Materia Feats

The feats system used in the Crass Menagerie Campaign are a custom system heavily based on the system created by Treantmonk.

The core concepts of Treantmonk's system are kept intact, but some of the details of some feats have been altered.

## Core Concept

Each feat is divided into a number of features. The feat itself is more descriptive of an archetype or playstyle, with the features themselves being customizations or enhancements to that. Most of the standard feats are either directly recreate-able in this feat system or they have very similar versions.

## Rules

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. In addition, the revised racial rules allow you to forgo a +2 modifier to an ability score to begin with a feat at level one. 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. For example, the Savage Combatant feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can’t benefit from the Savage Combatant feat until your Strength is restored.

Whenever you choose a feat, you may pick any three of the features listed. A feature may only be selected once, unless the description says otherwise. Whenever you gain a level, you may change one of your selections.

### Half-Feat Variant

Your Dungeon Master may allow you to forgo two of your three feature selections from any given feat to instead receive a +1 to an ability score of your choice.

### Racial Feat Variant

Your Dungeon Master may allow you to forgo one of your feature selections from any given feat to instead replace it with one that matches your character's race.

## Feats

### Armor Specialist

You have studied the use of armor, and have improved your ability to use armor effectively.

#### Features

* **Armored Agility**: When you wear medium armor you are proficient in, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
* **Armor Mastery**: While you are wearing medium or heavy armor you are proficient in, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your proficiency bonus. If you select this feature a second time, the damage reduction applies to all bludgeoning, piercing or slashing weapons.
* **Armored Stealth**: Wearing medium or heavy armor which you are proficient in doesn't impose disadvantage on your Dexterity (Stealth) checks.
* **Heavy Armor Mobility**: You may ignore the minimum Strength requirement of heavy armor you are proficient in.
* **Heavy Armor Proficiency**: You gain proficiency in heavy armor (you must be proficient in medium armor from a source other than this feat to choose this feature).
* **Light Armor Defense**: While wearing light armor, you may add your armor's AC bonus to your Dexterity saving throws.
* **Light Armor Mastery**: While wearing light armor which you are proficient in, and you are damaged by a melee attack, you can use your reaction to move 5 feet in any direction without provoking an opportunity attack.
* **Light Armor Mobility**: While wearing light armor, opportunity attacks are made against you with disadvantage.
* **Light Armor Proficiency**: You gain proficiency in light armor.
* **Light Armor Versatility**: You may wear a Chain Shirt or Hide armor as light armor for the sake of determining proficiency. When wearing a Chain Shirt or Hide armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
* **Medium Armor Proficiency**: You gain proficiency in medium armor (you must be proficient in light armor through a source other than this feat to choose this feature).
* **Shield Proficiency**: You gain proficiency in shields.

### Battle Magic

**Prerequisite:** Ability to cast at least one spell

Your magic has been honed to use in combat, your quick thinking and specialized training provide certain advantages while fighting with spells.

#### Features

* **Battlecaster**: 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.
* **Elemental Adept**: Choose one of the following damage types: acid, cold, fire, lightning, poison or thunder. Spells you cast ignore resistance to damage of the chosen type. You may select this feature more than once with your three selections, if you do so you choose a different damage type. Alternatively, if you select this feature a second time, creatures with immunity to the damage type selected with a previous selection of this feature may be damaged as if they had resistance instead.
* **Hardy Concentration**: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
* **Mystical Sharpshooter**: Up to once on your turn, before you make a ranged spell attack, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage.
* **Reliable Spells**: When you roll damage for a spell you cast, you can treat any 1 on a damage die as a 2.
* **Spell Accuracy**: Your ranged spell attacks ignore half cover and three-quarters cover.
* **Spell Sniper**: When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
* **Warcaster**: You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

### Combat Reflexes

**Prerequisite:** Dexterity 13 or higher

You are especially quick and nimble, and this provides you with benefits in your movement and reactions.

#### Features

* **Alert**: You can't be surprised while you are conscious.
* **Combat Mobility**: You may take the disengage action as a bonus action. If you select this feature a second time, your movement does not provoke attacks of opportunity from creatures you can see.
* **Fast Reflexes**: You gain a +5 bonus to initiative.
* **Fleet**: Your speed increases by 10 feet.
* **Light Footed**: Difficult terrain doesn't cost you extra movement.
* **Nimble**: When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement, and you can make a running long or high jump after moving only 5 feet on foot, rather than 10 feet.
* **Uncanny Senses**: Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

### Dual Weapon Specialist

You are a master of fighting with two weapons at once. Your specialized training has provided you with certain advantages when employing two weapon fighting.

