Feats

## Weapon Bond

Increase your Strength, Dexterity, or Charisma by 1. You gain the ability to achieve a deep connection with your weapon on a magical level. While you are performing a long rest, you can meditate alongside a weapon for 2 hours to establish a magic connection with the weapon if you are proficient with it. Your weapon is considered magical once successfully attuned, and cannot be disarmed. You may unattune or attune to another weapon as long as you take 2 hours of your long rest to do so. You may only attune to a single weapon this way, and you cannot form a bond with ammunition; but you can vanish it altogether with your weapon (max 20 pieces) if it requires ammo to work.

Once successfully attuned, you can execute one of the following as a bonus action:

* You may let your weapon appear or vanish in a sub-dimension, regardless of where it is.
* If your weapon not in your hands but within sight, you may recall your weapon back into your hands. Your weapon travels the path of least resistance, avoiding obstacles and creatures in its path.

## Draconic Mist

*Prerequisite: Dragonborn, Half-Dragon, or Kobold*

Aside from being able to exhale energy, you have found ways to alter this to your benefit through clever manipulation. Any creature affected within the area of exhalation must make a saving throw determined by their draconic ancestry, using the same DC as the Breath Weapon. On a fail, they are affected by the appropriate effect:

* Fire, Smoke Screen: You broil air within you and exhale a thick and opaque veil of smoke, blinding enemies for 1 round.
* Lightning, Booming Air: You build up crackling energy in front of you and release it as a powerful booming shockwave, deafening enemies for 1 round.
* Cold, Freezing Haze: You cool the air within you and release it as a thin and potent freezing haze, paralyzing enemies for 1 round.
* Poison, Noxious Fumes: You aerate the toxins within you and release them as gaseous toxic fumes, poisoning enemies for 1 round.
* Acid, Corrosive Mist: You churn a thick and corrosive acid within you and exhale it as a thick corrosive mist, causing attacks against enemies to have advantage for 1 round.

This shares a charge with the Breath Weapon attack. If you are a kobold, you instead gain charges based on your Constitution modifier (minimum 0) + 1. Charges are restored on a short or long rest.

## Draconic Agility

*(Replacement for Dragon Wings, UA)*

*Prerequisite: Dragonborn or Kobold*

Embracing your draconic ancestry, you undergo a magical transformation that manifests itself through large scaled wings and a large tail. You gain the following benefits:

* You gain proficiency in the Acrobatics skill.
* You have a flying speed equal to your movement speed. To use this speed, you cannot be wearing heavy armor or exceed your carrying capacity.
* As an action, you can swipe your tail around you at harsh speeds. Each creature within 5 feet of you must succeed on a Dexterity saving throw (DC = 8 + your Constitution Modifier + your Proficiency Bonus) or take 2d8 bludgeoning damage and become stunned for 1 round. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. You can only use this once per long rest.

If you take this feat, you cannot take the Draconic Savagery feat by any means.

## Draconic Savagery

*(Replacement for Dragon Hide, XGE)*

*Prerequisite: Dragonborn or Kobold*

Embracing your draconic ancestry, you undergo a magical transformation that manifests itself through jagged retractable claws and toughened scales. You gain the following benefits:

* Your hands grow sharp claws, gaining proficiency in Unarmed Strikes. Additionally, your unarmed strikes deal an additional 1d6 Slashing damage.
* When you score a critical hit with your unarmed strikes, roll another damage dice and add the result to the critical hit's damage.
* When you are reduced to 0 hit points but not killed outright, you drop to 1 instead. You can only use this once per long rest.

If you take this feat, you cannot take the Draconic Agility feat by any means.

## Robust

*Prerequisites: Small size or smaller*

You are pretty tough for a smaller sized creature, and know how to pull your own and other's weight efficiently. You gain the following benefits:

* Increase your Strength or Constitution score by 1, up to a maximum of 20.
* You no longer suffer penalties when attacking with a heavy weapon due to your size.
* You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* You can grapple and shove other creatures one size larger than you.

