Racial Feats

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## Aarakocra

**Strong Wings**

Prerequisite: Strength of 13 or higher

You have trained to make your wings stronger and more powerful, granting you the following benefit.

* You can wear medium or heavy armor and still use your fly speed.

**Hawk's Eye**

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.

**Flyby**

Prerequisite: Level 12, Dexterity of 15 or higher

You can swoop down quickly and strike with deadly precision, granting you the following benefits:

* You don't provoke opportunity attacks when you fly out of an enemy's reach.
* When you use the Dash action as an action on your turn while flying, you can make a single melee attack against one target, which is in your flying path.

## Aasimar

**Celestial Mind**

Prerequisite: Level 3

Your celestial blood makes it harder for other creatures to control your mind, you gain the following benefits:

* You have advantage on saving throws against being frightened or charmed.
* Other creatures can't read your mind unless you want them to.
* You can communicate telepathically with other creatures you can see, up to a range of 60ft.

**Enhanced Transformation**

Prerequisite: Level 6

You learned to improve your "Celestial Revelation" feature (Necrotic Shroud, Radiant Soul or Radiant Consumption). You gain the following benefits:

* You can use your transformation a number of times equal to half your Proficiency modifier (rounded down), before you must finish a long rest.
* When your transformation causes you to take damage it now doesn't.

## Centaur

**Trampling Hooves**

Prerequisite: Level 3, STR 15

You learned to put your horse body to good use in combat, you gain the following benefits:

* You gain the "Charger" Feat (Level 03)
* In addition, If you take the attack action, you can make an attack with your hooves against a prone creature, as a bonus action.

**Pegasus Blood**

Prerequisite: Level 12, no other Blood feature

You have Pegasus blood in your veins, that changes your physic, granting you the following benefits:

* Your size becomes large.
* You gain a fly speed equal to your walking speed
* Your hooves damage die changes to a d8.

**Unicorn Blood**

Prerequisite: Level 12, no other Blood feature

You have unicorn blood in your veins, that changes your physic, granting you the following benefits:

* Your size becomes large
* You grow a horn on your forehead which can be used as a magical melee weapon. The horn deals 1d8 + your Strength modifier of piercing damage.
* You gain Darkvision up to a range of 60ft.
* As an Action you can magically teleport yourself and up to one willing creatures you can see within 5 feet of you, along with any equipment you are wearing or carrying, to a location that you are familiar with, up to 60 Feat. Once you use this feature you can't use it again until you finish a long rest.

## **Changeling**

**Thousand Faces**

Prerequisite: Level 9

You learned to change your body in a way only few of your kind have mastered, you gain the following benefits:

* You can use your Shapechanger features to sprout additional limbs like tails or wings.
* You can take the form of any creature you are familiar with up to a size of large, your game statistics stay the same, except for speed (movement, fly, swim or burrow)

**Master of all Forms**

Prerequisite: Level 12, *Thousand Faces*

Your transformation skills are at their peak and there are not many who can rival you. You gain the following benefit:

* You can transform into any Creature you are familiar with, that has a challenge rating quarter your level (rounded down) and is huge or smaller. Your statistics change except for your wisdom, Intelligence and Charisma score. You don't get any legendary actions or resistances. When you drop to zero hit 0 hit points, you revert to your normal form with 0 hit points. You can use his feature once and you regain the ability to do so when you finish a long rest.

## Dragonborn

**Dragon Hide**

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

* 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 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 (*At later Levels a 1d6 (Level 9) / 1d8 (Level 17)*), instead of the normal bludgeoning damage for an unarmed strike. (The Damage can replaced with other Feats or Class abilities)

**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.

**Dragon Senses**

Prerequisite: Level 9

Your draconic senses have heightened, granting you the following benefits:

* You gain Darkvision up to a range of 60ft.
* You gain Blindsight up to a range of 10ft.

