Feats

This is a list of feats that anybody can use to enhance their character.

• 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.

### **Actor**

Skilled at mimicry and dramatics, 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.

### **Athlete**

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.
* Climbing doesn’t cost you extra movement.
* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

### **Charger**

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).

### **Crossbow Expert**

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.

### **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**

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.

### **Dungeon Delver**

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

* You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
* You have advantage on saving throws made to avoid or resist traps.
* You have resistance to the damage dealt by traps.

### **Durable**

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

### **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.
* Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.

### **Great Weapon Master**

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.

### **Healer**

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.

### **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 non-magical weapons 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**

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**

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.

### **Linguist**

You have studied languages and codes, gaining the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You learn three languages of your choice.
* 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.

### **Lucky**

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.

### **Mage Slayer**

You have practiced techniques useful in melee combat against spell casters, 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**

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. 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 Adept**

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

* You learn two maneuvers 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).

* If you already have superiority dice, you gain one more; otherwise, you have one superiority dice, which is a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest

### **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.

### **Mobile**

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.

### **Moderately Armored**

*Prerequisite: Proficiency with light armor*

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

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

### **Mounted Combatant**

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**

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.

### **Polearm Master**

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, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
* While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

### **Resilient**

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, you acquire a ritual book holding 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 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**

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**

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 provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
* When a creature within melee range 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.

### **Sharpshooter**

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**

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.

### **Skilled**

You gain proficiency in any combination of 3 skills or tools of your choice.

### **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.

### **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**

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 strikes use 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. A grapple check is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check.

### **Tough**

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**

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 simple or martial weapons of your choice.

## **Unearthed Arcana or Xanathar's Guide to Everything Feats**

### **Blade Mastery**

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

* You gain a +1 bonus to attack rolls you make with the weapon.
* On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.
* When you make an opportunity attack with the weapon, you have advantage on the attack roll.

### **Dragon Mark**

You have a magical mark that indicates you are a member of one of the dragonmarked houses. Select one of the options from the Dragonmarks table. You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using the spellcasting ability listed under the Ability column. You cast each spell at its lowest level. Cantrips can be cast as normal. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:

* When you first take this feat, you gain the least dragonmark. You learn the spells listed under the cantrip and least column.
* At 5th level and higher, your mark becomes more potent, improving to lesser dragon. You also learn the spell listed under the Lesser column.
* At 9th level and higher, your mark’s power increases again, becoming a greater dragonmark. You also learn the spell listed under the Greater column

**Dragonmark Benefits**

### **Fell Handed**

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

* You gain a +1 bonus to attack rolls you make with the weapon.
* Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.

* Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.
* If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.

### **Flail Mastery**

The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.

* You gain a +1 bonus to attack rolls you make with the weapon.

* As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.

* When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

### **Quicksmithing**

*Prerequisite: Intelligence 13 or higher*

You have mastered the art of on-the-fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether.

When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them.

If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it.

In addition, you have proficiency with artisan’s tools (quicksmith’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

* **Clockwork Toy.** This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
* **Fire Starter.** This device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

* **Music Box.** When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

## **Spear Mastery**

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.

* You gain a +1 bonus to attack rolls you make with a spear.
* When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)

* You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.

* As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.

## **Race Feats**

### **Barbed Hide**

*Prerequisit: Tiefling*

One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:

* Increase your Constitution or Charisma score by 1, up to a maximum of 20.
* As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
* You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.

### **Bountiful Luck**

*Prerequisite: Halfling*

Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter. You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortunes 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.

### **Critter Friend**

*Prerequisite: Gnome (forest)*

Your friendship with animals mystically deepens. You gain the following benefits:

* You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
* You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

### **Dragon Fear**

*Prerequisite: Dragonborn*

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

* Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
* 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 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*

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

* Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.
* 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.
* You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

### **Dragon Wings**

*Prerequisite: Dragonborn*

You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren't exceeding your carrying capacity. Proficiency in heavy armor allows flying speed of 15 feet.

### **Drow High 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. 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 the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

### **Dwarf Resilience/Dwarven Fortitude**

*Prerequisite: Dwarf*

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.
* 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*

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 benefits:

* Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
* Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

### **Everybody’s Friend**

*Prerequisite: Half-elf*

You develop your magnetic personality to ease your way through the world. You gain the following benefits:

* Increase your Charisma score by 1, up to a maximum of 20.
* You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.

### **Fade Away**

*Prerequisite: Gnome*

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

* Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
* Immediately 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.

