Feats

A list of overarching feats available to players to pick. Requires investment to purchase as one would for a normal feat.

## Class Specific Feats

### **Graceful Rage**

*Prerequisite: Barbarian*

You have mastered the ways of the Sotelie’aire tribe, and their ability to strike in rage while using more graceful attacks, and poise. You gain the following benefits:

* Melee weapon attacks using Dexterity now benefit from Rage.
* You may use Reckless Attack on melee weapon attack rolls using Dexterity.
* Your speed increases by 10 feet.

### **Inspiring Tales from Beyond**

*Prerequisite: College of Spirit Bard*

The tales you speak of are inspiring, even to those who you do not direct these stories for.

Whenever you bestow an effect from Tales from Beyond, choose another ally other than yourself and the target of the Tales from Beyond and give them a D6 bardic inspiration die. This bardic inspiration must be used by the end of their next turn or be lost.

### **Natural Warrior**

*Prerequisite: Monk*

Through a rigorous training focused on self-realization, you've learned to integrate your natural weapons into your practiced monk traditions. You gain the following benefits:

* Increase your Constitution or Wisdom by 1 to your maximum score
* When you would make an unarmed attack or an attack utilizing a monk weapon on your turn, you may replace the attack with a known natural weapon attack. You may use this effect once per turn.
* Alternatively, you may replace the attack an additional time per turn at the cost of 1 ki point.

### **Refined Blood Magic**

*Prerequisite: Bloodmage Wizard*

You have refined the use of your blood to a high degree, reducing some of the inherent risk of blood magic. You gain the following benefits:

* Damaging an enemy with a spell cast through Blood Gamble allows you to reroll the health cost and take the lower result. The damage must be dealt before the health cost is taken for the reroll to apply.
* When using Blood Gamble, you can increase the health cost by the spell’s level and increase the damage of the spell cast by half the total health used. Does not affect delayed damage spells. Only affects the first instance of damage on damage over time spells.
* If you drop to 0 hit points from using Blood Gamble or Ritual Sacrifice, then you are automatically stabilized. You can't use this feature again until you finish a short or long rest.

## Race Specific Feats

### **Four Paw Stance**

*Prerequisite: Tabaxi*

The "Four Paw Stance". Practiced through some of the Ocelot Protectors, it allows them to boost their speed to become something unnatural. Using specific techniques to augment their fighting style, the momentum from such speed can be used to achieve effects to aid in battle. Tabaxis are natural learners to these techniques, due to their natural anatomy.

Through the techniques taught, you are able to use quick footwork and agility to augment your fighting style. During your turn, you may reduce your speed for this turn to activate certain effects. If you do not have the relevant amount of move-speed to reduce, the effect doesn't occur.

* Focus your footwork to be erratic, causing your location to be unpredictable. Reduce your move speed by 30 feet, all attack of opportunities done to you this turn will be done at a disadvantage.
* Focus your movements to outmaneuver your target's defenses. Reduce your move speed by 90 feet, you gain +2 as a bonus to hit against the target for one attack. This effects can only occur once per turn.
* Focus your speed and concentrate it on a single, sonic strike. Reduce your move speed by 60 feet, you gain a bonus of 1d4 thunder damage to your next melee attack. The effect is lost if the attack misses. This effect can be activated multiple times during a single turn, up to your proficiency modifier.

You may also activate Feline Agility without the need to move, but cannot restore Feline Agility on the same turn it is activated.

### **Heaven's Glory**

*Prerequisite: Aasimar*

You’ve grown closer to your heavenly bloodline, and have found new ways to use it to your advantage. You gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* Drawing upon an inner wellspring of radiant strength, you gain the ability to target yourself with your Healing Hands ability as a bonus action.
* When you would deal radiant damage on your turn, you can cause your form to glow with blinding, holy light. Until the beginning of your next turn, attacks made within 5 feet against you are made at disadvantage, as radiant light blinds your foe and shrouds your form. This does not affect creatures immune to the blinded condition, or attack with a sense other than sight. Once you use this ability, you can’t use it again until you finish a short or long rest.

### **Legendary Comeback**

*Prerequisite: Hobgoblin*

Hobgoblins hate losing and looking weak. Every miss pushes you to do better, you will never be kept down for long.

* Each time you miss a weapon attack against an enemy, gain a bonus to your next attack roll equal to half your proficiency bonus, up to a maximum equal to your proficiency bonus. You keep this bonus until you land a hit or the end of combat.
* When you take the dodge action, each enemy attack that hits you increases your AC by half your proficiency bonus, up to a maximum equal to your proficiency bonus, until the end of your next turn.

### Thicker Blood

*Prerequisite: Half-Dragon*

Through a strict training of your draconic heritage you have managed to tap more into the power of your bloodline. You gain the following benefits:

* Increase your Strength, Dexterity or Constitution by 1, to a maximum of 20.
* Whenever you finish a long rest you can choose to unleash a smaller burst of your draconic might, gaining either 30 ft of flying speed as you grow massive wings or grow massively sharp claws which count as natural weapons dealing 1d8 + STR slashing damage until your next long rest.

## Other Feats

### **Shield Fighter**

*Prerequisite: Shield Proficiency*

* When you wield a shield with each hand, you only benefit from the AC bonus to a maximum of one on the second shield. If the dodge action is taken, this maximum is remove during the effects of dodge.
* You are proficient in doing improvised attacks with shields, and can take a bonus action to doff an equipped shield.

### **Improvised Artistry**

*Crafting Feat*

The best of the best are rarely known for following the rules; you are an expert of throwing away tradition in favor of better prospects. When making a magical crafting roll, you may make the check using any tool you have proficiency or expertise with. Upon doing so, the result of the crafting will mimic the tool used to create the item.

### **Mercantilism**

*Crafting Feat*

Trained from apprentice to expert as a merchant, you gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20
* When selling mundane to a merchant via the downtime system, you earn an additional 20% of the cost.
* You may use the shopping downtime day feature once per week with no cost.

### **Traditional Artisan**

*Crafting Feat*

Your tried and true habits reflect in your masterpieces. When you would craft a magic item, you gain one of the following benefits, selected before you make the roll:

* You may take a -5 to the crafting roll. If the craft is successful, regardless of the rolled outcome, you may select and guarantee a non-unique effect for each material used.
* You gain a +6 to the crafting roll.
* Hired crafters for you are half the cost.