**Dragon Form**

Prerequisite: Level 12

You embrace your draconic blood; you gain the following benefits:

* You sprout leathery wings; you gain a fly speed equal to your walking speed.
* You can use your 5th level racial feature, 2 times per long rest. (Cromatic Warding/ Metallic Breath Weapon)

## Dwarf

**Dwarven Fortitude**

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

* 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).
* When you get forcefully moved by any means, you can use your reaction to reduce this movement by 10ft.

**Squat Nimbleness**

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

* 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.

**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" for any ability check you make that uses your proficiency with a tool.
	+ You have learned to work with exotic materials. (Creature material/ spezial metalls/ ore)
* While crafting an item, you always count as 2 working People.
	+ This means you always apply the "Crafting together" rules within the Crafting Guide.
		- You can only half the time, but you don't have to make a second dice role.
		- You can only work with 2 more people, instead of 3. (Because you count as two people)

**Enhanced Enlarge**

Prerequisite: Level 6, Rasse: Duergar

You learned how to increase your power while enlarged. You gain the following benefit:

* When you cast the enlarge spell, with your racial feat, it doesn't require concentration.
* While enlarged you gain an extra damage die on Strength-based weapon attacks instead of getting an extra 1d4.

**Runes of Ancestors**

Prerequisite: Level 12

You have learned the ancient art of engraving the dwarfen Runes of Protection into gemstones. You gain the following benefits:

* You learn how to craft "Ioun Stones" (as described in Xanathars Guide to Everything)
* You learn the formula of 3 "Ioun Stones" up to a rarity of rare.
	+ You can find new formulas on your journeys on the DMs discretion.

## 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.

**Fey Teleportation**

Prerequisite: Level 6

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:

* 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.

**Drow High Magic**

Prerequisite: Level 6, 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 those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

**Wood Elf Magic**

Prerequisite: Level 6, Wood Elf

You learn the magic of the primeval woods, which are revered and protected by your people.

* You learn one druid cantrip of your choice.
* You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot.
* You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

**High Elf Magic**

Prerequisite: Level 6, High Elf

You learn the magic of arcane studies.

* You learn the identify and can cast it at will, without expending a spell slot.
* You also learn the detect thoughts and nondetection spells, each of which you can cast once without expending a spell slot.
* You regain the ability to cast these two spells in this way when you finish a long rest. Intelligence is your spellcasting ability for all three spells.

## Firbolg

**Caretaker of the Critters**

As a Firbolg you are a guardian of nature and a caretaker of its inhabitants. This feat provides the following benefits:

* You gain expertise with Animal Handling.
* You gain proficiency with Carpenter's Tools and Herbalism Kit.

**Speak with Beasts and Plants**

Prerequisite: Level 6

Your connection with nature has grown over the course of your adventures you gain the following benefits:

* You learn the speak with animals spell and cast it at will without expending a spell slot.
* You learn the speak with plants spell and can cast it once without expending a spell slot. you regain the ability to do so when you finish a short or long rest.

**Natures Friend**

Prerequisite: Level 9, *Speak with Beasts and Plants*

You love nature and nature loves you, which grands you the following benefits:

* Difficult terrain made from plants doesn't cost you extra movement.
* You always find shelter when you travel in natural terrain.
* As a bonus Action on your turn you can call out for the environment to aid you. While in natural terrain nature will help you in combat, you can describe the effect. If the effect would deal damage the DM determines it. (Many birds attack your enemies, a small rockslide knocks your enemies prone etc.) Your save DC for such effects equals 8 + your Wisdom modifier + your proficiency modifier. Once you use this feat you can’t use it until you finish a short rest.

## Genasi

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

Associated Element

 **Element** | Thunder

**Spell Forming**

Prerequisite: Level 9, the ability to cast at least one spell

Your elemental ancestry lets you change the appearance of your spells, granting you the following benefit:

* If you cast a Spell that deals damage, you can change the damage type of this spell to your associated damage type. You can use this feature a number of times equal to your Proficiency modifier before you need to make a long rest.

