Feats

## General Feats

### **Ace**

You are a virtuoso behind the reign or wheel of a vehicle. You gain the following benefits:

* An ability score of your choice increases by 1.

* You have advantage on ability checks made to pilot or maneuver a vehicle.
* Vehicles you pilot gain a bonus to their AC and saving throws equal to your proficiency bonus.

### **Actor**

You are skilled at mimicry and dramatics. You gain the following benefits:

* Your Charisma score increases by 1.

* You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
* Additionally, 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.

### **Alchemist**

You have a knack for mixing reagents, and gain the following benefits:

* Your Intelligence score increases by 1.

* You gain proficiency in Alchemist's Supplies if you did not have it. Additionally, you learn two recipes from the Alchemy list. You may take this feat more than once.

### **Armor Training: Heavy**

*Prerequisite: Proficiency with medium armor.*

You have learned the ins and outs of heavy armor, gaining the following benefits:

* Your Strength score increases by 1.
* You become proficient with heavy armor.

### **Armor Training: Light**

You have learned the ins and outs of light armor, gaining the following benefits:

* Your Strength or Dexterity score increases by 1.
* You become proficient with light armor.

### **Armor Training: Medium**

*Prerequisite: Proficiency with light armor.*

You have learned the ins and outs of medium armor, gaining the following benefits:

* Your Strength or Dexterity score increases by 1.
* You become proficient with medium armor.

### **Artifact Hunter**

You are obsessed with finding magical artifacts, and have studied their usage. You gain the following benefits:

* Your Intelligence or Constitution score increases by 1.
* You can cast the *Identify* spell without any components once until your next long rest.
* You have advantage on History or Arcana checks to recall information about magical items or relics.
* You may attune to an additional magic item.

### **Blood Magic**

You channel your own life force to increase the power of your spells, gaining the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* When casting a spell that deals damage or restores hitpoints, you may expend one hit die to empower the spell. Roll the die and increase the healing or damage dealt by the result.
* When you make a Constitution saving throw to maintain concentration on a spell, you may use your reaction to expend one hit die to increase the result by the amount rolled.

### **Changeling**

Due to your intense desire to change who you are, you have gained the ability to alter your physical form, much like the shapeshifters of Littjara. You gain the following benefits:

* Your Wisdom or Charisma score increases by 1.
* As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change.
	+ You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
	+ You stay in the new form until you use an action to revert to your original form or until you die.

### Chaos-Touched

Your exposure to the twisting energies of Muth, the realm of chaos, has left an impact on you. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma increases by 1.
* You learn the Enlarge/Reduce spell and one 1st-level spell of your choice. The 1st-level spell must be from the Transmutation or Conjuration school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

### **Charger**

You prefer to solve problems head-on. You gain the following benefits:

* Your Strength score increases by 1.
* Once per turn as a part of making a melee attack against an adjacent target, you may shove that target. If you traveled at least 10 feet in a straight line towards them this turn, the attack deals additional damage equal to your proficiency modifier and you can shove the target up to 10 feet away.

### **Chef**

Time spent mastering the culinary arts has paid off, granting you the following benefits:

* Your Constitution score increases by 1.
* You gain proficiency with cook's utensils if you were not already proficient.
* As a part of a short rest, you may prepare a special meal for 4 + proficiency modifier people. At the end of the rest, any creature that ate the food and spent a hit die regains an additional 1d8 hitpoints.
* After an hour of work or at the end of a long rest, you prepare a number of treats equal to your proficiency bonus. These treats last 8 hours and can be eaten as a bonus action to gain a number of temporary hitpoints equal to your proficiency modifier.

### **Craven**

You know the value of keeping yourself out of harm's way. You gain the following benefits:

* Your Dexterity score increases by 1.
* You can take the Hide action even if you are only partially obscured, like being behind an ally.
* If you are behind half cover, you gain the benefits of three-fourths cover instead.

### **Crossbow Expert**

You are practiced with crossbows, and gain the following benefits:

* Your Dexterity score increases by 1.
* You ignore the loading quality of crossbows if you are proficient.
* You also do not have disadvantage on ranged attack rolls made within 5 feet of an enemy.
* When you use the Attack action with a one-handed weapon, you can use your bonus action to attack with a loaded hand crossbow you are holding.

### **Crusher**

You are practiced in the art of crushing your foes, gaining the following benefits:

* Your Strength or Constitution increases by 1.
* Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you may move them to an unoccupied space within 5 feet provided they are not more than one size class above you.
* When you score a critical hit that deals bludgeoning damage against a creature, attacks have advantage on that creature until the start of your next turn.

### **Cultured**

You have a great understanding of other people's ways of life. You gain the following benefits:

* Your Intelligence increases by 1.
* You learn 5 languages of your choice.
* When you see a coat of arms, livery, logo, insignia, or other piece of identifying information for a noble lineage, guild, country, corporation, or other organization, you have advantage on checks to identify it and on checks to recreate or incorporate such an item into a disguise.

### **Determined**

Something fills you with determination. You gain the following benefits:

* An ability score of your choice increases by 1.
* When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You may use this ability once until you next roll initiative or until your next short or long rest.

### **Diehard**

You simply refuse to die. You gain the following benefits:

* Your Strength or Constitution score increases by 1.
* When you are dropped to 0 hitpoints and not outright killed, you may drop to 1 hit point instead. Once this ability is used, you may not use it again until your next long rest.
* You gain 1 hitpoint when you roll a 19 or 20 on a death saving throw.

### **Dual Wielding Expert**

You have developed techniques for fighting with a weapon in each hand. You gain the following benefits:

* Your Strength or Dexterity score increases by 1.
* You may wield a weapon in each hand even if they do not possess the light property.
* You gain a +1 bonus to AC and a +1 bonus to melee weapon damage rolls as long as you are wielding two melee weapons.

### **Dueling Expert**

You are adept at fighting with a weapon in one hand and no others. You gain the following benefits:

* Your Strength or Dexterity score increases by 1.
* Your critical hit threshold is decreased by 1 when you attack with a one-handed weapon and are wielding no other weapons.
* If you are wielding a one-handed melee weapon and no other weapons, you may use your reaction to intercept a successful melee attack made against you. Add your proficiency bonus to your AC against the attack, potentially changing the result.