### **Fey Teleportation**

*Prerequisite: Elf (high)*

Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another.. You gain the following benefits:

* Increase your Intelligence or Charisma score by 1, to a maximum of 20.
* You learn to speak, read, and write Sylvan
* 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. Intelligence is your spellcasting ability for this spell.

### **Flames of Phlegethos**

*Prerequisite: Tiefling*

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

* Increase your Intelligence or Charisma score by 1, to a maximum of 20.
* 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.

### **Grudge-Bearer**

*Prerequisite: Dwarf*

You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:

* Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
* During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
* When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
* Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient

### **Human Determination**

*Prerequisite: Human*

You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

* Increase one ability score of your choice by 1, to a maximum of 20.
* When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.

### **Infernal Constitution**

*Prerequisite: Tiefling*

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

* Increase your Constitution score by 1, up to a maximum of 20.
* You have resistance to cold damage and poison damage.
* You have advantage on saving throws against being poisoned.

### **Orcish Aggression**

*Prerequisite: Half-orc*

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

### **Orcish Fury**

*Prerequisite: Half-orc*

Your fury burns tirelessly. You gain the following benefits:

* Increase your Strength or Constitution score by 1, up to a maximum of 20.
* When you hit with an attack made with 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.

### **Prodigy**

*Prerequisite: Half-elf, half-orc or human*

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.

### **Second Chance**

*Prerequisite: Halfling*

Fortune favors you when someone tries to strike you. You gain the following benefits:

* Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
* 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 do so again until you finish a short or long rest

### **Squat Nimbleness**

*Prerequisite: Dwarf or a Small race*

You are uncommonly nimble for your race. You gain the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* Increase your walking speed by 5 feet.
* You gain proficiency in the Acrobatics or Athletics skill (your choice).
* You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

### **Svirfneblin Magic**

*Prerequisite: Gnome (deep gnome)*

* You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast Nondetection on yourself at will, without needing a material component.

* You can also cast each of the following spells once with this ability: Blindness/Deafness, Blur, and Disguise Self. You regain the ability to cast these spells when you finish a long rest.

### **Wonder Maker**

*Prerequisite: Gnome (rock)*

You master the tinker techniques of your people. You gain the following benefits:

* Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
* When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.
* When you make a device with your Tinker trait, you have the following additional options for what you make:

**Alarm:** This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

**Calculator:** This device makes doing sums easy.

**Lifter:** This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.

**Timekeeper:** This pocket watch keeps accurate time.

**Weather Sensor:** When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.

### **Wood Elf Magic**

*Prerequisite: Elf (wood)*

You learn the magic of the primeval woods.

* You learn one Druid cantrip of your choice.
* You also learn Longstrider and Pass without Trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

## **Skill & Tool Set Feats**

### **Acrobat**

You become more nimble, gaining the following benefits:

•Increase your Dexterity score by 1, to a maximum of 20.

•You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

•As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.

### **Alchemist**

You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency with alchemist’s supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them.
* As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
* Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.

### **Animal Handler**

You master the techniques needed to train and handle animals. You gain the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.

### **Arcanist**

You study the arcane arts, gaining the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

### **Brawny**

You become stronger, gaining the following benefits:

•Increase your Strength score by 1, to a maximum of 20.

•You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

•You count as if you were one size larger for the purpose of determining your carrying capacity.

### **Burglar**

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.

* You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

### **Diplomat**

You master the arts of diplomacy, gaining the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
* If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

### **Empathic**

You possess keen insight into how other people think and feel. You gain the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

### **Gourmand**

You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

* Increase your Constitution 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 an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.

* During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

### **Historian**

Your study of history rewards you with the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.

### **Investigator**

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You can take the Search action as a bonus action.

### **Master of Disguise**

You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.

* You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.

* If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

### **Medic**

You master the physician's arts, gaining the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

### **Menacing**

You become fearsome to others, gaining the following benefits:

•Increase your Charisma score by 1, to a maximum of 20.

•You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

•When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

### **Naturalist**

Your extensive study of nature rewards you with the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You learn the Druidcraft and Detect Poison and Disease spells. You can cast Detect Poison and Disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

### **Perceptive**

You hone your senses until they become razor sharp. You gain the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

### **Performer**

You master performance so that you can command any stage. You gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

### **Quick-Fingered**

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

### **Silver-Tongued**

You develop your conversational skill to better deceive others. You gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.

### **Stealthy**

You know how best to hide. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.