**Elemental Investiture**

Prerequisite: Level 12, *Elemental Adaptation*

Your Elemental ancestors grant you the access to powerful elemental magic. You gain the following benefit:

* You can cast one investiture spell associated with your nature as shown in the table below. Constitution is your spell casting ability for this spell. You can use this feature once per long rest.

 Earth
 Fire
 Water

## Gith

**Telepathy**

Your psychic nature lets you reach out with your mind to communicate with other creatures. You gain the following benefit:

* You can telepathically speak to any creature you can see within 30 feet of you. You need to share a language with the creature for it to understand you.

**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".

**Enhanced Psychic Powers**

Prerequisite: Level 6

Your psychic mind grows and so do your ability to use it. You gain the following benefits:

* You learn the catapult, see invisibility and blink spell. You can cast each of these spells once, before you must finish a long rest. You don't need any components to cast these spells. Intelligence is your spellcasting modifier for all of these spells.

**Illithid Slayer**

Prerequisite: Level 9, *Illithid Hunter*

You trained hard and enhanced your abilities to stand up against your hated foe. You gain the following benefits:

* You gain resistance against psychic damage.
* You have advantage on saving throws against being stunned.
* When you hit an aberration with a melee weapon attack you deal an extra 1d8 psychic damage to that target. If the target has resistance to psychic damage you ignore that resistance (Except Flumps we all love Flumps).

## Gnome

**Fade Away**

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:

* Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

**Squat Nimbleness**

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

* 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.

**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.
* While crafting an item using an artisan tool you are proficient with, you always count as 2 working People.
	+ This means you always apply the "Crafting together" rules within the Crafting Guide.
		- You can only half the time, but you don't have to make a second dice role.
		- You can only work with 2 more people, instead of 3. (Because you count as two people)
		- Because you work for two people you have an extra "Tier Stufe x2" days worktime.

**Svirfneblin Magic**

Prerequisite: Level 6, 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.

Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.

**Superior Tinkering**

Prerequisite: Level 9, proficiency in Tinkering Tools, *Cunning Artisan*

Your decade long studies in mechanics finally paid off and you learned how to create little constructs. You gain the following benefits:

* You learn how to speak, read and write Modron
* You can spend 1 workday and expend gold for materials, equal to 100GP x the Modrons CR to, create a Modron that aids you on your travels. The Modron listens to your verbal commands (a verbal command requires a bonus action) but can act on its own in combat. The Modrons are all one size category smaller than the stat block says.
* The combined CR of all your Modrons can never exceed half your proficiency bonus (rounded up).

## Goblin

**Squat Nimbleness**

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

* 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.

**Bad Inventors**

You aren't good at planning, but you are incredibly good at improvising. You gain the following Benefits:

* You gain proficiency in improvised weapons.
* You can spend one minute to build an improvised trap out of junk and other materials (see the sample Traps section in the Dungeon Master's Guide Chapter 5). The Save DC for your Traps equals 8 + your proficiency bonus + your Dexterity modifier. There is always a 10% chance, that your trap doesn’t work at all, and a 5% chance that it activates while you are building it, making you the target of your own trap.

* You have resistance to the damage dealt by traps.

**Garbage to Gold**

You have learned to use other people’s waste to craft useful things for yourself. You gain the following benefits:

* You gain proficiency in one Artisan Tool of your choice.
* As part of a short rest, you can harvest scrap from a slain enemies or from garbage to create one of the following items: a shield, a club, a javelin,1d4 dart or blowgun needles or arrows, a leather armor for small creatures only, a shortbow or a spear.

**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 (+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 1 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).