### **Eagle Eyed**

You can snipe even distant foes with your weapons and spells. You gain the following benefits:

* Your Dexterity increases by 1.
* You have advantage on Wisdom (Perception) ability checks that require keen eyesight.
* The range of weapons you use and spells you cast with a range of at least 5 feet are doubled.

### **Elemental Attunement: Acid**

You have mastered one of the elements. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* If you would cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you may deal the damage type of your attunement instead.
* Whenever you deal acid damage with a spell on your turn, choose one target dealt damage this way. They have a -2 penalty to their AC until the beginning of your next turn.

### **Elemental Attunement: Cold**

You have mastered one of the elements. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* If you would cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you may deal the damage type of your attunement instead.
* Whenever you deal cold damage with a spell on your turn, choose one target dealt damage this way. Their movement speed is reduced by 10 feet until the beginning of your next turn.

### **Elemental Attunement: Fire**

You have mastered one of the elements. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* If you would cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you may deal the damage type of your attunement instead.
* Whenever you deal fire damage with a spell on your turn, choose one target dealt damage this way. They take an additional 1d4 fire damage.

### **Elemental Attunement: Lightning**

You have mastered one of the elements. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* If you would cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you may deal the damage type of your attunement instead.
* Whenever you deal lightning damage with a spell on your turn, choose one target dealt damage this way. They cannot take reactions until the beginning of your next turn.

### **Elemental Attunement: Poison**

You have mastered one of the elements. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* If you would cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you may deal the damage type of your attunement instead.
* Whenever you deal poison damage with a spell on your turn, choose one target dealt damage this way. They have the poisoned condition until the beginning of your next turn.

### **Elemental Attunement: Thunder**

You have mastered one of the elements. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* If you would cast a spell that deals acid, cold, fire, lightning, or thunder damage, you may deal the damage type of your attunement instead.
* Whenever you deal thunder damage with a spell on your turn, choose one target dealt damage this way. They are knocked back five feet away from the epicenter of the spell.

### **Fey-Touched**

Your exposure to the ancient magics of Huir, the realm of fey, has left an impact on you, granting the following benefits:

* Your intelligence, Wisdom, or Charisma score increases by 1.
* You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

### **Fleet-Footed**

Your movements are especially quick. You gain the following benefits:

* Your Dexterity score increases by 1.
* Your movement speed increases by 10.
* When you take the Dash action, you ignore the penalties from difficult terrain and opportunity attacks made against you have disadvantage.

### **Fortune-Teller**

You gain brief insights into the future of those around you. You gain the following benefits:

* Your Intelligence, Wisdom or Charisma score increases by 1.
* After interacting with a creature for a minute, you may receive an omen regarding the future of a creature or the outcome of a course of action they are considering as if you had cast the *Augury* spell. You may only use this ability once until your next long rest, and you cannot tell your own fortune.

### **Grappler**

*Prerequisite: 13 Strength or greater.*

You have developed the skill of close-quarters grappling. You gain the following benefits:

* Your Strength score increases by 1.
* You may initiate a grapple as a bonus action as long as you take the Attack action this turn.
* Melee attacks you make against targets grappled by you have advantage.

### **Great Weapon Expert**

Your blows with two-handed weapons are devastating. You gain the following benefits:

* Your Strength score increases by 1.
* On your turn, when you reduce a creature to 0 hitpoints with a weapon wielded in both hands, you may make another attack on a creature within range as a bonus action.
* You may declare an attack as a mighty blow. Subtract your proficiency modifier from your next attack roll made with a weapon held in two hands. If you hit, that attack deals an additional amount of damage equal to twice your proficiency bonus.

### **Gunnery Expert**

You are skilled in the use of firearms, gaining the following benefits:

* Your Dexterity score increases by 1.
* You gain proficiency in firearms.
* You ignore the loading property of firearms.
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls made with firearms.

### **Heavy Armor Expert**

*Prerequisite: Proficiency with heavy armor.*

You are at home in a fortress of steel, gaining the following benefits:

* Your Strength score increases by 1.
* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take is reduced by 3.

### **Herbalist**

You know how to use healing herbs and natural ingredients to bolster you and your allies, gaining the following benefits:

* Your Wisdom score increases by 1.
* You gain proficiency in the Herbalist's Kit if you did not have it. Additionally, you learn two recipes from the Herbalism list. You may take this feat more than once.

### **Immovable Object**

*Prerequisite: 13 Strength.*

Your legendary fortitude makes it difficult to shake you. You gain the following benefits:

* Your Strength or Constitution score increases by 1.
* You have advantage on saving throws and ability checks against effects that would knock you prone or move you against your will.
* Whenever a creature within 5 feet of you misses on an attack, you may use your reaction to make a Shove Action against them.

### **Improviser**

You have a knack for making anything into a deadly weapon.

* Your Strength or Dexterity increases by 1.
* You have proficiency with improvised weapons.
* Improvised weapons have a 1d6 damage die and gain the Finesse property.
* Whenever you roll a 1 on a damage die with an improvised weapon, you may reroll the die once.

### **Inventor**

You have a mind for invention, gaining the following benefits:

* Your Intelligence score increases by 1.
* You gain proficiency in Tinker's Tools if you did not have it already. You also create two schematics from the Gadgets list. You may take this feat more than once.

### Light-Touched

Your exposure to the blazing power of Orre, the realm of clight, has left an impact on you. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma increases by 1.
* You learn the Branding Smite spell and one 1st-level spell of your choice. The 1st-level spell must be from the Abjuration or Evocation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

### **Light Armor Expert**

*Prerequisite: Proficiency with light armor.*

You are an expert at moving around in light armor, gaining the following benefits:

* Your Dexterity score increases by 1.
* If you are wearing light armor, you have advantage on melee weapon attacks against creatures that have not yet acted in combat.
* If you roll an initiative check that is lower than 8 + your Dexterity modifier + your proficiency bonus, increase it to that amount.

### **Mage Hunter**

You have developed techniques to thwart spellcasters, gaining the following benefits:

* Your Wisdom score increases by 1.
* 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.
* You have advantage on saving throws against spells cast within 5 feet of you.
* 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.