#### Features

* **Bonus Attacks**: You may use your bonus action to make an attack with a weapon you are holding on your turn as long as you made a weapon attack with a different weapon you are holding, even if you didn’t take the Attack Action.
* **Defensive Dual Wielder**: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
* **Heavy Dual Wielder**: You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
* **Multi Attacker**: When you use a bonus action to attack using two weapon fighting, you may make an additional attack with that weapon if you made more than one attack with another weapon you are holding on that turn.
* **Quick Dual Wielding**: Whenever you use your interact with an object to draw or stow a weapon, you may do so with two one handed weapons at the same time. If you select this feature a second time, you may also stow an object you are holding as part of the same interaction.
* **Weapon Versatility**: You gain proficiency in three one handed weapons of your choice.

### Educated

You have studied with a capable teacher, or at a college, perhaps learning lore, languages, or perhaps learning other skills through a mentor.

#### Features

* **Coder**: 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. Your spellbook, if you have one, may be written in such ciphers preventing it from being copied by anyone who you have not taught the cypher to.
* **Expert Education**: Gain expertise in a skill or tools for which you are proficient.
* **Linguist**: You learn three languages of your choice. Your understanding of communication allows you to communicate with a creature who speaks a language you don’t know on a rudimentary level after 10 minutes of interaction. In addition you may decipher a written language you don’t know on a rudimentary level after 10 minutes of study.
* **Skill Training**: Gain proficiency in a skill in which you are not proficient. This feature may be selected more than once.
* **Studied**: You gain advantage on any intelligence ability check to recall information about a type of creature.
* **Tool Training**: Gain proficiency in three sets of tools for which you are not proficient. You may add half your proficiency modifier on any ability check to use a set of tools for which you are not proficient.

### Magical Training

You have learned the basics of magic, either through a teacher, or on your own initiative. This has given you rudimentary magic skills and/or the training to deal with spellcasters.

#### Features

* **Hedge Magic**: Choose 2 cantrips from any one spell list. You may cast those cantrips using the same ability score as the class from which you chose the cantrips. You may select this feature more than once.
* **Mage Slayer**: 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. If you select this feature a second time and the attack hits, the spell is lost.
* **Magical Adept**: Choose one 1st-level spell from any spell 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. You use the same ability score as the class from which list you chose the spell. You may select this feature more than once.
* **Ritual Book**: You have learned to cast wizard rituals from a ritual book that you possess. if you come across a wizard spell in written form, such as a magical spell scroll or spellbook, you might be able to add it to your ritual book. The spell must 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. Intelligence is your spellcasting ability for these spells. If you select this feature a second time, you may select another ritual casting class and may add their ritual spells to your ritual book. The spellcasting ability used for these rituals matches the class for which the rituals belong.
* **Ritual Caster**: You gain the ability to cast 2 1st-level spells of your choice as a ritual. 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 cleric or druid; or Intelligence for wizard. If you select this feature a second time, you may also select a 2nd level ritual spell from the same class that you may cast as a ritual.
* **Spell Interruption**: 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.
* **Universal Spell Focus**: If you have the *Spellcasting Focus* feature from a class you have levels in, that spellcasting focus becomes an applicable focus for all spells from any class.

### Mounted Combat Specialist

You are a master of fighting while mounted. Your specialized training has provided you with certain advantages when fighting on horseback or another applicable mount.

#### Features

* **Cavalry Attack**: You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. If you select this feature a second time, you also have advantage against unmounted creatures of equal size to your mount.
* **Durable 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 if it fails. It may use your saving throw modifier if it is higher. If you select this feature a second time, your mount gains the same benefit against effects that allow it to make a Constitution saving throw.
* **Lance Charge**: If your mount moves at least 10 feet towards an enemy on your turn and you use the attack action to attack that enemy with a lance, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage. If you hit with your initial attack and have the extra attack feature, you may forgo your second attack and the hit is considered a critical hit and the enemy is knocked prone if they are no larger than your mount.
* **Mounted Combat Mastery**: If your mount is controlled, it is not restricted in the actions you can have it make. (normally a controlled mount is restricted to the Dodge, Dash or Disengage actions). If you select this feature a second time, you may control a mount even if it is not trained for combat.
* **Mount Defender**: You can force an attack targeted at your mount to target you instead. If you select this feature a second time, that attack is made with disadvantage.
* **Weapon Versatility**: You gain proficiency in the Lance, and two other martial weapons of your choice.

