed when you have sufficient infernal mana available.

Note: The converted fae spell slots follow normal fae spell slot rules and are recovered on short or long rest as normal.

Fae to Divine Conversion

Prerequisite: Ability to cast fae spells, ability to cast divine spells

You have learned to transform the organic growth of fae magic into the ordered power of divine magic. When you convert fae spell slots to divine mana, you gain 1.1 divine mana for every 1 fae spell slot level spent (rounded down). For example, spending 10 fae spell slot levels grants 11 divine mana.

You can use this feature a number of times equal to your proficiency bonus per long rest. Each conversion requires an action and can only be performed when you have sufficient fae spell slots available.

Note: The converted divine mana follows normal divine mana limits and restrictions.

Divine to Arcane Conversion

Prerequisite: Ability to cast divine spells, ability to cast arcane spells

You have mastered the art of transforming divine order into arcane understanding. When you convert divine mana to arcane mana, you gain 1.25 arcane mana for every 1 divine mana spent (rounded down). For example, spending 4 divine mana grants 5 arcane mana.

You can use this feature a number of times equal to your proficiency bonus per long rest. Each conversion requires an action and can only be performed when you have sufficient divine mana available.

Spell Empowerment Feats

These feats allow you to empower another creature's spells using your own mana, but with a net loss due to the inefficiency of cross-system empowerment. Each empowerment requires your reaction and can only be performed a limited number of times per long rest.

Empower Arcane with Infernal

Prerequisite: Ability to cast infernal spells

When a creature within 60 feet of you casts an arcane spell, you can use your reaction to empower it using your infernal mana. You must spend 1.5 infernal mana for every 1 mana the spell would normally cost (rounded up). For example, empowering a 2-mana arcane spell costs 3 infernal mana.

The empowered spell is cast at one level higher than normal, or if it cannot be upcast, it deals maximum damage or has its duration doubled (your choice).

You can use this feature a number of times equal to your proficiency bonus per long rest.

Empower Infernal with Fae

Prerequisite: Ability to cast fae spells

When a creature within 60 feet of you casts an infernal spell, you can use your reaction to empower it using your fae spell slots. You must spend 1.4 fae spell slot levels for every 1 infernal mana the spell would normally cost (rounded up). For example, empowering a 3-mana infernal spell costs 5 fae spell slot levels.

The empowered spell is cast at one level higher than normal, or if it cannot be upcast, it deals maximum damage or has its duration doubled (your choice).

You can use this feature a number of times equal to your proficiency bonus per long rest.

Empower Fae with Divine

Prerequisite: Ability to cast divine spells

When a creature within 60 feet of you casts a fae spell, you can use your reaction to empower it using your divine mana. You must spend 1.3 divine mana for every 1 fae spell slot level the spell would normally cost (rounded up). For example, empowering a 2nd-level fae spell costs 3 divine mana.

The empowered spell is cast at one level higher than normal, or if it cannot be upcast, it deals maximum damage or has its duration doubled (your choice).

You can use this feature a number of times equal to your proficiency bonus per long rest.

Empower Divine with Arcane

Prerequisite: Ability to cast arcane spells

When a creature within 60 feet of you casts a divine spell, you can use your reaction to empower it using your arcane mana. You must spend 1.2 arcane mana for every 1 divine mana the spell would normally cost (rounded up). For example, empowering a 5-mana divine spell costs 6 arcane mana.

The empowered spell is cast at one level higher than normal, or if it cannot be upcast, it deals maximum damage or has its duration doubled (your choice).

You can use this feature a number of times equal to your proficiency bonus per long rest.

Class Feature Feats

These feats grant additional uses or instances of class features, allowing characters to expand their capabilities beyond their base class progression.

Additional Warlock Pact

Prerequisite: Warlock level 3rd, at least one existing infernal pact

You have negotiated an additional pact with a demonic entity, expanding your infernal connections. You gain one additional infernal pact beyond your normal class progression. This pact functions identically to your other pacts, granting spells, special abilities, and the ability to summon that demon type.

You can take this feat multiple times. Each time you take it, you gain one additional pact.

Additional Fae Relationship

Prerequisite: Druid or Ranger level 2nd, at least one existing fae relationship

You have formed an additional relationship with a fey creature, elemental entity, or natural force. This relationship grants you additional fae spell slots equal to half your druid or ranger level (rounded up), distributed across spell levels as determined by the GM based on the nature of the relationship.

You can take this feat multiple times. Each time you take it, you form one additional fae relationship.