### **Magic Initiate**

* Choose a spellcasting class. The key ability score for your chosen class increases by 1. You know two cantrips and a level one spell from the spell list of your chosen class, and cast them with that classes key ability score. You may cast the level 1 spell chosen this way once until the end of your next short rest.
* If the class chosen was bard or artificer, you gain proficiency in one instrument or one artisan's tool respectively.

### **Marksman**

You are skilled at making tricky shots. You gain the following benefits:

* Your Dexterity score increases by 1.
* Your ranged attacks ignore half cover.
* You may declare a trick shot. You take a penalty to your next attack roll with a ranged weapon equal to your proficiency bonus. If you do, that hit deals additional damage equal to twice your proficiency modifier.

### **Martial Adept**

You have developed special ways to fight. You gain the following benefits:

* Your Strength or Dexterity score increases by 1.
* 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). You gain one d6 superiority die with which to make these maneuvers that is restored on a long or short rest.

### **Medium Armor Expert**

*Prerequisite: Proficiency with medium armor.*

You are a master of utilizing medium armor's combination flexibility and sturdiness, gaining the following benefits:

* Your Strength or Dexterity score increases by 1.
* While you are wearing medium armor, you have a +1 bonus to your AC and do not gain disadvantage on stealth ability checks due to wearing medium armor.
* Additionally, critical attack rolls made against you become normal hits.

### **Mounted Expert**

You are one with your mount, gaining the following benefits:

* Your Strength score increases by 1.
* You may force attacks directed at your mount to you instead, and your mount has resistance to all damage as long as you are mounted.
* You have advantage on attack rolls against unmounted creatures that are smaller than your mount.

### **Night-eye**

You have adapted to the dark of night, gaining the following benefits:

* You gain 60 feet of darkvision.
* Once per turn, you may deal additional damage on a weapon attack equal to your proficiency modifier as long as both you and your target are in dim light or darkness.

### **Nurturer**

*Prerequisite: 13 Wisdom or Charisma.*

You have taken up the responsibilities of a noble leader, to bolster your allies and fight with them toward your goals. You gain the following benefits:

* Your Wisdom or Charisma score increases by 1.
* For ten minutes, you may care for or inspire your allies, granting them a number of temporary hitpoints equal to your level + your Wisdom or Charisma modifier. You may use this ability once until your next short or long rest.

### **Opportunist**

You are able harness subtle advantages on the battlefield, gaining the following benefits:

* Your Strength or Dexterity score increases by 1.
* You have advantage on opportunity attacks.
* Whenever you use a readied action to make a weapon attack, you may grant yourself advantage on the roll. When you use this ability, you can't use it again until your next short or long rest.

### **Piercer**

You have achieved uncanny precious in combat, gaining the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
* When you score a critical hit that deals piercing damage to a creature, you can roll two additional damage die when determining the extra piercing damage the target takes.

### **Poisoner**

You know how to craft lethal poisons. You gain the following benefits:

* Your Wisdom score increases by 1.
* You gain proficiency in the Poisoner's Kit if you did not have it. Additionally, you learn two recipes from the Poisoncraft list. You may take this feat more than once.
* You are proficient in ranged attacks made to toss an inhaled poison.

### **Polearm Expert**

You wield polearms with deadly skill, gaining the following benefits:

* Your Strength score increases by 1.
* When you take the Attack action and attack with only a glaive, halberd, pike, spear, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
* Other creatures provoke opportunity attacks from you by entering your reach.

### **Pursuer**

You are relentless in the pursuit of your enemies, gaining the following benefits:

* Your Dexterity or Wisdom increases by 1.
* You have advantage on Wisdom (Survival) ability checks to track a creature you have met or fought before.
* If a creature ends their turn more than 5 feet away from you, you may use your reaction to move a distance up to your speed directly towards it.

### **Rabble Rouser**

You prefer to fight in chaotic, all-out brawls. You gain the following benefits:

* Your Strength or Dexterity increases by 1.
* You gain a +1 bonus to your AC and damage rolls of melee attacks for every two enemies that are within 5 feet of you in combat.
* You have advantage on Charisma ability checks to goad someone into fighting.

### **Resilient**

* Choose an ability score. The chosen ability score increases by 1 and you have proficiency in that ability's saving throws.

### **Rugged**

*Prerequisite: 13 Constitution or greater.*

You've developed a thick layer of callouses and battle-scars. You gain the following benefits:

* Your Constitution score increases by 1.
* You have an AC equal to 13 + your Constitution modifier.

### **Savage**

Your attacks are ferocious and wild. You gain the following benefits:

* Your Strength or Dexterity score increases by 1.
* Once per turn when you roll for melee damage, you can reroll the weapon's damage dice and use either total.
* When you score a critical hit with a melee weapon, you roll that weapon's damage dice an additional time.

### **Seafarer**

You are a salty sea dog and at home inside a naval vessel, gaining the following benefits:

* Your Strength or Dexterity score increases by 1.
* When you make an ability check to climb rigging, navigate at sea, hold your bearings during a storm, or other naval pursuits, you may add your proficiency bonus to the result, even if you are already proficient.
* You gain a swimming speed equal to your walking speed.
* You gain proficiency with the Trident and Net.

### **Sentinel**

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

* Your Strength or Dexterity score increases by 1.
* When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
* You can make opportunity attacks against creatures even if they have taken the disengage action.

### **Shadow-Touched**

Your exposure to the sinister power of Dith, the realm of shadow, has changed you. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

### **Shield Expert**

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

* Your Strength or Dexterity score increases by 1.
* If you take the Attack action on your turn, you can use a bonus action to bash a foe with your shield as if it were a melee weapon you are proficient with that deals 1d4 damage on a hit. You may forgo this damage to Shove the target instead.
* 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.

### **Skill Expert**

You have honed your skills, gaining the following benefits:

* An ability score of your choice increases by 1.
* You gain proficiency in one skill of your choice.
* Choose one skill with which you have proficiency. Your proficiency bonus is doubled for ability checks made with that skill.

