Level 3

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### Advanced Martial Training

Prerequisite: Level 3, Strength 13 or Dexterity 13, Proficiency with at least one Martial Weapons and Light Armor

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

* You gain proficiency with medium / heavy armor.
* You gain proficiency with shields

### Artificer Initiate

Prerequisite: Level 3

You’ve learned some of an artificer’s inventiveness:

* You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
* You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
* You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

### Blood Hound

Prerequisite: Level 3, Wisdom 13 or higher

Your keen senses are heightened beyond that of most people. Whether these senses were heightened through training, through the loss of other senses, or they simply matured as you did, you gain the following benefits:

* While conscious, whenever a creature that is small or larger moves, within 10 feet of you, you immediately become aware of its presence.
* Your attack rolls do not have disadvantage against invisible creatures that you are aware of.
* You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on sound or smell.

### Charger

Prerequisite: Level 3, Strength 15

When you use your action to take the "Attack Action" with a melee weapon, you can use a bonus action to take the "Dash Action". (The "Dash Action" is part of the "Attack Action", you can use your movement first and then make your Attacks)

* If you move at least 15 feet in a straight line before attacking, for your next Attack, you can either
	+ gain a +5 bonus to the attack's damage roll or
	+ the target as to succed at a Strength saving throw (DC: 8+ Strenght Modif. + Prof. Bonus), provided the target is no more than one size larger than you. If the save fails, the target gets pushed up to 10 feet, to an unoccupied space, away from you,
* You can use this trait multiple times within your turn, provided that you can meet the movement requirements again between Multiple Attacks.

### Cover Move

Prerequisites: Level 3, Tough or Protection or interception or defense Fightingstyle

You need to wear a shield to use this feature.

* When a creature you can see with in range is attacked, you can use your reaction to move up to half of your movement speed towards that creature. The attack is made against you instead. If you provoke any Opportunity Attack with this feature, they are made with disadvantage. If that attack that you attempt to cover hits, the damage you take is doubled.
* You are also able to make an attack with your shield instead your weapon if you are proficient with them. (1d6+str +prof)

### Elemental Adept

Prerequisite: Level 3, 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.

### Far Shot

Prerequisite: Level 3, Wisdom 15 or higher

Your eagle eyes, help you to hit foes who are too far for the most people to see, you gain the following benefit:

* When you make a ranged Attack using a ranged weapon you can double its ranged. If you later gain the *Sharpshooter* feat you still get disadvantage, when you shoot further than the maximum original attack range of the weapon you are using.

### Forced Friendly Fire

Prerequisite: Level 3, Dexterity 15 or higher

Your nimbleness in close combat makes it hard to predict your next move, you gain the following benefit:

* When you are in melee combat and a creature, that you can see, makes a ranged attack against you, you can use your reaction to position yourself in half cover behind your opponent. If the attack misses, the Attack instead hits the opponent you used as cover.

### Fighting Initiate

Prerequisite: Level 3, Proficiency with one Martial Weapons

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.

### Gift of the Gem Dragon

Prerequisite: Level 3

You’ve manifested some of the power of gem dragons, granting you the following benefits:

**Telekinetic Reprisal.** When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + one ability modifier you choose, when you take this Feat). On a failed save, the creature takes **2d8** force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Grappler

Prerequisite: Level 3, 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.
* When you are already grappling a target, you can use an action (or another attack, if you have the Extra Attack class feature) to try to restrain it, as long as it is no more than one size larger than you.
* As a Opportunity Attack you can make a grapple check.

### Healer

Prerequisite: Level 3

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 half the creature's level. The creature can't regain hit points from this feat again until it finishes a short or long rest.

### Heavy Armor Master

Prerequisite: Level 3, Proficiency with heavy armor

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

* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.

### Initiate of High Sorcery

Prerequisite: Level 3 + *Mage of High Sorcery Background or Level 6*

Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

 Lunitari
 Solinari

You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

### Medium Armor Master

Prerequisite: Level 3 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.