### Ranged Combat Specialist

You are a master in the art of ranged attacks in combat. Your specialized training has provided you with certain advantages when using weapons that attack at range.

#### Features

* **Deadly Aim**: Before you make a ranged attack with a weapon that you are proficient in and holding with two hands, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage. If you select this feature a second time, you may choose to forgo any amount up to your proficiency modifier to the attack roll, adding twice the amount of the penalty to the damage.
* **Fast Firing**: When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one handed ranged weapon or thrown weapon that you are holding or may draw as part of the bonus action.
* **Fast Loader**: You ignore the loading property of ranged weapons with which you are proficient.
* **Fast Thrower**: You may draw weapons with the thrown property as part of the attack with that weapon.
* **Long Range Sniper**: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover. If you select this feature a second time, you may attack with your weapon up to twice the weapons maximum range, attacks over the maximum range of the weapon impose disadvantage on the attack roll.
* **Point Blank Shot**: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
* **Weapon Versatility**: You gain proficiency in three ranged weapons or weapons with the thrown property.

### Savage Combatant

**Prerequisite:** Strength 13 or higher You are a crazed attacker on the battlefield. Your bloodlust has granted you certain advantages while fighting with unmatched zeal.

#### Features

* **Athlete**: You gain proficiency in Athletics, if you are already proficient, you gain expertise.
* **Brutal Charge**: When you take the Dash action and end your movement within range of a target with a melee weapon you are holding, you may make the attack action as part of the same action. If you chose to shove a creature with the attack action gained as part of a Dash, you may choose to shove the creature up to 10 feet and knock them prone with the same shove attack.
* **Grappler**: You may use a bonus action to grapple an opponent that is prone.
* **Savage Attack**: Once per turn when you roll damage for a melee weapon attack, you may roll the weapon’s damage dice twice and select the better result. If you are adding additional dice to the damage roll (such as after scoring a critical hit or a sneak attack), those dice are rolled normally. If you select this feature a second time, you may inflict the maximum possible result of the weapon’s damage dice rather than rolling.
* **Street Fighter**: You are proficient with improvised weapons and 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 or shove the target.

### Sharp Intellect

Your mind is always working, allowing you to notice the finer details, remember relevant facts, the speech and mannerisms of others, and process your thoughts quickly.

#### Features

* **Arcane Intellect**: You understand the nature of magic, allowing you to identify spells when cast by a spellcaster. If you perceive a spell being cast, the spell’s effect, or both, you can make an Intelligence (Arcana) check to identify the spell being cast. The DC equals 15 + the spell’s level. If you select this feature a second time, you make the roll with advantage.
* **Intuitive Assessment**: If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to it's Intelligence and Wisdom scores. If you select this feature a second time, you may know precisely the Intelligence and Wisdom scores of an observed creature.
* **Lip Reader**: 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. In addition, 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.
* **Perfect Memory**: You always know the number of hours left before the next sunrise or sunset, and you always know which way is north, you have advantage on any ability checks to avoid getting lost, in addition, you can accurately recall anything you have seen or heard within the past month. If you select this feature a second time, your memory becomes so acute you can accurately recall even the most finite details of anything you’ve seen or heard within the last month to the point that you could duplicate a key or a spellbook that you have observed.
* **Versatile Intellect**: Whenever you make a Wisdom ability check, you may substitute your Intelligence score if it is higher.
* **Versatile Intuition**: Any time you make an Intelligence ability check, you may substitute your Wisdom score if it is higher.

### Single Handed Weapon Specialist

You are a master of fighting with one handed melee weapons and versatile weapons. Your specialized training has provided you with certain advantages when employing these weapons.