### **Slasher**

You've learned where to cut for the best results, gaining the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 15 feet until the start of your next turn.
* When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls and ability checks.

### **Sling Expert**

You are an experienced user of slings. You gain the following benefits:

* Your Dexterity score is increased by 1.
* The damage die of slings you use becomes 1d6.
* You can load slings without needing a free hand.
* Whenever you score a critical hit with a sling, the target is blinded until the beginning of your next turn.

### **Spear Expert**

You are adept at fighting with a spear. You gain the following benefits:

* Your Strength score increases by 1.
* The spear's damage die becomes 1d8 and gains the versatile property (1d10).
* In addition, you may use a bonus action to ready an intercepting stance. Until your next turn, opportunity attacks do not use your reaction and you may make an opportunity attack against an enemy that moves 5 feet within your range.

### **Still Minded**

You are skilled in governing your thoughts and emotions. You gain the following benefits:

* Your Wisdom score increases by 1.
* You have advantage against effects that would charm or frighten you.

### **Telepath**

You have developed a limited telepathy. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* You can send telepathic messages to creatures within 30 feet of you. As long as they speak at least one language, they understand your message.

* As an action, you can probe the emotions of a creature you can see within 30 feet. Make a Wisdom (Insight) ability check contested by their Charisma (Deception) ability check. If you succeed, you learn the target's prevailing emotion at that moment. You may use this ability once until your next long rest.

### **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.
* You have advantage on saving throws made to resist hot or cold environments.

### **War Caster**

You have practiced casting spells in the midst of combat, gaining 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.

### **War Scholar**

You are practiced in a unique style of combat, gaining the following benefits:

* Your Strength or Dexterity score increases by 1.
* You gain proficiency with two weapons of your choice.
* You gain a Fighting Style feature from the Fighter class.

### **Whip Expert**

You are skilled in the use of whips in combat, and gain the following benefits:

* Your Dexterity score increases by 1.
* Whenever you hit on an attack with advantage using a whip, you may choose to knock the target prone or fling an item they are carrying from their grasp up to a distance of 10 feet if the lower of the two rolls would also hit.

### **Witch-marked**

You have been imbued with strange or sinister magic. You gain the following benefits:

* Your Intelligence or Charisma score increases by 1.
* You gain one eldritch invocation from the Warlock class as long as the invocation chosen has no prerequisites.

## Skill Feats

### **Alert**

*Prerequisite: Proficiency in the Perception skill.*

You are always vigilant for danger. You gain the following benefits:

* Your Wisdom score increases by 1.

* You have a +5 bonus to initiative rolls.
* You cannot be surprised as long as you are conscious.

### **Exorcist**

*Prerequisite: Proficiency in the Religion skill.*

You have dedicated yourself to fending off intruders to your home realm. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* You have advantage on Religion checks to recall information about elementals, fey, friends, celestials, and aberrations.
* You may add your Intelligence, Wisdom or Charisma modifier to all damage rolls made against these creature types.

### **Friend to Beasts**

*Prerequisite: Proficiency in the Animal Handling skill.*

You have a special connection with beasts, and gain the following benefits:

* Your Wisdom score increases by 1.
* If you spend a minute interacting with a beast, you can express simple ideas to it and you can understand the beast's responses.
* As a part of a long rest, you can try to teach a friendly beast of CR 1/4 or lower a simple command such as "fetch" or "bite". If you succeed on a DC 15 Animal Handling check, the beast learns the command. You can give commands as an action, and the beast will attempt to follow it the best it can without putting itself in direct danger. Beasts can learn a number of simple commands up to their Intelligence score.

### **Handy**

*Prerequisite: Proficiency in the Sleight of Hand skill.*

You are skilled at using all the tools in your arsenal, gaining the following benefits:

* Your Dexterity score increases by 1.
* Whenever you roll initiative, if you are not surprised, you may use your reaction to take the Use Object action.
* You may take the Use Object action instead of an opportunity attack.

### **Healer**

*Prerequisite: Proficiency in the Medicine skill.*

You are experienced at tending grievous wounds, gaining the following benefits:

* Your Wisdom score increases by 1.
* When you use a Healer's Kit to stabilize a dying creature, you may have it gain 1 hitpoint.

### **Harvester**

*Prerequisite: Proficiency in the Nature skill.*

You are experienced at taking what you need from the natural world. You gain the following benefits:

* Your Intelligence or Wisdom score increases by 1.
* You know which parts of monsters and plants are valuable, and you have advantage on Nature checks made to harvest these parts.
* Your critical threshold is reduced by 1 when attacking beasts or plants.

### **Natural Leader**

*Prerequisite: Proficiency in the Persuasion skill.*

You naturally inspire others to follow you. You gain the following benefits:

* Your Charisma score increases by 1.
* After you perform an action such as making an ability check or attacking a certain enemy, you may use a bonus action to inspire a number of creatures up to your Charisma modifier that you can see. Those creatures have advantage on rolls made to perform the same action until the beginning of your next turn. You may use this ability a number of time equal to your Charisma modifier (minimum 1) until the end of your next long rest.

### **Researcher**

*Prerequisite: Proficiency in the Investigation skill.*

You were born to learn, gaining the following benefits:

* Your Intelligence score increases by 1.
* You take half as long to learn a skill, language, tool, or instrument proficiency.
* If you have relevant diagrams or reference materials handy and time to study them beforehand, you may add your proficiency modifier to ability checks with skills you are not proficient with.

### **Skulker**

*Prerequisite: Proficiency in the Stealth skill.*

You are one with the shadows, gaining the following benefits:

* Your Dexterity score increases by 1.
* When you miss an attack while hidden, the attack doesn't reveal your location.
* If you are hidden, you can move up to half your speed out in the open without revealing yourself if you end in a location that is not clearly visible.

### **Slippery**

*Prerequisite: Proficiency in the Acrobatics skill.*

You are graceful and hard to pin down on the battlefield, gaining the following benefits:

* Your Dexterity score increases by 1.
* Before making a Dexterity saving throw, you may use your reaction to move 5 feet. If you are still in the area of effect, you may make a Dexterity (Acrobatics) ability check against the DC of the effect instead of a saving throw.