### Mobile

Prerequisite: Level 3

You are exceptionally speedy and agile. You gain the following benefits:

* Your speed increases by 10 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.

### Mounted Combatant/ Plötze

Prerequisite: Level 3

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.
	+ Optional:
	+ You can choose one mountaple creature, magicly bind it to you. You can form this bond after 30 Days of Training/ Time spend with your new "Companion", gaining the following benefieds:
	+ Gate: If there is enough space provided, you can spend a short rest, teleporting your "Companion" next to you. To activate this effekt, you have to perform a ritual, using some material components ( Claws/ Hair / Blood/ etc. of your "Companion").
	+ Revive: If your "Companion" dies you can perform an 8 hour ritual, using material components and spending 100 Gold, trying to revive him. This provides that your "Campanion" wants to come back (Caring is key/ Animal Handling/ DM decision).

### Nocturnal

Prerequisite: Level 3, *Skulker*

Due to extensive exposure to the dark, and possible supernatural abilities, you have an unmatched ability to fight adversaries in the dark. You gain the following benefits:

* You gain Darkvision with a radius of 60 feet. If you already have Darkvision, then the radius of your Darkvision increases by 30 feet, to a maximum of 120 feet.
* You have advantage on Dexterity (Stealth) checks while in dim light or nonmagical darkness.

### Prodigy

Prerequisite: Level 3

You have a knack for learning new things. You gain the following benefits:

* You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
* Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

### Rune Shaper

Prerequisite: Spellcasting Feature and Level 3

You’ve studied the magic of Giant runes, granting you the following benefits:

**Comprehend Languages.** You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.

**Rune Magic.** You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.

You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.

Rune Spells

### Shield Bash

Prerequisite: Level 3

You have learned to use your shield as a melee weapon. You gain the following benefit:

* You can use shields to make melee weapon attacks. A shield deals 1d6 + your Strength modifier bludgeoning damage, and you can use your proficiency bonus for the attack roll.
* If you have a magical shield, the defense bonus also counts as a to hit and damage bonus for you.
* When you take the attack action you can make an extra attack with the shield as a bonus action, as if you were fighting with two weapons.

### Squire of Solamnia

Prerequisite: Level 3 + Knight of Solamnia Background OR Level 6

Your training in the ways of the Knights of Solamnia grants you these benefits:

**Mount Up.** Mounting or dismounting costs you only 5 feet of movement.

**Precise Strike.** Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a **d8** and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

### Strike of the Giants

Prerequisite: Martial Weapon Proficiency and Level 3

You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:

**Cloud Strike.** The target takes an extra **1d4** thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.

**Fire Strike.** The target takes an extra **1d10** fire damage.

**Frost Strike.** The target takes an extra **1d6** cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.

**Hill Strike.** The target takes an extra **1d6** damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.

**Stone Strike.** The target takes an extra **1d6** force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.

**Storm Strike.** The target takes an extra **1d6** lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.

The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.

You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Strixhaven Initiate

Prerequisite: Level 3, You can only be a part of one College

You have studied some magical theory and have learned a few spells associated with Strixhaven University. Choose one of Strixhaven’s College: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom.

* You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
* You can cast the chosen 1st-level spell withouta spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
* Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Strixhaven Spells
 Prismari
 Quandrix
 Silverquill
 Witherbloom

### Strixhaven Mascot

Prerequisite: Level 3, Strixhaven Initate or/ and Warlock: Pact of the Chain

*(This Feat is **free** to take, if you have the Warlock: Pact of the Chain feature)*

You have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:

* You can cast the find familiar spell as a ritual. Your familiar can take the form of the mascot associated with the college you chose for the Strixhaven Initiate feat: a spirit statue mascot (Lorehold), an art elemental mascot (Prismari), a fractal mascot (Quandrix), an inkling mascot (Silverquill), or a pest mascot (Witherbloom). **(Your Familiar can't take the form of a mascot, if you don't have the Strixhaven Initiate Feat)**
* When you take the Attack action on your turn, you can forgo one attack to allow your familiar to make one attack of its own with its reaction.
* If your familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.

