Feat list

## Rules

Attached are a list of feats that are cannon(err mostly) a similar document will be uploaded to the player wiki on Sunday June 23rd. Players must still posses any and all prerequisites needed for the feats.

#### Actor

Skilled at mimicry and dramatics, you gain the following
benefits:

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

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

• You can mimic the speech of another person or the sounds
made by other creatures. You must have heard the person speaking, or heard the
creature make the sound, for at least 1 minute. A successful Wisdom (Insight)
check contested by your Charisma (Deception) check allows a listener to
determine that the effect is faked.

#### Alert

Always on the lookout for danger, you gain the following
benefits:

• You gain a +5 bonus to initiative.

• You can’t be surprised while you are conscious.

• Other creatures don’t gain advantage on attack rolls
against you as a result of being hidden from you.

#### Athlete

You have
undergone extensive physical training to gain the following benefits:

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

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

• Climbing doesn’t halve your speed.

• You can make a running long jump or a running high jump
after moving only 5 feet on foot, rather than 10 feet.

#### Barbed Hide

(UA: Feats for Races)      Prerequisite:
Tiefling

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

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

• As a bonus action, you can cause small barbs to protrude
all over your body or cause them to retract. At the start of each of your turns
while the barbs are out, you deal 1d6 piercing damage to any creature grappling
you or any creature grappled by you.

• You gain proficiency in the Intimidation skill. If you’re
already proficient in it, your proficiency bonus is doubled for any check you
make with it.

#### Bountiful Luck

(UA: Feats for Races)      Prerequisite:
Halfling

Whenever 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.

Bountiful
Luck

(XGE)    Prerequisite:
Halfling

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.

#### Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or
to shove a creature.

If you move at least 10 feet in a straight line immediately
before taking this bonus action, you either gain a +5 bonus to the attack’s
damage roll (if you chose to make a melee attack and hit) or push the target up
to 10 feet away from you (if you chose to shove and you succeed).

#### Critter Friend

(UA: Feats for Races)      Prerequisite:
Gnome (Forest)

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

• You gain proficiency in the Animal Handling skill. If
you’re already proficient in it, your proficiency bonus is doubled for any
check you make with it.

• You learn the speak with animals spell and can cast it at
will, without expending a spell slot. You also learn the animal friendship
spell, and you can cast it once with this feat, without expending a spell slot.
You regain the ability to cast it in this way when you finish a long rest.
Intelligence is your spellcasting ability for these spells.

#### Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the
following benefits:

• You ignore the loading quality of crossbows with which you
are proficient.

• Being within 5 feet of a hostile creature doesn’t impose
disadvantage on your ranged attack rolls.

• When you use the Attack action and attack with a
one-handed weapon, you can use a bonus action to attack with a loaded hand
crossbow you are holding.

#### Defensive Duelist

Prerequisite: Dexterity 13 or higher

When you are wielding a finesse weapon with which you are
proficient and another creature hits you with a melee attack, you can use your
reaction to add your proficiency bonus to your AC for that attack, potentially
causing the attack to miss you.

#### Dragon Fear

(XGE)    Prerequisite:
Dragonborn

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

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

• Instead of exhaling destructive energy, you can expend a
use of your Breath Weapon trait to roar, forcing each creature of your choice
within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency
bonus + your Charisma modifier). A target automatically succeeds 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.

#### Dragon Hide

(XGE)    Prerequisite:
Dragonborn

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

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

• Your scales harden. While you aren’t wearing armor, you
can calculate your AC as 13 + your Dexterity modifier. You can use a shield and
still gain this benefit.

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

#### Dragon Wings

(UA: Feats for Races)      Prerequisite:
Dragonborn

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

#### Drow Hide Magic

(XGE)    Prerequisite:
Elf (drow)

You learn more of the magic typical of dark elves. You learn
the detect magic spell and can cast it at will, without expending a spell slot.
You also learn levitate and dispel magic, each of which you can cast once
without expending a spell slot. You regain the ability to cast those two spells
in this way when you finish a long rest.

Charisma is your spellcasting ability for all three spells.

#### Dual Wielder

You master fighting with two weapons, gaining the following
benefits:

• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.

• You can use two-weapon fighting even when the one-handed
melee weapons you are wielding aren’t light.

• You can draw or stow two one-handed weapons when you would
normally b e able to draw or stow only one.