#### Features

* **Close Quarters Fighting**: After making an attack with the benefit of your proficiency modifier against a creature within 5 feet with a melee weapon you are holding in one hand, you may use your bonus action to make a shove or grapple attack with your free hand.
* **Deadly Swing**: Before you make an attack roll with a melee weapon with the versatile property you are wielding in one hand, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage. If you select this feature a second time, you may choose to forgo any amount up to your proficiency modifier to the attack roll, adding twice the amount of the penalty to the damage.
* **Disable**: Before you make a melee attack with a weapon that you are proficient with, and you are holding nothing in your other hand, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, the target of the attack suffers disadvantage on the next weapon attack roll it makes before the end of its next turn. If you select this feature a second time, the target of the attack suffers disadvantage on its next two weapon attack rolls it makes before the end of its next turn.
* **Extended Reach**: When you make an attack roll with a melee weapon with the versatile property and holding nothing in your other hand, you may make a one handed attack as if the weapon had the reach property.
* **Nimble Warrior**: When you use a melee weapon one handed, and nothing in the other, it is treated as if it had the finesse property.
* **Parry**: When you are wielding a weapon with which you are proficient and nothing in your other hand, 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. If you select this feature a second time, after you use this feature, you retain a +2 to your AC against melee attacks until the beginning of your next turn.
* **Parry Missile**: When wielding a melee weapon that lacks the heavy or two handed property, you may use the weapon to attempt to deflect a missile attack. After the attack roll is made, you may use your reaction to add your proficiency modifier to your AC against that attack, potentially causing the attack to miss you. If you select this feature a second time, after you use this feature, you retain a +2 to your AC against ranged attacks until the beginning of your next turn.
* **Weapon Versatility**: You gain proficiency in three one handed weapons of your choice.

### Skulker

You are an expert at skulking and scouting in dangerous locations, like dungeons, dark hallways in an enemy lair, or caverns.

#### Features

* **Alert Traveller**: Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.
* **Hidden Sniper**: When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. If you select this feature a second time, you may use your reaction to make another hide check if your position is revealed after hitting with a ranged weapon attack.
* **Inventive Sneaking**: You can try to hide when you are lightly obscured from the creature from which you are hiding.
* **See in the Shadows**: Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. If you select this feature a second time, you may see in darkness as if you had darkvision (60 feet), or if you already have darkvision, the range is increased by 30 feet.
* **Sharp Hearing**: You have advantage on Wisdom (Perception) checks relying on sound.
* **Stealthy**: You gain proficiency in the Stealth skill, if you already have proficiency, you gain expertise. If you select this feature a second time, moving stealthily does not hamper your movement.
* **Trap Avoidance**: You have advantage on saving throws made to avoid or resist traps.
* **Trap Resistance**: You have resistance to the damage dealt by traps.

### Survivor

You have a knack for surviving the most harrowing of situations, and you have a talent for keeping those in your care alive.

#### Features

* **Combat Medic**: When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
* **Doctor**: 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.
* **Fortunate**: You have a luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend the luck point to roll an additional d20. You can choose to spend your luck point after you roll the die, but before the outcome is determined. You choose whether to use your roll or the initial result. You can also spend your 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 point when you finish a long rest. You may select this feature more than once.
* **Inspiring Leader**: 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 ½ your level (rounded up). A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. If you select this feature twice, the temporary hit points are equal to your level. If you select this feature three times, the temporary hit points are equal to your level + your

### Tactician

In combat you are careful and employ enhanced tactics that make you especially deadly.

#### Features

* **Combat Tactician**: You learn a maneuver 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 maneuver. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. You may select this feature more than once, each additional selection provides one additional maneuver known and d6 superiority die.
* **Disabling Strike**: When you hit a creature that is one size category larger or smaller than you with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
* **Opportunist**: When a creature within range of a melee weapon you are holding 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.
* **Sentinel**: Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

### Tough as Nails:

**Prerequisite:** Constitution 13 or higher

You are especially hardy, you are wounded less and irrepressible even when wounded, recovering with surprising speed.

#### Features

* **Durable**: When you spend Hit Dice to recover Hit Points, instead of rolling, you heal the maximum possible result. For example, if a Cleric (d8) spends 2 Hit Dice on healing, they automatically regain 16 Hit Points plus their modifier for Con on both dice.
* **Hardy**: You do not suffer exhaustion when you fall to 0 Hit Points. If you select this feature a second time, you may recover up to two levels of exhaustion on a long rest.
* **Resilient**: You gain proficiency in saving throws in the ability score of your choice.
* **Tenacious**: Your Hit Point maximum cannot be lowered.
* **Tough**: Your hit point maximum increases by an amount equal to your level when you select this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional one hit point. You may select this feature twice, if you do so, you gain twice the benefit.

### Two Handed Weapon Specialist

**Prerequisite:** Strength 13 or higher

You are a master of fighting with a weapon held in two hands. Your specialized training has provided you with certain advantages when employing a weapon this way.