### Thrown Arms Master

Prerequisite: Level 3

You’ve honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:

* Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet.
* Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.
* When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.

### **Vital Sacrifice**

Prerequisite: Level 3

You've learned secrets of hemocraft that grant you esoteric power at the price of your own life force. As a bonus action, you can choose to take **1d6** necrotic damage to gain a blood boon. Your blood boon lasts for 1 hour or until expended. You can expend this blood boon to gain one of the following benefits:

* When you make an attack roll, you roll **1d6** and add it to the total.
* When you hit with an attack or spell, you deal an additional **2d6** necrotic damage.
* When you cause a creature to make a Strength, Dexterity, or Constitution saving throw, roll a **d4** and reduce their save by the amount rolled.

The damage you take to gain a blood boon can’t be reduced in any way.

*- From Tal'Dorei Campaign Setting Reborn Book Page: 191*

## Feats by Race

Feats listed in this section can only be taken by the associated race.

### Aarakocra

#### Hawk's Eye

Prerequisite: Level 3

You have adopted your bird features to improve your vision, granting you the following benefits:

* You have advantage on Wisdom (Perception) checks that rely on sight.
* In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

### Dragonborn

#### Dragon Fear

Prerequisite: Level 3

When angered, you can radiate menace. You gain the following benefits:

* Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 15 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. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A Creature can't be frightend twice by this ability

#### Improved Dragon Breath

Prerequisite: Level 3

You mastered your Breath Weapon granting you the following benefits:

* You can use your Breath Weapon as a bonus action.
* In addtion, you can decide the shape/ form of your Breath Weapon (cone 15ft./ line 30ft.), everytime you use it.

### Dhampir

#### Hunger for psychic energy

Prequisite Dhampir lvl 3

You learn to cast the Cantrip Mindsliver. Choose Con, Int, Wis or Cha as Spellmodifier when you pick this feat.

When you deal psychic damage to a creature you can use a bonus action. If you do so the creature has to make a Wis-Saving-throw or charmed by you until the end of its next turn or until you deal damage to it. You can use this trait Prof-Bonus XLR.

### Dwarf/ Gnome

#### Cunning Artisan

Prerequisite: Level 3

You have trained in the art of crafting for more years than a normal Human lives, you gain the following benefits:

* You gain proficiency in one additional artisan tool of your choice
* You gain expertise with all artisan tools you are proficient with.
* You can also chose one of the Level 1 Crafting Feats. (Expert Gatherer, Ingenious Crafter, Quick Crafter or Spark of the Inventor)

### Elf

#### Elven Accuracy

Prerequisite: Level 3

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefit:

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

#### Revenant Blade

Prerequisite: Level 3

You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:

* While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
* A double-bladed scimitar has the finesse property when you wield it.
* The bonus attack with the double-bladed scimitar deals now full damage.

### Genasi

For the purpose of associated damage types, consider the following chart:

Associated Element

 Earth
 Fire
 Water

#### Elemental Familiar

Prerequisite: Level 3

Your connection to the Elemental plains grants you the aid of new forms of familiars. You gain the following benefits:

* You learn the find familiar spell and can cast it as a ritual.
* You can choose an additional form for your familiar depending on your origin, as shown in the table below. Also, your familiar counts as an elemental.

Familiar Forms

 Earth
 Fire
 Water

### Gith

#### Illithid Hunter

Prerequisite: Level 3

Your natural hate against Illithids and their kind enhances your abilities to hunt them. You gain the following benefits:

* You have advantage on Wisdom (Survival) checks to track aberrations, as well as on Intelligence ability checks to recall information about them.
* You have advantage on saving throws against being charmed by aberrations.