**Hagedy Hagedy**

Prerequisite: Level 12, *Fire in the Hole*

You've developed a new toy, much to the regret of your enemies. You gain the following benefits:

* The costs for crafting your Bombs is halved, and you can craft up to 2 bombs per short rest.
* Your maximum number of bombs now equals your proficiency bonus.
* You invented the BOMB CANNON a portable launcher for your small bombs with which you are proficient.
	+ The BOMB CANNON has the following properties: Martial ranged weapon, reach 60/120ft, damage equals the loaded bomb. (You can only shot ons per Action)

## Goliath

**Pushing Through**

Prerequisite: Level 6

The harsh environment you grow up in tough you how to keep going when others would collapse on the spot, granting you the following benefit:

* You ignore a number of exhaustion points equal to half your proficiency bonus (rounded down). You still die when you gain 6 exhaustion points.
* You remove 2 points of exhaustion per long rest instead of 1

**Advanced Great Weapon Training**

Prerequisite: Level 9, Strength 17 or higher

Wielding a large weapon became an easy practice to you over the years, you gain the following benefit:

* You can wield a two-handed weapon with one hand, as long as it is your main hand and the weapon isn’t a pole arm (Reach).
* You can never dual wield more than 1 two-handed weapon at once.

**Intimidating Fighter**

Prerequisite: Level 12

Your hulking figure is a sight to behold on the battlefield and people may think twice before attacking you, you gain the following benefits:

* You gain proficiency in the intimidation skill, if you already have proficiency in that skill you gain expertise in that skill.
* You can use your Strength instead of your Charisma when you use the intimidate skill.
* If you use your Stone Endurance Feature roll an additional d12 (2d12+Con).
* When you use your Stone’s Endurance feature against an melee / ranged attack from a creature that is large or smaller, reduce the incoming damage to 0.

## Half-Elf

**Social Adaptation**

Since you are a being of two worlds have no problem fitting in wherever you go. You gain the following benefits:

* Once during a long rest, you can switch one Charisma based skill proficiency to another Charisma based skill proficiency.
* You gain advantage on Charisma checks to pass as a local.

**World traveler**

You traveled the world and saw many things, granting you the following benefits:

* You gain proficiency at the History skill and in cartographers’ tools.
* You don’t get disadvantage on Wisdom (Perception) checks while traveling at a fast pace and you can still stealth while travel at a normal pace.

**Elven Magic**

Prerequisite: Level 6

Your elven blood line grants you access to powerful magic, you gain the following benefit:

* Choose one of the Elven Magic feats, associated with one of your parents, you gain this feat.

## 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.

**Burning Endurance**

Prerequisite: Level 6

Coming to the edge of death fuels your inner fire, granting you the following benefit:

* When you use your Relentless Endurance trait you can expend hit dice as if you have taken a short rest. The maximum number of hit dice you can use this way is equal to your proficiency bonus.

**Mark of Gruumsh**

Prerequisite: Level 9, *Orcish Fury*

Killing invigorates you to such a degree, that some would say Gruumsh himself has his eye on you, granting you the following benefit:

* When you reduce a creature to 0 Hit Points you can move as a reaction up to your movement and make an additional attack against a creature in range. This movement doesn’t provoke opportunity attacks. If you can’t use the movement without the attack.

## Halfling

**But What About A Second Breakfast?**

Breakfast is the most important meal of the day and why don’t have multiple of them? You gain the following benefits:

* You gain proficiency in Cook's Utensils.
* Once per short rest you can use a bonus action on your turn to consume a small snack. You can expend 1 hit die as if you had taken a short rest. You need at least one free hand to use this feature.

**Second Chance**

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

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

**Squat Nimbleness**

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

* 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.

**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

**Cooking Expert**

Prerequisite: Level 6

You have learned to serve your companions a 5-course menu even in the middle of the desert you gain the following benefits:

* You gain expertise with Cook's Utensils.
* You learn the create food and water spell and can cast it at will without expending a spell slot. The casting time of this spell changes to 10 minutes for you and you need Cook's Utensils to cast this spell.
* Creatures who eat your food created by this spell gain temporary hit points equal to your Wisdom modifier + your Proficiency bonus. A creature can only benefit from this feature once per long rest.

**Marvelous Chef**

Prerequisite: Level 12, *Cooking Expert*

* You became one of the most brilliant chefs, granting you the following benefit:
* You learn the Heroes' Feast spell and can cast it without expending a spell slot. You need Cook's Utensils to cast this spell and the material components change to: Fine meats, vegetables, wine or other ingredients worth at least 500 gp, which the spell consumes.