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

• When you roll a Hit Die to regain hit points, the minimum
number of hit points you regain from the roll equals twice your Constitution
modifier (minimum of 2).

• You have advantage on Wisdom (Perception) and Intelligence
(Investigation) checks made to detect the presence of secret doors.

• You have advantage on saving throws made to avoid or
resist traps.

• You have resistance to the damage dealt by traps.

• You can search for traps while travelling at a normal
pace, instead of only at a slow pace.

#### Durable

Hardy and resilient, you gain the following benefits:

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

• When you roll a Hit Die to regain hit points, the minimum
number of hit points you regain from the roll equals twice your Constitution
modifier (minimum of 2).

==== Dwarf
Resilience ====
(UA: Feats for Races)      Prerequisite:
Dwarf

You inherited the might and majesty of your dragon
ancestors. You gain the following benefits:

• Increase your Constitution score by 1, up to a maximum of

• 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).

==== Dwarven
Fortitude ====
(XGE)    Prerequisite:
Dwarf

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

• Increase your Constitution score by 1, up to a maximum of

• 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).

==== Elemental
Adept          ====
Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage
types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen
type. In addition, when you roll damage for a spell you cast that deals damage
of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do
so, you must choose a different damage type.

==== Elven
Accuracy ====
(XGE)    Prerequisite:
Elf or half-elf

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

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

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

==== Everybody's
Friend ====
(UA: Feats for Races)      Prerequisite:
Half-elf

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

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

• You gain proficiency in the Deception and Persuasion
skills. If you’re already proficient in either skill, your proficiency bonus is
doubled for any check you make with that skill.

#### Fade Away

(XGE)    Prerequisite:
Gnome

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

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

• Immediately 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.

==== Fey
Teleportation ====
(XGE)    Prerequisite:
Elf (high)

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

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

• You learn to speak, read, and write Sylvan.

• You learn the misty step spell and can cast it once
without expending a spell slot. You regain the ability to cast it in this way
when you finish a short or long rest. Intelligence is your spellcasting ability
for this spell.

==== Flames of
Phlegethos ====
(XGE)    Prerequisite:
Tiefling

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

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

• When you roll fire damage for a spell you cast, you can
reroll any roll of 1 on the fire damage dice, but you must use the new roll,
even if it is another 1.

• Whenever you cast a spell that deals fire damage, you can
cause flames to wreathe you until the end of your next turn. The flames don’t
harm you or your possessions, and they shed bright light out to 30 feet and dim
light for an additional 30 feet. While the flames are present, any creature
within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

#### Grappler

Prerequisite: Strength 13 or higher

You’ve developed the skills necessary to hold your own in
close-quarters grappling. You gain the following benefits:

• You have advantage on attack rolls against a creature you
are grappling.

• You can use your action to try to pin a creature grappled
by you. To do so, make another grapple check. If you succeed, you and the
creature are both restrained until the grapple ends.

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

#### Great Weapon Master

You’ve
learned to put the weight of a weapon to your advantage, letting its momentum
empower your strikes. You gain the following benefits:

• On your turn, when you score a critical hit with a melee
weapon or reduce a creature to 0 hit points with one, you can make one melee
weapon attack as a bonus action.

• Before you make a melee attack with a heavy weapon that
you are proficient with, you can choose to take a - 5 penalty to the attack
roll. If the attack hits, you add +10 to the attack’s damage.

#### Grudge-Bearer

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

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

• During the first round of any combat against your chosen
foes, your attack rolls against any of them have advantage.

• When any of your chosen foes makes an opportunity attack
against you, it makes the attack roll with disadvantage.

• Whenever you make an Intelligence (Arcana, History,
Nature, or Religion) check to recall information about your chosen foes, you
add double your proficiency bonus to the check, even if you’re not normally
proficient.

#### Healer

==== You are an able physician, allowing you to mend wounds
quickly and get your allies back in the fight. You gain the following benefits: ====
• When you use a healer’s kit to stabilize a dying creature,
that creature also regains 1 hit point.

• As an action, you can spend one use of a healer’s kit to
tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit
points equal to the creature’s maximum number of Hit Dice. The creature can’t
regain hit points from this feat again until it finishes a short or long rest.

==== Heavily
Armored         ====
Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining
the following benefits:

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

• You gain proficiency with heavy armor.