### Gnoll

#### Way of the Clans

Prequisite Gnoll Lvl 3

Your clan has adapted one of the following traditions. Choose one of the following feats:

* Ways of Eberron: After the clans purged themselves from the demonic influence they swore that no other creature will hold dominion over them. You gain advantage against charming effects. Your Rampage trait reads as following: Rampage When you reduce a creature to 0 hit points with a melee attack on your turn, you may use a bonus action to move up to half your speed and make a bite attack. If the bite hits you and all allies within 15 ft around you are immune to charm until the end of the next turn. Existing Charm effects get delayed until the end of your next turn but the target gets to roll a save if applicable.

* Ways of Gorellik: Even dwindling the might of Gorellik cannot be argued. Your Rampage trait reads as following: Rampage When you reduce a creature to 0 hit points with a melee attack on your turn, you may use a bonus action to move up to half your speed and make a bite attack. Until the end of your next turn you and every ally within 5 ft of you gain pack tactics.

* Ways of Yeenoghu: Weather or not you like it your clan is bound to the deamon lord Yeenoghu and you can feel the hunger. Your Rampage trait reads as following: Rampage When you reduce a creature to 0 hit points or hit critically with a weapon attack, you may use a bonus action or reaction to move up to half your speed and make a bite attack.

### Goblin

#### Fire in the Hole

Prerequisite: Level 3

You have a favor for explosives even if they don't have one for you. You gain the following benefits:

* You gain resistance to fire damage.
* You gain proficiency with alchemist supplies.
* You can spend a short rest to craft a small bomb, that deals 1d6 fire and 1d6 bludgeoning damage for each 25GP worth of material you used to craft it.
	+ The Maxmium Damage is based on your Proficiency Bonus (calculated for both damage types +2 (4d6)), (+3 (6d6)), (+4 (8d6)), (+5 (10d6)), (+6 (12d6)).
* As an Action you can hurl the bomb against a creature within 30ft of you. The target and every creature within 5ft of it must make a Dexterity saving (DC 8 + your proficiency bonus + your Dexterity modifier), taking half damage on a successful save. Before you throw the bomb roll a d20, if you roll a 5 or lower the bomb explodes in your face dealing half damage to you (Ignoring resistances).
* The maximum number of bombs you can have equals half your proficiency bonus (rounded up).

### Goliath

#### Titanium Endurance

Prerequisite: Level 3

Your harsh training hardened your body to a degree most humans can’t comprehend, you gain the following benefit:

* **Legacy:** You can use your Stone’s Endurance feature a number of times equal to your proficiency bonus, you regain all expended uses when you finish a long rest.
* **MotM:** You can add your proficiency Bonus to the Roll of Stone Endurance.

### Half-Orc

#### Orcish Fury

Prerequisite: Level 3

Your inner fury burns tirelessly. You gain the following benefits:

* 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. Once you use this ability, you can’t use it again until you finish a short or long rest.
* Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

### Halfling

#### Bountiful Luck

Prerequisite: Level 3

Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!

* 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

### Hobgoblin

#### Combat Tactics

Prerequisite: Level 3

Your knowledge about tactics and strategy gives you an edge in combat, granting you the following benefits:

* You gain a pool of d6 dice equal to your proficiency bonus.
* When you hit a creature with a weapon attack, and one of your allies is within 5ft of that creature, you can spend one d6 and add the result to the damage roll. You regain all expended dice when you finish a short or long rest.

### Kenku

#### Embrace the Curse

Prerequisite: Level 3

Where other members of your race sorrow over their lost abilities you embrace your new once, granting you the following benefits:

* Your adaptive nature gives you a bonus to all skills checks equal to halve your proficiency bonus (rounded down), if you aren't proficient in them. This doesn’t stack with the bards Jack of All Trades feature.