## **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 your one d6 and add the result to the damage roll. You regain all expended dice when you finish a short or long rest.

**Tactical Genius**

Prerequisite: Level 6

You are great at giving “constructive criticism“ which mostly means shouting orders over the battlefield. You gain the following benefit:

* You can use an action to shout commands and advices over the battlefield. For one minute all friendly creatures within 30ft of you, that can hear and understand you, can add a d4 to every attack roll and saving throw they make. While you use this feature, you can't use reactions. Once you use this feature, you can use it again until you finish a short rest.

**Warlord**

Prerequisite: Level 12, *Tactical Genius*

You became a master of combat tactics, granting you the following benefits:

* The range of your Tactical Genius feature increases to 60ft.
* Additionally, while you aren’t in close Combat, every creature benefiting from your Tactical Genius feature, that you can see, gains Pact Tactics.

## Human

**Adaptive Nature**

Your Human nature makes it easy for you to adapt to new situations, granting you the following benefit:

* Once during a long rest, you can change one skill proficiency of your choice as long as the new proficiency uses the same attribute. You can’t change expertise this way. For example, you can change a proficiency in Persuasion to Intimidation but not to Perception.

**Quick Learner**

Prerequisite: Level 9

You learn new things faster than other people. You gain the following benefit:

* Choose one of your Class Features, which has limited uses (minimum of 2) you gain one additional use of that feature (this doesn’t work on Spell slots).

**Master of Improvisation**

Prerequisite: Level 9

Improvising comes natural to you there is no situation you can’t solve by improving. You gain the following benefits:

* You gain proficiency with improvised weapons.
* If you use an item, you can do so as a bonus action (this includes non-spellcasting abilities of magic items).
* You can use an action to fashion a simple device from things you have at hand. This can include an improvised weapon, a small explosive, a trap or something else at the DMs discretion.

## **Kalashtar**

**Spirit Release**

Prerequisite: Level 12

You have learned to release the Spirit bound within you. You gain the following benefits:

* As an action you can release your bound spirit, you choose the spirits appearance the spirit has the statistics of a Spirit. The Spirit is friendly to you and your companions. You can telepathically command the Spirit on your turn (no action required), if it don’t get any commands it acts on its own. You can release the spirit for a total number of hours equal to your Wisdom Modifier. Once you used all hours or the spirit drops to 0 hit points you can’t use this trait again until you finish a long rest. If the Spirit drops to 0 hit points you take 2d10 psychic damage.
* While your spirit is released and within your telepathic range, you can see through your spirit's eyes and hear what it hears.

## Kenku

**Glide**

You maybe can’t fly but you learned a way to use your feathers to glide, granting you the following benefit:

* If you are on a ledge at least 10ft above the ground, you can use your feathers to glide. Granting you a fly speed of 50ft, but you sink 10ft per turn until you touch the ground. You can use this feat to land safely after falling.

**Embrace the Curse**

Prerequisite: Level 3

Were 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.

**Learning New Things**

Prerequisite: Level 12

Your curse causes you to learn new things fast. Granting you the following benefit:

* You can spend 7 hours a day for a total 30 Days to gain proficiency in one skill, tool, weapon or language of your choice.

## Kobold

**Better together**

You aren’t a solo fighter, but you are really good at working with other creatures. You gain the following benefits:

* While being within 5ft of an ally you can take the help action as a bonus action.
* If you are frightened or paralyzed by an effect that allows a saving throw, you can repeat the save at the start of your turn to end the effect on yourself if you are within 30ft of an ally.

**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.

**Blessing of Tiamat/ Bahamut**

Prerequisite: Level 12

The Gods smile falls upon you, granting you the following benefits:

* You sprout small leathery wings granting you a fly speed equal to your walking speed.
* You lose sunlight sensitivity.
* You gain one of the following damage resistances: Acid, Cold, Fire, Lightning or Poison.