##### Features

* **Ferocious Strike**: Before you make an attack roll with a melee weapon you are holding with two hands, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage. If you select this feature a second time, you may choose to forgo any amount up to your proficiency modifier to the attack roll, adding twice the amount of the penalty to the damage.
* **Merciless**: On your turn, when you score a critical hit with a weapon held in two hands or reduce a creature to 0 hit points with one, you can immediately make one more melee weapon attack using your bonus action. If you select this option a second time, you may make the additional attack without using your bonus action. You may only benefit from Merciless once on your turn.
* **Pommel Strike**: When you take the attack action and make all attacks with a melee weapon you are holding in two hands with the benefit of your proficiency modifier, you can use a bonus action to make a melee attack with another part 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.
* **Readied Weapon**: While you are wielding a reach weapon you are holding in two hands, other creatures provoke an opportunity attack from you when they enter your reach. The weapon that provoked the attack must be used to make the attack in order to use this feature.
* **Weapon Versatility**: You gain proficiency in three weapons with the two handed or versatile property.

### Weapon and Shield Specialist

**Prerequisite:** Proficiency in shields

You are a master of fighting with a weapon and shield. Your specialized training has provided you with certain advantages when employing weapon combat while you have a shield equipped.

#### Features

* **Defensive Fighting**: Before you make a melee attack with a weapon that you are holding while wielding a shield in your other hand, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, the target of the attack has disadvantage on any attack rolls against you until the beginning of your next turn.
* **Shield Bash**: You are proficient in the use of a shield as an improvised weapon, the shield has the light property and inflicts 1d4 bludgeoning damage on a successful hit. If you select this option a second time, a magical shield is considered a magical weapon for the purposes of overcoming resistance to bludgeoning damage.
* **Shielded Position**: 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 you, and if that effect would inflict half damage on a successful saving throw, you can use your reaction to take no damage instead if you succeed on the saving throw. If you select this option a second time, you take only half damage if you fail the saving throw.
* **Shield Shove**: You can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you select this option a second time, you may, with a successful shove, both push the creature 5 feet and knock them prone.
* **Rapid Ready**: You may equip or stow a shield with the same interact with an object you use to equip or stow a weapon. If you select this option a second time, you may stow a previously held weapon with the same interact with an object.
* **Weapon Versatility**: You gain proficiency in three one handed weapons of your choice.

## Racial Feats

### Bountiful Luck

**Prerequisite:** *Halfling*

* When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.
* You are required to forgo two of your three feature selections to select *Bountiful Luck*.

### Dragon Fear

**Prerequisite:** *Dragonborn*

* Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

### Dragon Hide

**Prerequisite:** *Dragonborn*

* Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

### Drow Magic

**Prerequisite:** *Elf (drow)*

* You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. If you select this feature a second time, you also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

### Dwaven Fortitude

**Prerequisite:** *Dwarf*

* Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

### Elven Accuracy

**Prerequisite:** *Elf or Half-elf*

* Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

### Fade Away

**Prerequisite:** *Gnome*

* Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. If you select this feature a second time, roll a d6 at the beginning of each of your turns after using *Fade Away*, on a roll of 6, you may use this feature again.

### Fey Teleport

**Prerequisite:** *Elf (high)*

* You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. If you select this feature a second time, roll a d6 at the beginning of each of your turns after using misty step, on a roll of 6, you may use this feature again. Intelligence is your spellcasting ability for this spell.

### Infernal Constitution

**Prerequisite:** *Tiefling*

* You have resistance to cold damage and poison damage. You have advantage on saving throws against being poisoned.

### Inner Bellows

**Prerequisite:** *Dragonborn*

* Your breath weapon recharges on a 5-6 and reguardless of heritage you can choose the space of your Breath Weapon to be a 5 by 30 ft. line or 15 ft. cone each time you use the feature.

### Orcish Fury

**Prerequisite:** *Half-orc or Orc*

* When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

### Orcish Resilience

**Prerequisite:** *Half-orc*

* Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. If you hit you deal extra damage equal to your level.

### Powerful Strike

**Prerequistie:** The *Powerful Build* racial trait.

* Whenever you have advantage on weapon attacks and both dice you rolled would have hit your target, your weapon attacks score a critical hit if either dice is a roll of 19 or 20. If you select this feature a second time, your weapon attacks score a critical hit if either dice is a roll of 18 or 20.

### Second Chance

**Prerequisite:** *Halfling*

* When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.

### Squat Nimbleness

**Prerequisite:** *Dwarf or a Small race*

* Increase your walking speed by 5 feet, and you gain proficiency in the Acrobatics or Athletics skill (your choice).
* If you select this feature a second time, you have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

### Wood Elf Magic

**Prerequisite:** *Elf (wood)*

* You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. If you select this feature a second time, you also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.