### **Spellcrafter**

*Prerequisite: Proficiency in the Arcana skill. Wizard, Sorcerer, Bard, or Warlock.*

You have a deep understanding of how to manipulate the weave of arcane magic. You gain the following benefits:

* Your Intelligence or Charisma increases by 1.
* You learn two spells that you have the spell slots to cast from the spell list of one of your classes. You may take this feat more than once.

### **Strapping**

*Prerequisite: Proficiency in the Athletics skill.*

You are a talented athlete and can perform great feats of physical prowess, gaining the following benefits:

* Your Strength score increases by 1.
* You treat versatile weapons held in one hand as if they were held in two hands.
* You are considered one size class larger for the purposes of carrying capacity, how much weight you can haul, and grappling.
* You gain your choice of a swimming or climbing speed equal to your walking speed.

### **Suspicious**

*Prerequisite: Proficiency in the Insight skill.*

You are constantly prying into the thoughts and intentions of others. You gain the following benefits:

* Your Wisdom score increases by 1.
* After you make an Insight check but before you discover the result, you may roll again. You must take the new result.
* If you spend thirty seconds talking or interacting with a creature, you know if any magic is influencing their behavior.

### **Tactician**

*Prerequisite: Proficiency in the History skill.*

You are well-versed in the strategy of historic battles. you gain the following benefits:

* Your Intelligence score increases by 1.
* You may use your Intelligence modifier instead of Dexterity when making initiative rolls.
* You may issue a command to two allies as a bonus action. Those two allies switch their initiative order. You may use this ability once until your next short or long rest.

### **Terrifying Presence**

*Prerequisite: Proficiency in the Intimidation skill.*

Your very presence inspires fear and dread in your foes, gaining the following benefits:

* Your Strength or Charisma score increases by 1.
* The area in a 10-foot radius around you is difficult terrain for creatures of your choice.

### **Theatrical**

*Prerequisite: Proficiency in the Performance skill.*

You possess a dramatic spirit, even on the battlefield.

* Your Charisma score increases by 1.
* You may add your Charisma modifier to weapon attack rolls instead of any other modifier (but not on damage rolls).
* You may use the Help action to distract a creature within 5 feet of you as a bonus action.

### **Treacherous**

*Prerequisite: You have proficiency in the Deception skill.*

You have a heart filled with deceit. You gain the following benefits:

* Your Charisma score increases by 1.
* Creatures that you have fooled by making a successful Deception ability check in the last minute have disadvantage on initiative rolls when joining you in combat, and you have advantage on the first attack roll you make in combat against them.
* Spells or abilities that would determine if you are telling the truth or compel you to do so have no effect on you.

## Racial Feats

### **Adaptable**

*Prerequisite: Human.*

You are a survivor who can adapt to any situation, gaining the following benefits:

* An ability score of your choice increases by 1.
* Until your next long rest, you may reroll one attack roll, one ability check, and one saving throw before the outcome is revealed and take the second roll instead.

### **All-terrain Ursi**

*Prerequisite: Ursi.*

Your rugged paws can get you anywhere you need to go. You gain the following benefits:

* Your Strength or Constitution score increases by 1.
* You gain a swim speed and climbing speed equal to your movement speed. You gain a burrowing speed of 5 feet.

### **Angelic Protection**

*Prerequisite: Aasimar.*

You are shielded by the divine, gaining the following benefits:

* You have advantage on saving throws against spells and other magic effects.

### **Apex Predator**

*Prerequisite: Lizardfolk.*

You are an especially formidable lizardfolk specimen, gaining the following benefits:

* Your Strength or Constitution score increases by 1.
* Your natural armor increases to 15 + your Dexterity modifier.

### **Benthic Sage**

*Prerequisite: River Merfolk.*

You have uncovered the mystic secrets of your ancestors, granting the following benefits:

* Your Wisdom score increases by 1.
* You can cast *Create or Destroy Water*. At 3rd level, you can cast *Warding Wind.* At 5th level, you can cast *Tidal Wave*. These spells are cast using your Wisdom modifier and you may cast each spell once using this ability before the end of your next long rest.

### **Boogey Monster**

*Prerequisite: Bugbear.*

You stalk your victims from under the bed, behind the closet door, and inside the toybox. You are fear incarnate. You gain the following benefits:

* An ability score of your choice increases by 1.
* Whenever you use your Surprise Attack feature, each enemy within 10 feet of you must succeed on a Wisdom saving throw or be frightened until the end of their next turn. The DC is equal to 8 + your proficiency modifier + your Charisma modifier.
* You magically fit into enclosed spaces. You may now move through and stop within a space large enough for a tiny creature without squeezing.

### **Bountiful Luck**

*Prerequisite: Stout Halfling.*

Your naturally good fortune is somehow enhanced. You gain the following benefits:

* Increase an ability score of your choice by 1.
* You may use your Lucky ability on a roll of 2 in addition to a roll of 1.

### **Canopy Runner**

*Prerequisite: Wood Elf.*

You are able to run among the treetops with ease, and gain the following benefits:

* Your Dexterity score increases by 1.
* Your jump distance is doubled.
* You may subtract 40 feet from from your fall when calculating fall damage as long as you are not incapacitated.
* You can run across tree branches, rooftops, slack lines and other similar terrain as if they were flat ground.

### **Child of the Sludge**

*Prerequisite: Sludge Elf.*

You are a unique specimen among Sludge elves, gaining the following benefits:

* Your Constitution or Strength score increases by 1.
* You may choose an additional 1st level mutation. Then at 5th level, you may choose any additional mutation.

### **Conclave Keeper**

*Prerequisite: Centaur.*

You are devoted to the care of your community, called a Conclave, and upholding their goals. You gain the following benefits:

* Your Strength or Wisdom score increases by 1.
* You gain an additional d10 hit die and may expend it to heal an ally for that amount instead of yourself during a short rest.
* Whenever you use the Help action on an ally, you may bolster their resolve, granting them temporary hitpoints equal to twice your proficiency modifier. You may use this ability a number of times equal to your proficiency bonus until your next long rest.