## **Lizardfolk**

**Cold Hearted**

Your normal nature makes it harder for others to manipulate you. You gain the following benefit:

* You have advantage on saving throws against becoming charmed or frightened.

**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.

**Chameleon Scales**

Prerequisite: Level 6, no other Scales feat

You have learned to change the colors of your skin to match the environment. You gain the following benefit.

* While you are not wearing armor, you gain advantage on Dexterity (Stealth) checks, and other creatures have disadvantage on Wisdom (Perception) checks that rely on sight to spot you.

**Thorny Scales**

Prerequisite: Level 6, no other Scales feat

Your Scales became spiky over the course of your adventures, you gain the following benefits:

* You can use the grapple action as a bonus action.
* A creature you are grappling takes 1d4 + your Strength modifier piercing damage at the start of each of its turns.
* When a creature hits you with an unarmed strike it takes 1d4 + your Constitution modifier piercing damage.

**Armadillo Scales**

Prerequisite: Level 6, no other Scales feat

Your scales became junky and hard over the course of your adventures. You gain the following benefits:

* Your natural AC changes to 15 + your Dexterity modifier.
* As an Action you can roll yourself into a ball granting you a bonus of 3 to your AC. While rolled together you can’t use any other actions than unfolding yourself.
* Additionally, if you are on a hill or other falling surface you can roll it down like a wheel gaining a movement speed of 50ft. You can try to attack someone while rolling make a melee weapon attack using your Strength modifier + your Proficiency bonus. If you hit the creature takes damage equal to your Strength modifier plus 1d6 for every 10ft you spend rolling before impacting the creature, you take half as much damage. (max: Level/2 d6)

## Loxodon

**Perfect Memory**

Your elephant genes help you to remember things other creatures would forget instantly. You gain the following benefits:

* You can accurately remember everything you have seen or heard within the last year.
* When you use a feature or spell to create something that you have seen within the last year (like an illusion), other creatures have disadvantage on their throws to determine if it's fake or not.
* You always know your way back home as long as you are on the same plane of existence.

**Loxodon Rage**

Prerequisite: Level 6

You’re not easy to anger but when you get angry it’s a sight to behold. You gain the following benefits:

* You deal double damage to structures and non-animated objects.
* You can use your attack action to hurl boulders around. They count as a simple weapon with the thrown 30/60ft property, dealing 1d10 damage on a hit. If you have multi attack you can hurl as many boulders per tern as you have attacks.
* Immediately after you use the dash action on your turn you can make a melee attack as a bonus Action. This attack deals bonus damage equal to your Constitution modifier.

## Minotaur

**Labyrinth Senses**

Your days guarding dark places or even a labyrinth made your body adapt to your duties. You gain the following benefits:

* You can perfectly recall every path you have traveled.
* You gain Darkvision up to a range of 60 feet.

**Heroes Blood**

Prerequisite: Level 6

Heroes blood flows through your veins and you learned how to control it, granting you the following benefits:

* You have advantage on saving throws against being frightened.
* You can use a bonus action on your turn to let out a war cry and bolster the moral of your allies. Every creature of your choice within 60ft of you gains 1d4 plus your Strength modifier temporary hit points. Once you use this trait you can’t do so again until you finish a short or long rest.

## 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

**The Color of Blood**

Prerequisite: Level 9, *The Colors of Conquest*, no other Color Feat

You have embraced the color red, the color of blood, granting you the following benefit:

* When you reduce a creature to 0 Hit Points you can move as a reaction up to your movement and make an additional attack against a creature in range. This movement doesn’t provoke opportunity attacks. If you can’t use the movement without the attack.

**The Color of Death**

Prerequisite: Level 9, *The Colors of Conquest*, no other Color Feat

You have embraced the color white, the color of death, granting you the following benefits:

* You have advantage on death saving throws.
* When you drop to 0 hit points you can choose to trop to 1 instead. Once you used this feature you can’t use it again until you finish a long rest.