### **Survivalist**

You master wilderness lore, gaining the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You learn the Alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

### **Theologian**

Your extensive study of religion rewards you with the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You learn the Thaumaturgy and Detect Evil and Good spells. You can cast Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

## **Homebrew Feats**

### **Arcane Ammunitionist**

You have developed the magical ability of conjuring ammunition and returning weapons you throw, gaining the following benefits:

* You gain a +1 bonus to ranged attack rolls.
* You can conjure a piece of mundane ammunition (such as arrows for bows, bolts for crossbows, or stones for slings) as part of an attack with a ranged weapon. The conjured ammunition disappears after 1 round.
* Immediately after you make a ranged attack with a thrown weapon, you can cause the weapon to teleport into your hand.
* You ignore the loading quality of crossbows with which you are proficient.

### **Focused Multi-Tasker**

You have learned how to multitask, you gain the following benefits:

* Your Intelligence or Wisdom increases by 1.
* You can maintain your concentration on two spells or magical effects, instead of one.

### **Grittier**

*Prerequisites: The Grit class feature*
Your courage and resolve has reached new levels.

* You gain additional Grit points equal to your proficiency bonus.
* You gain the following features, you can only do one of them per attack:
	+ **Reliable Shot:** When you make an attack, you can expend two Grit points to hit without rolling for the attack.
	+ **Disorienting Shot:** When you make an attack on a creature, on a hit, you can choose to expend one Grit point. The creature must make a Constitution saving throw (DC 5+The damage of the attack). On a failure, the creature is Stunned until the end of its next turn.

### **Powerful Aura**

You can channel the inner fire of your soul and emanate an aura of a specific color that affects you and/or other creatures around you. When you gain this feat, choose one of the colors from the list below. The chosen color is the color of your aura, which affects you and other creatures within 10 feet of you when emanated.

As a bonus action, you can emanate your aura for 1 minute. Maintaining your aura requires your concentration, as if concentrating on a spell. Your aura ends when you lose concentration, or when you dismiss it (no action required).

Once you use this feature, you must finish a long rest before you can use it again.

You can select this feat multiple times. Each time you do so, you choose a different color from the list below. You can emanante aura of only one color at a time.

* **Black:** You and all friendly creatures within your aura have advantage on Dexterity checks and saving throws.

* **Blue:** You and all friendly creatures within your aura have advantage on Wisdom checks and saving throws.

* **Green:** You and all friendly creatures within your aura have advantage on Constitution checks. When you or a friendly creature within your aura start a turn with half its maximum hit points or less, it regains 2 hit points.

* **Orange:** You and all friendly creatures within your aura have advantage on Constitution checks. If you or any friendly creature within your aura take non-magical bludgeoning, piercing, or slashing damage it's reduced by 2.

* **Purple:** You and all friendly creatures within your aura have advantage on Charisma checks. Hostile creatures within your aura have disadvantage on saving throws against being charmed or frightened.

* **Red:** You and all friendly creatures within your aura have advantage on Strength checks. When you or a friendly creature within your aura makes a melee weapon attack using Strength, it gains a +1 bonus to attack rolls and damage rolls.

* **Yellow:** You and all friendly creatures within your aura have advantage on Dexterity checks. When you or a friendly creature within your aura makes a ranged weapon attack, it gains a +1 bonus to attack rolls and damage rolls.

* **White:** Bright light shines from you in a 5-foot radius, and dim light shines 5 feet beyond that. When a hostile creature starts its turn within your aura, it must make a Wisdom saving throw. The DC equals 10 or 8 plus half your level, whichever is higher. On a failed save, the creature takes radiant damage equal to half your level and becomes blinded until the end of its next turn. A creature that succeeds on this saving throw takes half damage rounded down and is immune to your aura for 24 hours.

### **Slaves Champion**

You know how to use otherwise harmless to look tools with superior speed and accuracy. You master the Club, Dagger, Light hammer, Sickle, Darts, Sling and Whip and other improvised weapons like pitchforks and pickaxes. You gain the following benefits when using any of them:

* Whenever you have advantage on a melee attack roll you make with the weapon and hit, you cause critical damage if the lower of the two d20 rolls would also hit the target.
* Whenever you have disadvantage on a melee attack roll you make with the weapon, the target still takes 1 point of damage and other on hit effects such as poisons and magical buffs if the attack misses but the higher of the two d20 rolls would have hit.
* If a creatures moves within 20 feet from you and your weapon have the "thrown" property, you can use reaction to make a throw attack against it.
* You are proficient with improvised weapons.

### **Throwing Weapon Master**

You have mastered the art of throwing weapons. You gain the following benefits when you are wielding a weapon with the thrown property:

* When you make a ranged weapon attack by throwing the weapon, you can use Dexterity instead of Strength for the attack and damage rolls of the attack, even if the weapon does not have the finesse property.