### **Death from Below**

*Prerequisite: Goblin.*

You are adept at fighting enemies who are larger than you, gaining the following benefits:

* Your Strength or Dexterity score increases by 1.
* Your critical threshold is reduced by 1 when making melee attacks against creatures that are one or more sizes larger than you.

### **Didn't Say Please**

*Prerequisite: Hobgoblin.*

You are able to draw upon quixotic fey magic to frazzle your foes, gaining the following benefits:

* Your Charisma score increases by 1.
* As a reaction to a creature making an attack roll, ability check, or saving throw, you may attempt to confound them using fey magic. They must succeed on a Wisdom saving throw with DC equal to 8 + your proficiency bonus + Charisma modifier or take a 1d4 penalty to the roll. You may use this ability a number of times equal to your proficiency bonus until your next long rest.

### **Dragon's Breath**

*Prerequisite: Dragonborn.*

You are adept at using your breath weapon. You gain the following benefits:

* Your Strength, Constitution or Charisma score increases by 1.
* 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 Constitution modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
* When you use your breath weapon, it deals additional damage to all targets equal to your Constitution modifier.

### **Elemental Heritage**

*Prerequisite: Genasi.*

The abilities of your elemental ancestor have manifested. You gain the following benefits:

* An ability score of your choice increases by 1.
* You may cast the *Detect Magic* spell at will, without spending a spell slot.
* You gain a boon based on your heritage:
	+ Air (djinn): You gain resistance to lightning and thunder damage.
	+ Earth (dao): You gain natural armor. As long as you are not wearing armor, your AC becomes 13 + Dexterity modifier.
	+ Fire (efreet): Your movement speed increases by 10.
	+ Water (marid): You gain resistance to cold damage.

### **Eternal Optimist**

*Prerequisite: Forest Gnome.*

Your enthusiasm for life and discovery permeates your very being, granting the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* Whenever you fail on an attack roll, saving throw, or ability check, you may gain 1d8 temporary hitpoints. You may use this ability a number of times equal to your proficiency modifier until your next long rest.

### **Esoteric Anatomy**

*Prerequisite: Reborn.*

You have a peculiar body, granting the following benefits:

* Your Strength, Dexterity, or Constitution score increases by 1.
* When you take this feat you may choose bludgeoning, piercing or slashing damage. You gain resistance to non-magical damage of the chosen type.
* Critical hits made against you are treated as normal hits unless the attack had advantage.

### **Fairy Secrets**

*Prerequisite: Fairy.*

You have uncovered mystic secrets of the fey folk, granting the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* You learn the *prestidigitation* cantrip and cast it using your Fairy Magic modifier.
* At 3rd level, you can cast *enthrall and* At 5th level, you can cast *major image.* These spells are cast using your Fairy Magic modifier and you may cast each spell once with this ability until the end of your next long rest.

### **Feline Grace**

*Prerequisite: Tabaxi.*

Your already incredible agility improves. You gain the following benefits:

* Your Dexterity score increases by 1.
* You gain proficiency in the Acrobatics skill if you did not have it already. Your proficiency bonus for Acrobatics ability checks is doubled.
* You can move through allies and enemies without treating the area as difficult terrain or making any ability checks.

### **Firbolg Trickery**

*Prerequisite: Firbolg.*

You are especially good at utilizing your innate Firbolg magic. You gain the following benefits:

* Your Wisdom score increases by 1.
* You may use your Firbolg Magic feature a number of times equal to your proficiency modifier before needing to rest.
* You can cast the *Beast Bond* spell using your Firbolg Magic feature.

### **Formation Fighter**

*Prerequisite: Imperial Halfling.*

You are accustomed to fighting in formation with others, gaining the following benefits:

* Your Strength, Dexterity, or Consitution score increases by 1.
* Your walking speed increases by 5 feet.
* You have advantage on attack rolls made against creatures who are flanked by two or more other allies.

### **Ghostly Silence**

*Prerequisite: Ghostwise Halfling*

You gain the ability to call upon the spirits of your ancestors, gaining the following benefits:

* Your Wisdom score increases by 1.
* You may create an area of silence as if you cast the *Silence* spell with no components, centered on yourself. You may use this ability once until your next long rest.

### **Gnomework Savant**

*Prerequisite: Rock Gnome.*

You have learned the tinkering techniques of your people, gaining the following benefits:

* Your Intelligence score increases by 1.
* You craft gadgets using your Tinker's Tools twice as quickly.
* As a bonus action, choose a construct you can see. You make an Intelligence (Tinker's Tools) ability check with DC equal to 8 + the challenge rating of the construct. If you succeed, you learn what weaknesses, vulnerabilities, and immunities the construct has as well as any special abilities it possesses.

### **Hale and Hearty**

*Prerequisite: Hill Dwarf.*

You are a paragon of resilience among your kin. You gain the following benefits:

* Your Constitution Score increases by 1.
* You take 1 fewer damage from all sources.

### **Hammering Blows**

*Prerequisite: Minotaur.*

Your blows in melee combat shatter your enemies defenses. You gain the following benefits:

* Your Strength score increases by 1.
* Your melee attacks deal damage equal to your Strength modifier even if your attack roll doesn't beat your target's AC.
* When you use your Hammering Horns ability as a bonus action, you gain an additional bonus action this turn that cannot be used on your Hammering Horns ability.

### **Honed Instincts**

*Prerequisite: Leonin*

* Your Wisdom score increases by 1.
* You gain a +5 bonus to your passive Wisdom (Perception) and investigation (Intelligence) scores.
* You reflexively lash out with your claws. As a reaction to being hit with a melee attack by a creature within 5 feet, you may make a single attack against that creature with your claws if you have a free hand available.

### **Infernal Form**

*Prerequisite: Tiefling.*

You are suffused with fiendish magic, gaining the following benefits:

* Your Constitution score increases by 1.
* You gain resistance to fire, cold, and poison damage.

### **Life of the Party**

*Prerequisite: Satyr.*

You spread joy and merriment wherever you go, gaining the following benefits:

* Your Dexterity or Charisma score increases by 1.
* You may add your proficiency bonus twice to Acrobatics and Performance ability checks.
* Magic can't put you to sleep and you have advantage on Constitution saving throws to resist exhaustion after long periods of wakefulness.