**The Color of Darkness**

Prerequisite: Level 9, *The Colors of Conquest*, no other Color Feat

You have embraced the color black, the color of darkness, granting you the following benefits:

* You can see normally in magical and non-magical darkness up to a range of 120 feet.
* While in darkness you don’t provoke opportunity attacks.

## Shifter

**Shifter Senses**

Your animal nature grants you the following benefits:

* You gain proficiency in the Perception and Animal Handling skill.
* You have advantage on Wisdom (Perception) checks while you are not in a town.

**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

**Advanced Shifting**

Prerequisite: Level 9

You have learned to bring your shifting abilities to the next level. You gain the following benefits:

* You can now use your Shifting ability a number of times equal to half your proficiency bonus (rounded down)
* You gain additional benefits while shifting depending on your sub-race as described in the table below

 Long tooth
 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 + half your Proficiency bonus.

**Nine Lives**

Prerequisite: Level 15

You have a neck for evading death, you gain the following benefits:

* You gain advantage on death saving throws.
* When you die, you come back to live 1d4 hours later. Once this trait has been used (9 – the number of times you have been resurrected before you gained this feat) times you lose this part of the feature.

## Tiefling

**The Art of Haggling**

Haggling is in Your blood you gain the following benefits:

* You gain proficiency in one of the following skills: Deception, Intimidation or Persuasion.
* You also gain expertise in one of the skills above.

**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 or fire damage and poison damage.
* You have advantage on saving throws against being poisoned.

**Infernal Form**

Prerequisite: Level 9

You have embraced your infernal blood, gaining the following benefits:

* You sprout leathery wings, granting you a fly speed.
	+ You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet, while you aren’t wearing heavy armor.
* You can use your horns as a melee weapon, dealing 1d6 + your Strength modifier piercing damage.

**The Art of The Deal**

Prerequisite: Level 12, *The Art of Haggling*

You have learned the channel the blood of your ancestors into your deals granting you the following benefit:

* You can offer and create deals as described in Baldur’s Gate: Descent into Avernus. You choose the wording and form of the deal. If you get a soul offered and receive one you a small silvery cage containing the soul (similar to a Soul Cage Spell), that manifests in an unoccupied space within 5ft of you. You can have a maximum number of active contracts equal to your Charisma modifier + your Proficiency modifier.

## Tortle

**Water Tortle**

Prerequisite: no other Tortle feature

Your Trotle genes grant you the following benefits:

* You you gain the Shape Water Cantrip.
* You can breathe air and water.
* You gain a Swim speed equal to your walking speed.

**Snapping Tortle**

Prerequisite: no other Tortle feature

Your Trotle genes grant you the following benefits:

* You gain an unarmed strike with your bite, dealing 1d8 + your Strength modifier piercing damage.
* When you hit a creature with an bite attack on your turn, you can use a bonus action to attempt to grapple the target.
	+ At the start of each of your turns, you can deal **1d4** bludgeoning damage to one creature grappled by you.

**Dragon Tortle**

Prerequisite: no other Tortle feature

Your Trotle genes grant you the following benefits:

* While your Shell Defense is active, you gain resistenze against Fire Damage
* You can use your bonus Action to attack with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 fire damage . On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Advanced Shell Defense**

Prerequisite: Level 12

You have learned to act at least a little bit while in your shell. You gain the following benefit:

* While in your shell you can still use an action to cast spells, as long as those spells doesn’t need material components.
* You can also take the "Attack Action" with an Onehanded Weapon / unarmed Strike.

## Triton

**Child of the Sea**

Your connection to the sea’s grand you the following benefit:

* You learn the Shape Water and Gust cantrip. Choose Strength, Constitution or Charisma for your Spellcasting ability.
* Your swimming speed increases by 10 feet.

**Sea Caller**

Prerequisite: Level 6, *Child of the Sea*

Your connection to the oceans grants you the following benefits:

* You can speak normally with aquatic beasts and understand what they are saying.
* You learn the Control Water, Create or Destroy Water, and Water Walk spell each of which you can cast once without expending a spell slot. Once you cast these spells with this trait you cannot use it again until you finish a long rest. Choose Strength, Constitution or Charisma for your Spellcasting ability.