Additional Bardic College Feature

Prerequisite: Bard level 3rd, Bard College feature

You have gained an additional feature from your Bard College, representing deeper study or mastery of your chosen path. You gain one additional feature from your Bard College that you would normally receive at a higher level. You must meet the level requirement for that feature to use it.

You can take this feat only once per Bard College feature gained.

Additional Divine Mana

Prerequisite: Monk level 2nd

Your connection to divine energy has deepened. You gain a number of additional divine mana points equal to your proficiency bonus. These divine mana points are added to your total divine mana pool and are recovered on short or long rest as normal.

You can take this feat multiple times. Each time you take it, you gain additional divine mana points equal to your proficiency bonus.

Additional Sneak Attack Die

Prerequisite: Rogue level 1st

Your mastery of precision strikes has improved. You gain one additional sneak attack die. This die is added to your total sneak attack damage and functions identically to your other sneak attack dice.

You can take this feat multiple times. Each time you take it, you gain one additional sneak attack die.

Additional Action Surge

Prerequisite: Fighter level 2nd

Your combat training has reached new heights. You gain one additional use of Action Surge per short rest.

You can take this feat only once.

Additional Rage

Prerequisite: Barbarian level 1st

Your connection to primal fury has intensified. You gain one additional use of Rage per long rest.

You can take this feat multiple times. Each time you take it, you gain one additional use of Rage per long rest.

Additional Channel Divinity

Prerequisite: Cleric or Knight level 2nd

Your divine connection has strengthened. You gain one additional use of Channel Divinity per short rest.

You can take this feat only once.

Additional Metamagic

Prerequisite: Mage level 2nd, Metamagic feature

You have discovered an additional way to modify your spells. You learn one additional Metamagic option from the mage class. You gain arcane mana equal to your proficiency bonus to use with metamagic.

You can take this feat multiple times. Each time you take it, you learn one additional Metamagic option and gain arcane mana equal to your proficiency bonus.

Additional Trick Shot

Prerequisite: Wandslinger level 2nd, Trick Shots feature

Your mastery of wand and staff techniques has expanded. You learn one additional Trick Shot from the wandslinger class. You gain arcane mana equal to your proficiency bonus to use with trick shots.

You can take this feat multiple times. Each time you take it, you learn one additional Trick Shot and gain arcane mana equal to your proficiency bonus.

Wand and Staff Feats

These feats enhance your ability to use arcane wands and staffs, the primary ranged weapons of the modern era.

Wand Mastery

Prerequisite: Proficiency with wands

You have mastered the use of wands. You gain the following benefits:

  • You can draw or stow a wand as a free action on your turn.
  • When you make a ranged attack with a wand, you can add your proficiency bonus to the damage roll.
  • Wands you wield regain 1 additional charge at the start of each day.
  • You ignore the loading property of wands.

Staff Mastery

Prerequisite: Proficiency with staffs

You have mastered the use of staffs. You gain the following benefits:

  • When you make a ranged attack with a staff, you can add your proficiency bonus to the damage roll.
  • Staffs you wield regain 1 additional charge at the start of each day.
  • You can use a staff as an arcane focus for spellcasting.
  • When you cast a spell through a staff, you can increase the spell's range by 50%.

Wand Charging

Prerequisite: Wand Mastery, ability to cast arcane spells or arcane mana pool

You have learned to efficiently recharge wands using arcane energy. When you spend arcane mana to recharge a wand, you restore 1d6 + 2 charges (instead of 1d4 + 1). Additionally, you can spend 1 arcane mana as a bonus action to restore 1 charge to a wand you are holding.

Staff Enhancement

Prerequisite: Staff Mastery, ability to cast arcane spells or arcane mana pool

You can channel arcane energy through your staff to enhance its attacks. As a bonus action, you can spend 1 arcane mana to grant your next staff attack this turn one of the following benefits:

  • The attack deals an additional 1d6 force damage.
  • The attack has its range doubled.
  • The attack can target two creatures within 5 feet of each other.

Dual Wand Wielding

Prerequisite: Wand Mastery, Dexterity 13 or higher

You have learned to wield two wands simultaneously. When you take the Attack action and attack with a wand in one hand, you can use a bonus action to attack with a wand in your other hand. You don't add your ability modifier to the damage of the bonus action attack, unless that modifier is negative.