### **Loxodon Mindfulness**

*Prerequisite: Loxodon*

You have a presence of mind legendary among your people, gaining the following benefits:

* Your Intelligence or Wisdom score increases by 1.
* Whenever you fail on an attack, saving throw, or ability check, you may use your reaction to commit your mistake to memory. Until the end of your next turn, you may roll one attack roll, ability check, or saving throw with advantage. You may use this ability once until your next short or long rest.
* You can perfectly recall anything you have seen or heard in the previous month.

### **Master of Mischief**

*Prerequisite: Faefolk.*

You know a thing or two about the quixotic tricks of the Wilderrealm peoples. You gain the following benefits:

* An ability score of your choice increases by 1.
* You gain proficiency in the Sleight of Hand skill. You may add your proficiency bonus an additional time if you were already proficient.
* Familiar with all sorts of tricks, you have advantage on ability checks made to detect illusions and advantage on saving throws made against the effects of illusions.

### **Mire Sage**

*Prerequisite: Bog Merfolk.*

You have uncovered the mystic secrets of your ancestors, granting the following benefits:

* Your Wisdom score increases by 1.
* You can cast *Fog Cloud*. At 3rd level, you can cast *Protection from Poison.* At 5th level, you can cast *Gaseous Form.* These spells are cast using your Wisdom modifier and you may cast each spell once with this ability until the end of your next long rest.

### **Mistform**

*Prerequisite: Dhampir.*

In times of peril you instinctively call upon a vampiric talent. You gain the following benefits:

* An ability score of your choice increases by 1.
* If you would be knocked to 0 hitpoints or fewer, you may use your reaction to go to 1 hitpoint instead, turning into a cloud of mist as if you were under the effects of the *gaseous form* spell. This effect last for a minute or until you use an action to become corporeal again. Once you use this ability, you can’t use it again until your next long rest.

### **Mountain's Endurance**

*Prerequisite: Goliath.*

Years spent among the harsh climate of your home has strengthened you. You gain the following benefits:

* Your Consitution score increases by 1.
* You may use your Stone's Endurance ability a number of times equal to your proficiency modifier before needing to rest.
* You recover a level of exhaustion when you take a short rest and all levels of exhaustion when you take a long rest.

### **Orcish Fury**

*Prerequisite: Orc*

Your inner fire burns tirelessly, gaining the following benefits:

* Your Strength or Constitution score increases by 1.
* Whenever you hit with a melee weapon attack, you may add the weapon's damage die an additional time. You may use this ability a number of times equal to your proficiency bonus until your next long rest.
* Whenever you drop to 0 hitpoints or use your Relentless Endurance trait, you may use your reaction to make a melee attack.

### **Overdrive**

*Prerequisite: Warforged.*

You have developed the ability to temporarily surpass your biological limits, gaining the following benefits:

* An ability score of your choice increases by 1.
* During your turn, you may push yourself past the limits of your artificial body. You may take an additional action this turn, but at the end of the turn you gain 1d4-1 levels of exhaustion. You may use this ability once until your next long rest.

### **Perfectionist**

*Prerequisite: Vedalken.*

You are never satisfied with doing things well. You must do them perfectly. You gain the following benefits:

* Increase an ability score of your choice by 1.
* Whenever you would roll an attack roll, saving throw, or ability check with advantage, you may roll an additional die and take the highest of the three results. You may use this ability a number of times equal to your proficiency bonus until your next long rest.

### **Psionic Adept**

*Prerequisite: Gith.*

You have trained your innate psionic powers, gaining the following benefits:

* Your Intelligence or Wisdom increases by 1.
* You weight your telekinetic mage hand can carry increases to 50 pounds.
* As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 10 feet toward you or away from you. A creature can willingly fail this save.

### **Regal Bearing**

*Prerequisite: Mountain Dwarf.*

You have the presence of a Dwarven monarch, gaining the following benefits:

* Your Strength, Constitution, or Charisma score increases by 1.
* You have advantage on Charisma ability checks made in a regal court or in the presence of a leader.
* You bellow a compelling order as if you had cast the *command* spell with DC equal to 8 + proficiency modifier + your Constitution modifier. You may use this ability once until your next long or short rest.

### **Shrike's Beguilement**

*Prerequisite: Shrike Aarakocra.*

You have learned how to beguile your foes, gaining the following benefits:

* Your Charisma score increases by 1.
* You learn the *Charm Person* spell and cast it using your Charisma modifier. You may cast this spell a number of times equal to your proficiency modifier until the end of your next long rest.

### **Sky Warden**

*Prerequisite: Falcon Aarakocra.*

You are a master of aerial combat, gaining the following benefits:

* Your Dexterity or Wisdom score increases by 1.
* You gain proficiency in Perception if you did not already have it, and have advantage on Perception ability checks that rely on keen vision.
* Once per turn, if you are diving and fly at least 30 feet in a straight line downwards before making a melee attack, that attack deals an additional weapon die of damage.

### **Svifneblin Magic**

*Prerequisite: Deep Gnome.*

You have inherited the spellcasting ability of your ancestors, gaining the following benefits:

* Your Intelligence score increases by 1.
* You can cast *Nondetection* on yourself at will without requiring any components.
* You can cast *Blindness/Deafness*, *Blur*, and *Disguise Self*. When you cast one of these spells this way, you can't cast using this ability again until your next long rest.

### **Token of Power**

*Prerequisite: Hexblood.*

You gain the ability to infuse protective or injurious magics into your magic token. You gain the following benefits:

* Your Intelligence, Wisdom, or Charisma score increases by 1.
* The bearer of your magic token also has either a +1 bonus or a -1 penalty to their AC and saving throws, your choice.

### **Tortle Protector**

*Prerequisite: Tortle.*

You have mastered using your shell to protect yourself as well as others, gaining the following benefits:

* Your Strength or Wisdom score increases by 1.
* The bonus to your AC when in shell defense mode increases to +6.
* Whenever any number of allies within 5 feet of you make a Dexterity saving throw, you may use your reaction to shield them with your shell. Those allies gain advantage on that saving throw.