**Master of the Sea**

Prerequisite: Level 9, Sea Caller

You have mastered your connection to the elemental plains, gaining the following benefit:

* You learn the Conjure Elemental and Tidal Wave spell each of which you can cast once without expending a spell slot. You can only summon elementals connected to the elemental plain of water or air. Once you cast these spells with this trait you can’t do so again until you finish a long rest. Choose Strength, Constitution or Charisma for your Spellcasting ability.

## Vedalken

**Seeking Perfection**

You are eager to develop new skills and perfect the once you already have, you gain the following benefits:

* You gain proficiency in one tool, language, and skill of your choice.
* Choose one skill or tool you are proficient in, you gain expertise in the chosen skill.

**Efficient Worker**

Prerequisite: Level 9

You have learned more efficient ways to work. You gain the following benefits:

* Each time you do something that requires time (out of combat), the time you take to finish this task is halved for you. (Ritual Spells/ Crafting/ etc.)

**Finding Perfection**

Prerequisite: Level 15, *Seeking Perfection*

You have found perfection. You gain the following benefit:

* When you roll a 9 or lower on a check with a tool or skill that you have expertise in, the roll counts as a 10 for you.
* Choose one skill or tool in which you have expertise. You now add two and a halve times your Proficiency bonus to the chosen skill or tool (rounded down).

## Warforged

**Ancient Wood Components**

Prerequisite: Level 1 -> **no** Metall Components & Overheat

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 or eat food as an action to regain hit points equal to your Level + your Constitution modifier.
* When you aren’t wearing armor, your AC equals 12 + your Dexterity modifier. (AC 13 with racial bonus)
	+ This Bonus increases at Level 09 (AC equals 14 + your Dexterity modifier. (AC 15 with racial bonus))

**Steel Components**

Prerequisite: Level 3 -> **no** Wood Components

You got some extra Protecitive Plates. You gain the following benefits:

* AC +1 *(This increases your Racial Bonus of +1 AC to +2 AC)*
* When you aren’t wearing armor, your AC equals 12 + your Dexterity modifier. (AC 14 with racial bonus)
	+ This Bonus increases at Level 09 (AC equals 14 + your Dexterity modifier. (AC 16 with racial bonus))

**Overheat**

Prerequisite: Level 3 -> **no** 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 Components (1d6) 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.

**Mithral Components**

Prerequisite: Level 6, Steel Components -> **no** Wood Components *& Adamantite Components*

Over the course of your adventures you have replaced your metal components with Mithral. You gain the following benefits:

* When you don armor, this armor doesn’t impose disadvantage on Stealth checks for you.
* Your movement speed increases by 10 feet.

**Adamantine Components**

Prerequisite: Level 6, Steel Components -> **no** *Wood Components & Mithral Components*

Over the course of your adventures you have replaced your metal components with adamantine. You gain the following benefits:

* When you don heavy armor, every critical hit against you counts as a normal hit instead.

## Yuan-ti Pureblood

**Learning by Eating**

You have learned to gather information from fallen enemies without magic. You gain the following benefit:

* You can take 1 minute to eat the brain of a fallen enemy to gather flashes of information. Roll an Intelligence (Investigation) check. The amount of information and memories you can gather is determined by the DM depending on the result of your Investigation check.

**Yuan-ti High Magic**

Prerequisite: Level 6

You learn more of the magic typical of Yuan-ti. You learn the command spell and can cast it at will, without expending a spell slot. You also learn darkness and fear, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

**Yuan-ti Form**

Prerequisite: Level 12

You have learned to transform yourself, graining the following benefits:

* You learn the polymorph spell and can cast it without expending a spell slot. But you can only transform into snakes. You can cast this spell a number of times equal to your Charisma modifier (minimum of once) and you regain all uses once you finish a long rest.
* You can use 3 of your uses to transform into a Naga (if you have the required level as described in the polymorph spell) You don’t get any spellcasting abilities of the chosen Naga.