Wand Overcharge

Prerequisite: Wand Mastery, ability to cast arcane spells or arcane mana pool

You can overcharge your wand attacks by spending additional arcane mana. When you make a ranged attack with a wand, you can spend 1 arcane mana to deal an additional 1d8 force damage. You can spend up to 3 arcane mana in this way per attack, dealing an additional 1d8 force damage for each mana spent.

Racial Feats

These feats are available only to characters of specific races and reflect the unique capabilities and cultural practices of those peoples.

Human Versatility

Prerequisite: Human

Your human adaptability has reached new heights. You gain 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.
  • You learn one additional language of your choice.
  • When you make an ability check and don't have proficiency in the skill being used, you can add half your proficiency bonus (rounded down) to the check.

Elven Grace

Prerequisite: Elf (High, Wood, or Plains)

Your elven grace and magical nature have deepened. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You can use mana to replace breathing indefinitely, allowing you to survive in environments where other races would suffocate. This extends your natural ability to use mana for sustenance.
  • You have advantage on saving throws against being charmed or frightened by magic.
  • When you take a long rest, you can choose to enter a deeper trance. If you do, you gain the benefits of a long rest in only 4 hours, but you are harder to wake (others have disadvantage on checks to wake you).

Dwarven Craftsmanship

Prerequisite: Dwarf

Your dwarven dedication to quality and craftsmanship has reached master level. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with one additional type of artisan's tools. Your proficiency bonus is doubled for any ability check you make with artisan's tools.
  • When you craft a nonmagical item, the time required is halved, and the cost is reduced by 25%.
  • You have advantage on ability checks made to identify, appraise, or repair items.

Orcish Honor

Prerequisite: Orc

Your connection to orcish honor and martial prowess has strengthened. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you use your Adrenaline Rush trait, you can make one weapon attack as part of the same bonus action.
  • You have advantage on Charisma (Intimidation) checks made against creatures who have witnessed you defeat an enemy in combat.
  • When you score a critical hit with a melee weapon, you can immediately use your Adrenaline Rush trait without expending a use.

Gnomish Tinkering

Prerequisite: Gnome

Your natural talent for tinkering and understanding has advanced. You gain the following benefits:

  • Increase your Intelligence or Constitution score by 1, to a maximum of 20.
  • You have advantage on all Intelligence checks related to understanding, creating, or modifying arcane and technological devices.
  • When you use tinker's tools to repair or modify a device, you can restore twice as many hit points or grant twice the normal benefit.
  • You can use Gnomish Patter to convey complex technical information that would normally require diagrams or written instructions.

Drow Shadow Mastery

Prerequisite: Drow (Scylithene or Themynrite)

Your connection to the Underdark and shadow magic has deepened. You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.
  • You can cast the darkness spell once per long rest without expending a spell slot. Charisma is your spellcasting ability for this spell.
  • You have advantage on Dexterity (Stealth) checks made in dim light or darkness.
  • When you are in darkness or dim light, you can use a bonus action to become invisible until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.

Tiefling Infernal Heritage

Prerequisite: Tiefling

Your infernal heritage has manifested more strongly. You gain the following benefits:

  • Increase your Charisma or Intelligence score by 1, to a maximum of 20.
  • You gain resistance to one damage type of your choice: fire, cold, or necrotic.
  • You can cast one 1st-level infernal spell of your choice once per long rest without expending a spell slot. Charisma is your spellcasting ability for this spell.
  • You have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks made against demons and other infernal creatures.

Half-Elf Dual Heritage

Prerequisite: Half-Elf

You have learned to embrace both sides of your heritage. You gain 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 from the elf or human skill lists.
  • You can choose to use either elven or human healing rates when you take a short or long rest. You must choose at the start of the rest.
  • You have advantage on Charisma (Persuasion) checks made to interact with either elves or humans.

Half-Orc Resilience

Prerequisite: Half-Orc

Your orcish resilience and human adaptability have combined to make you exceptionally tough. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you use your Relentless Endurance trait, you also gain temporary hit points equal to your level.
  • You have advantage on saving throws against being frightened.
  • When you reduce a creature to 0 hit points with a melee weapon attack, you can use your Adrenaline Rush trait without expending a use.

Goliath Giant's Strength

Prerequisite: Goliath

Your connection to your giant ancestors has strengthened. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you use your Stone's Endurance trait, you can roll a d12 + your Constitution modifier twice and take the higher result.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You have advantage on Charisma (Persuasion) checks made to interact with giants.

Related: Ability Scores | Skills | Character Advancement | Combat | Magic Index | Mana