==== Heavy Armor
Master            ====
Prerequisite: Proficiency with heavy armor

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

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

• While you are wearing heavy armor, bludgeoning, piercing,
and slashing damage that you take from non magical weapons is reduced by 3.

==== Human
Determination ====
(UA: Feats for Races)      Prerequisite:
Human

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

• Increase one ability score of your choice by 1, to a
maximum of 20.

• When you make an attack roll, an ability check, or a
saving throw, you can do so with advantage. Once you use this ability, you
can’t use it again until you finish a short or long rest.

==== Infernal
Constitution ====
(XGE)    Prerequisite:
Tiefling

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

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

• You have resistance to cold damage and poison damage.

• You have advantage on saving throws against being
poisoned.

==== Inspiring
Leader            ====
Prerequisite: Charisma 13 or higher

You can spend 10 minutes inspiring your companions, shoring
up their resolve to fight. When you do so, choose up to six friendly creatures
(which can include yourself) within 30 feet of you who can see or hear you and
who can understand you. Each creature can gain temporary hit points equal to
your level + your Charisma modifier.

A creature can’t gain temporary hit points from this feat
again until it has finished a short or long rest.

#### Keen Mind

You have a mind that can track time, direction, and detail
with uncanny precision. You gain the following benefits:

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

• You always know which way is north.

• You always know the number of hours left before the next
sunrise or sunset.

• You can accurately recall anything you have seen or heard
within the past month.

==== Lightly
Armored ====
You have trained to master the use of light armor, gaining
the following benefits:

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

• You gain proficiency with light armor.

#### Linguist

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

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

• You learn three languages of your choice.

• You can ably create written ciphers. Others can’t decipher
a code you create unless you teach them, they succeed on an Intelligence check
(DC equal to your Intelligence score + your proficiency bonus), or they use
magic to decipher it.

#### Lucky

You have inexplicable luck that seems to kick in at just the
right moment.

You have 3 luck points. Whenever you make an attack roll, an
ability check, or a saving throw, you can spend one luck point to roll an
additional d20. You can choose to spend one of your luck points after you roll
the die, but before the outcome is determined. You choose which of the d20s is
used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is
made against you. Roll a d20, and then choose whether the attack uses the
attacker’s roll or yours.

If more than one creature spends a luck point to influence
the outcome of a roll, the points cancel each other out; no additional dice are
rolled.

You regain your expended luck points when you finish a long
rest.

#### Mage Slayer

You have practiced techniques useful in melee combat against
spellcasters, gaining the following benefits:

• When a creature within 5 feet of you casts a spell, you
can use your reaction to make a melee weapon attack against that creature.

• When you damage a creature that is concentrating on a
spell, that creature has disadvantage on the saving throw it makes to maintain
its concentration.

• You have advantage on saving throws against spells cast by
creatures within 5 feet of you.

==== Magic
Initiate   ====
Choose a class: bard, cleric, druid, sorcerer, warlock, or
wizard.

You learn two cantrips of your choice from that class’s
spell list.

In addition, choose one 1st-level spell from that same list.
You learn that spell and can cast it at its lowest level. Once you cast it, you
must finish a long rest before you can cast it again.

Your spellcasting ability for these spells depends on the
class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or
druid: or Intelligence for wizard.

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

• You learn two maneuvers of your choice from among those
available to the Battle Master archetype in the fighter class. If a maneuver
you use requires your target to make a saving throw to resist the maneuver’s
effects, the saving throw DC equals 8 + your proficiency bonus + your Strength
or Dexterity modifier (your choice).

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

==== Medium Armor
Master     ====
Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the
following benefits:

• Wearing medium armor doesn’t impose disadvantage on your
Dexterity (Stealth) checks.

• When you wear medium armor, you can add 3, rather than 2,
to your AC if you have a Dexterity of 16 or higher.

#### Mobile

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

• Your speed increases by 10 feet.

• When you use the Dash action, difficult terrain doesn’t
cost you extra movement on that turn.

• When you make a melee attack against a creature, you don’t
provoke opportunity attacks from that creature for the rest o f the turn,
whether you hit or not.

==== Moderately
Armored           ====
Prerequisite: Proficiency with light armor

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

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

• You gain proficiency with medium armor and shields.