## Spiral Bomb

*Prerequisites: Spiral Knight or Artificer class*

You know how to harness Energy in volatile ways and contain it in a small package. During a short rest you may create Spiral Bombs equal to your Intelligence modifier + 1 (minimum 1), and are able to carry up to the maximum amount you can create. When you do so, choose which effect the bomb(s) will have:

* **Explosive:** This bomb can be thrown up to 60 feet away to a space you can see, regardless if it is occupied or not. When the bomb reaches its destination, a faint white glow will highlight a 5 feet radius explosion area. At the start of your next turn, any creatures within that area take 1d8 force damage, and are knocked prone until the start of their next turn. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
* **Mist:** Choose one damage type between fire, cold, lightning, poison, thunder, or necrotic. This bomb can be thrown up to 30 feet away to a space you can see, regardless if it is occupied or not. When the bomb reaches its destination, a faint glow determined by the damage type will highlight a 5 feet radius explosion area. At the start of your next turn, the bomb explodes in a veil of mist, and any creatures within its range are afflicted with the effect associated to the chosen damage type as shown below, lasting for 1 minute unless stated otherwise. The effect's radius increases to 10 feet at 5th level, 15 feet at 11th level, and 20 feet at 17th level. You may choose different damage types per bomb if you are capable of making multiple bombs.

(Color)
(Red)
 Cold
(Blue)
 Lightning
(Purple)
 Poison
(Green)
 Thunder
(Gold)
 Necrotic
(Black)

## Spatial Caster

*Prerequisite: 8th level, MDE with the Spellcasting feature*

Choose between Intelligence, Wisdom, or Charisma: that ability becomes your new Spellcasting ability. You gain one spell slot according to the wizard's spell slot by spell level table (one 1st level spell slot at 1st level, one 2nd level spell slot at 3rd level, ect), and you know one spell for each spell slot level you possess. You regain your spell slots after a long rest.

## Subspace Caster

*Prerequisite: 12th level, MDE with the Spellcasting feature*

You can pool all of your spell slots into a single resource pool called "Astral Slots". While you have points in your Astral Slots pool, you may cast a spell up to your highest known spell slot and expend a point from the pool. If you are using Spell Points, you may cast more than one of each 6th level or higher spells.

## Soulgaze

*Prerequisite: Spellcasting feature and access to enchantment spells*

You hone the ability to peer into creature's souls, allowing you to better understand their true intentions and affecting their psyche in much more direct ways whenever you look into their eyes. You gain the following benefits:

* Your Charisma score increases by 1.
* Choose one: Insight, Intimidation, or Persuasion. You gain proficiency with the chosen skill. If you are already proficient, you gain expertise instead.
* You gain advantage when making Insight, Intimidation, and Persuasion checks.
* Spells from the Enchantment school or that cause mind-altering effects (such as charmed or fear as examples) cast against a creature impose disadvantage on the creature if the spell requires an ability check or a saving throw. This disadvantage cannot be negated with sources of advantage.

Features that grant advantage or disadvantage can only be used on creatures that have an Intelligence higher than 4, and have an unobstructed line of sight to their eyes. Translucent obstacles such as glass or magical fields do not count towards the obstruction of line of sight.

## Fury of the Small

*Prerequisite: Small size or smaller*

When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus plus your level. You can use this trait once per turn.

If you are a *Goblin*, you can replace your *Fury of the Small* trait with this feat, and gain the option to instead deal twice your proficiency bonus plus your level once per short or long rest, in addition to the rest of this feat's effects.

## Dual Wielder (Variant)

*(Credit to u/FantasyDuellist)*

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.
* When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

If you have the *Two-Weapon Fighting* fighting style, it is instead replaced with the following trait:

* When you make a melee weapon attack while you are wielding a separate melee weapon in each hand, you gain +1 to the attack and damage roll of the attack.

## Weapon Master (Variant)

*Prerequisite: Exotic Weapons optional content*

You have practiced extensively with a variety of weapons, gaining the following benefits:

* You gain proficiency with Simple and Martial weapons, if you are not already.
* You gain proficiency with four *Exotic weapons* of your choice.