### **Urd Wings**

*Prerequisite: Kobold.*

You have sprouted a pair of leathery wings, gaining the following benefits:

* Your Dexterity score increases by 1.
* You gain a flight speed of 30 feet. To fly in this way you cannot be wearing heavy armor.

### **Warren-wise**

*Prerequisite: Duergar (Deep Dwarf)*

You have mastered the inscrutable ways of your underground kin, gaining the following benefits:

* Your Strength or Constitution score increases by 1.
* You may cast the *Mold Earth* cantrip.
* You gain 30 feet of tremorsense.

### **Weave-walker**

*Prerequisite: High Elf.*

You can traverse the leylines of magic that permeate the multiverse, gaining the following benefits:

* Your Intelligence or Dexterity score increases by 1.
* As a bonus action, you may disappear and reappear in a nearby space as if you had cast the *Misty Step* spell. You may use this ability a number of times equal to your Intelligence modifier until your next long rest (minimum 1).

### **Well-Rested**

*Prerequisite: Bugbear.*

Among all the talents you could have chosen to develop, you decided to become an expert at napping. You gain the following benefits:

* Your Constitution score increases by 1.
* Whenever you spend a hit die to heal yourself, you may gain an additional 1d6 hitpoints.
* Whenever you finish a short or long rest, you gain a rested die. The die is a d6 and you may expend it to add the result to an attack roll, ability check, or saving throw. You may only have one rested die at a time.

## Multiclass Feats

### **Bloodrager**

*Prerequisite: Third level barbarian, third level sorcerer.*

The power that lives inside your blood surges on the battlefield, and you have learned to master it. You gain the following benefits:

* An ability score of your choice increases by 1.
* When you enter a barbarian rage, you surge with arcane might. You can cast and concentrate on Sorcerer spells while raging, and your rage does not end early because you did not attack or take damage as long as you cast a spell during your turn.
* While you are raging, you may add your rage damage bonus to the damage rolls of spells.
* You may use your Reckless Attack feature when making spell attack rolls.

### **Herald**

*Prerequisite: Third level bard, third level paladin.*

You use your mastery of wordcraft and sound to proclaim the tenets of your oath to your allies. You gain the following benefits:

* An ability score of your choice increases by 1.
* You spur your allies into action with your bardic talent. You may add your Charisma modifier to initiative rolls that you and each ally that can hear you make.
* When an ally within 15 feet of you hits with a melee weapon attack, you may use your reaction to allow your ally to expend one of your spell slots to deliver a smiting blow as if you had used your divine smite feature. You may use this ability once until your next long rest.
* When you use your lay on hands feature on an ally, you may grant them bardic inspiration as a part of that action.

### **Oracle**

*Prerequisite: Third level cleric, third level wizard.*

You have experienced a revalation about the true nature of magic, both arcane and divine. You gain the following benefits:

* An ability score of your choice increases by 1.
* You may have spells you cast deal radiant damage instead of any other type.
* Whenever you cast a spell that regains hitpoints, you may restore an additional amount of hitpoints equal to your Intelligence modifier.
* As an action, you may recieve an arcane epiphany. You cast a spell that is on the Cleric or Wizard spell lists that you have the necessary spell slot to cast. Afterwards, that spell is known and prepared as if it were a wizard and a cleric spell. You may use this ability only once until your next long rest, and whenever you recieve your next epiphany you lose the spell gained this way.

### **Shadowdancer**

*Prerequisite: Third level rogue, third level warlock.*

You elevate borrowing power from otherworldy sources to an art form, dancing at reality's edge. You gain the following benefits:

* An ability score of your choice increases by 1.
* While you are hidden from your target, you may apply your sneak attack damage bonus to warlock cantrips.
* Whenever you use your cunning action to dash, you wreathe yourself in otherwordly energy, additionally gaining the benefits of the disengage action.
* Ability checks made to determine if your illusions are real are made with disadvantage.

### **Shaman**

*Prerequisite: Third level druid, third level monk.*

You have applied the teachings of nature to your martial arts discipline. You gain the following benefits:

* An ability score of your choice increases by 1.
* Natural melee weapon attacks made while using your wild shape feature count as monk weapons.
* You may add your Wisdom modifier to your AC and to damage rolls made with melee attacks while using your wild shape feature.
* You may perform a flurry of blows whenever you cast a druid spell as an action.

### **Skald**

*Prerequisite: Third level barbarian, third level bard.*

Your rage manifests as powerful music or song, that can allow your allies to share your frenzy for battle.

* An ability score of your choice increases by 1.
* You can cast and concentrate on Bard spells while raging, and your rage does not end early because you did not attack or take damage as long as you cast a spell during your turn.
* Whenever you grant an ally bardic inspiration, you may invoke a battle-frenzy in them. For one minute or until they spend the inspiration, they gain a bonus to melee damage rolls equal to your rage bonus.
* As an action, you may begin to perform an opus of war that grants all allies within 30 feet that can hear you a number of temporary hitpoints equal to your Charisma modifier. You may use this ability once until your next short or long rest.

### **Vagabond**

*Prerequisite: Third level ranger, third level rogue.*

You are a resourceful loner that is equally at home on the trail as they are in a warm inn. You gain the following benefits:

* An ability score of your choice increases by 1.
* You may apply your sneak attack damage against targets that have been marked by your hunter's mark even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
* If you spend at least ten minutes studying the natural terrain in a mile radius around you with your allies, you and those allies are not hindered by difficult terrain and cannot be surprised while traveling in that terrain. When you study a new area, you and all allies lose the benefits of your previous analysis.
* If you are thirty feet or more from your nearest ally, you may add your Wisdom modifier to weapon damage rolls.

### **Warforger**

*Prerequisite: Third level artificer, third level fighter.*

You have mastered the use of artifice to augment your abilities in battle. You gain the following benefits:

* An ability score of your choice increases by 1.
* You may add your Intelligence modifier to weapon attack and damage rolls instead of any other modifier.
* Whenever an enemy within 5 feet makes an attack against you while you are under the effects of an abjuration or transmutation spell you cast, your magic reflects some of the force back at them and they receive 1d4 force damage.
* Whenever you use your second wind feature, you may regain a single spell slot of third level or lower. You may regain a spell slot in this way once until your next long rest.