### Kobold

#### Preparation is Key

Prerequisite: Level 3

You love being prepared especially when it comes to combat. You gain the following benefit:

* You can spend a short rest to fashion one of the Items listed in the Kobold Inventor stat block under Weapon Invention. If the Item requires a saving throw the DC is equal to 8 + your Dexterity modifier + your Proficiency bonus. You can never have more created items than your proficiency bonus.

### Lizardfolk

#### Release the Beast

Prerequisite: Level 3

You learn how to hurl yourself into a feral frenzy, setting normal thoughts aside and let your bestial instincts take over. You gain the following benefits:

* You can use your bonus action to enter this frenzy, which holds for 1 minute or until you end it as a bonus action. While in this frenzy you must use your Hungry Jaws ability every turn if you can (you ignore the normal limit on this feature while in the frenzy). Once you use this feature you can’t use it again until you finish a long rest.
* While in your frenzy you produce poisonous saliva causing your bite to deal an extra 1d6 poison damage on a hit.
* While in your frenzy you have disadvantage for all attacks.

### Orc

#### The Colors of Conquest

Prerequisite: Level 3

You adorn yourself in the colors of conquest, might it be tattoos, paint or other symbols granting you the following benefits:

* Once per day during a long rest you can attune to one of the colors red, white or black.
	+ Red: When you hit a creature with a weapon attack you can make another attack as a bonus action. You can use this ability a number of time equal to your Constitution modifier (minimum of 1) before you must finish a long rest.
	+ White: When you reduce a creature to 0 Hit points, you can gain temporary hit points equal to your level plus your Constitution modifier (minimum of 1). You can use this ability a number of time equal to your Constitution modifier (minimum of 1) before you must finish a long rest
	+ Black: While in dim light or darkness you gain an extra 10ft movement speed and opportunity attacks against you have disadvantage

### Shifter

#### Full Transformation:

Prerequisite: Level 3

You have learned to shift your whole body into an animal. You gain the following benefit:

* As an action you can transform into one of your associated animals, as shown in the table below. This feat works like the druids Wild Shape ability. You can stay in this form for a number of hours equal to half your Proficiency bonus (rounded down) and once you use this feat you can’t use it again until you finish a short or long rest.

 Longtooth
 Swiftstride
 Wildhunt

### Tabaxi

#### Always Land on Your Feet

Prerequisite: Level 3

You have learned to always land on your feet, granting you the following benefits:

* You have advantage on saving throws against being knocked prone.
* Standing up only costs you 5 feet of movement.
* You can use your reaction to reduce the number of fall damage dice by an amount equal to Dexterity plus half your Proficiency bonus.

### Tiefling

#### Flames of Phlegethos

Prerequisite: Level 3

You learn to call on hellfire to serve your commands. You gain the following benefits:

* When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
* Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

#### Infernal Constitution

Prerequisite: Level 3

Fiendish blood runs strong in you, unlocking a resilient skin to that possessed by some fiends. You gain the following benefits:

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

### Warforged

#### Iron Wood Components

Prerequisite: Level 3, no Overheat, no other Components

Instead of steel or Stone your main components are made from wood and leaves. You gain the following benefits:

* While in a forest or similar biome, while you remain motionless, you are indistinguishable from a normal tree.
* Once per day you can drink water as an action to regain hit points equal to 1d6 + your Constitution modifier.
* When you aren’t wearing armor, your AC equals 12 + your Dexterity modifier. (AC 13 with racial bonus)

#### Overheat

Prerequisite: Level 3, no Iron Wood Components

You have learned to heat up your body to damage your foes. You gain the following benefits:

* You gain resistance to fire damage.
* Once per short rest you can overheat yourself as a bonus action for 1 minute. You lose your Resistance to fire damage and take 1d4 fire damage every turn. During this time you gain 1d4 fire Damge for your melee Weapon Attacks.
* This ability gets stronger with Mithral or Adamantine Components (1d6) and if you have Mithral and Adamantine Components (1d8) (also the damage you gain.)
* You can end this effect at the start of your turn or when you get incapacitated.