* When you make a ranged weapon attack by throwing the weapon, the attack's normal range is increased by 10 feet, and the long range is increased by 20 feet.

* As long as you are not deafened, being blinded does not impose disadvantage on your ranged attack rolls by throwing the weapon against the target within your weapon's normal range.

### **Last Breath**

Your determination and physical resolve grants you the ability to hold on just a little longer. You gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.
* When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.

### **Quick Spellcaster**

You are an expert at rapidly casting spells. You may cast a spell that has a casting time of 1 action as a bonus action. You can do so three times. When you finish a long rest you regain the uses of this feat.

### **Stylized Combatant**

Prerequisites: Strength or Dexterity 13 or higher

You've trained in a specific style of combat, gaining the following benefits:

* You learn one fighting style of your choice from the list available to the fighter class. You can’t take a Fighting Style option more than once, even if you later get to choose again.
* Either increase your Strength or Dexterity score by 1 to a maximum of 20, or choose one additional Fighting Style as detailed above.

You can select this feat multiple times.

### **Ultimate Concentrator**

Prerequisites: The ability to cast at least one spell

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You can cast up to three spells that require concentration for as part of a full turn action (action bonus action + movement).

You can concentrate on up to three spells at the same time but while concentrating on 3 spells you cannot move, cast any other spells or even use a bonus action.

You have advantage on concentration saving throws.

You automatically fail dex saving throws while concentrating 3 spells unless you have an item or ability to auto succeed it.

### **Trained Sight**

Your eyes are trained to see everything, You gain extra 60 ft. of darkvision and you also have advantage on investigation and perception skills that involves your vision.

### **Primal Agility**

Prerequisites: Dexterity 13 or higher

You utilize your primal instincts for swift and graceful movements. While you are not wearing any armor, you gain the following benefits:

* Whenever you make a Dexterity (Acrobatics) check, you are considered proficient in the Acrobatics skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

* When you are prone, standing up uses only 5 feet of your movement.

* When you make a standing jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

### **Track Star**

Prerequisites: Strength or Dexterity score of 13 or higher

Over your course of adventure, you have become conditioned to improve your athletic abilities. You gain the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* Your speed increases by 15 feet.
* You have advantage on Strength (Athletics) and Constitution checks involving running.

### **Reflexive**

* You gain a +5 bonus to initiative.

* When you take the dodge action, you gain a +2 bonus to your AC until your next turn.

* You can use one of the following options once. You regain the ability to do so when you finish a short rest or long rest.
	+ **Reflexive Dodge:** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
	+ **Reflexive Evasion:** You can reroll a Dexterity saving throw that you fail. If you do so, you must use the new roll.

### **Terrifying**

Prerequisites: 20 or more strength, and proficiency in intimidation.

* You become immune to any effect that would cause you to be frightened.
* You can use your strength modifier, instead of your charisma modifier when you attempt to intimidate creatures / characters
* As an action, you can target a creature / character within 30 feet of you, and roll an intimidation check of DC = 10 + (half the target creatures CR rounded up / half the target characters level rounded up) to strike fear into the heart of the target. If you succeed, the target becomes frightened of you for 1 minute. If you fail the target is immune to your fear effect for 24 hours.
* As an action, you can target a creature / character that is frightened of you, and that is within 10 feet of you, and roll an intimidation check of DC = 10 + (half the target creatures CR rounded up / half the target characters level rounded up) to turn the fear in the heart of the target into absolute terror. If you succeed, the target becomes paralyzed for a number of rounds equal to half your proficiency bonus rounded down. If you fail the target becomes immune to this effect for 24 hours

### **Indefatigable**

Increase your Constitution score by 1, to a maximum of 20. Once per day, you ignore the effects of the first level of Exhaustion/Fatigue incurred for 12 hours. Each Long Rest you reduce your level of Exhaustion by 2.

### **Unarmed Elemental Augmentation**

Prerequisites: The ability to cast at least one spell or cantrip

Through extensive practice with both brawn and brains, you have learned to combine your offensive magic with unarmed strikes to brutal effectiveness. When you roll a critical hit, you deal 1d6 damage of the damage type of one of your cantrips. Alternatively, you may choose to expend a spell slot to use the damage type of a spell corresponding to that spell slot's level, dealing 2d6 damage with a 1st-level spell slot. Add an additional 1d6 for every level above 1st. The damage type you use must be of a spell you can cast rather than a cantrip if you expend a spell slot.