==== Mounted
Combatant           ====
You are a dangerous foe to face while mounted. While you are
mounted and aren’t incapacitated, you gain the following benefits:

• You have advantage on melee attack rolls against any
unmounted creature that is smaller than your mount.

• You can force an attack targeted at your mount to target
you instead.

• If your mount is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it fails.

#### Observant

Quick to notice details of your environment, you gain the
following benefits:

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

• If you can see a creature’s mouth while it is speaking a
language you understand, you can interpret what it’s saying by reading its
lips.

• You have a +5 bonus to your passive Wisdom (Perception)
and passive Intelligence (Investigation) scores.

#### Orcish Fury

(XGE)    Prerequisite:
Half-orc

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

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

• 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.

==== Orcish
Aggression ====

==== (UA: Feats for Races)      Prerequisite:
Half-orc ====
As a bonus action, you can move up to your speed toward an
enemy of your choice that you can see or hear. You must end this move closer to
the enemy than you started.

==== Polearm
Master ====
You can keep your enemies at bay with reach weapons. You
gain the following benefits:

• When you take the Attack action and attack with only a
glaive, halberd, or quarterstaff, you can use a bonus action to make a melee
attack with the opposite end of the weapon. The weapon’s damage die for this
attack is a d4, and the attack deals bludgeoning damage.

• While you are wielding a glaive, halberd, pike, or
quarterstaff, other creatures provoke an opportunity attack from you when they
enter your reach.

#### Prodigy

(XGE)    Prerequisite:
Half-elf, half-orc, or human

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

• You gain one skill proficiency of your choice, one tool
proficiency of your choice, and fluency in one language of your choice.

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

#### Resilient

Choose one ability score. You gain the following benefits:

• Increase the chosen ability score by 1, to a maximum of

• You gain proficiency in saving throws using the chosen
ability.

==== Ritual
Caster       ====
Prerequisite: Intelligence or Wisdom 13 or higher

You have learned a number of spells that you can cast as
rituals. These spells are written in a ritual book, which you must have in hand
while casting one of them.

When you choose this feat, you acquire a ritual book holding
two 1st-level spells of your choice. Choose one of the following classes: bard,
cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from
that class’s spell list, and the spells you choose must have the ritual tag. The
class you choose also determines your spellcasting ability for these spells:
Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or
Intelligence for wizard.

If you come across a spell in written form, such as a
magical spell scroll or a wizard’s spellbook, you might be able to add it to
your ritual book. The spell must be on the spell list for the class you chose,
the spell’s level can be no higher than half your level (rounded up), and it
must have the ritual tag. The process of copying the spell into your ritual
book takes 2 hours per level of the spell, and costs 50 gp per level. The cost
represents material components you expend as you experiment with the spell to
master it, as well as the fine inks you need to record it.

==== Savage
Attacker       ====
Once per turn when you roll damage for a melee weapon
attack, you can reroll the weapon’s damage dice and use either total.

==== Second
Chance ====

==== (XGE)    Prerequisite:
Halfling ====
Fortune favors you when someone tries to strike you. You
gain the following benefits:

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

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

#### Sentinel

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

• When you hit a creature with an opportunity attack, the
creature’s speed becomes 0 for the rest of the turn.

• Creatures within 5 feet of you provoke opportunity attacks
from you even if they take the Disengage action before leaving your reach.

• When a creature within 5 feet of you makes an attack
against a target other than you (and that target doesn’t have this feat), you
can use your reaction to make a melee weapon attack against the attacking
creature.

#### Sharpshooter

You have mastered ranged weapons and can make shots that
others find impossible. You gain the following benefits:

• Attacking at long range doesn't impose disadvantage on
your ranged weapon attack rolls.

• Your ranged weapon attacks ignore half cover and
three-quarters cover.

• Before you make an attack with a ranged weapon that you
are proficient with, you can choose to take a - 5 penalty to the attack roll.
If the attack hits, you add +10 to the attack’s damage.

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

• If you take the Attack action on your turn, you can use a
bonus action to try to shove a creature within 5 feet of you with your shield.

• If you aren’t incapacitated, you can add your shield’s AC
bonus to any Dexterity saving throw you make against a spell or other harmful
effect that targets only you.

• If you are subjected to an effect that allows you to make
a Dexterity saving throw to take only half damage, you can use your reaction to
take no damage if you succeed on the saving throw, interposing your shield
between yourself and the source of the effect.

#### Skilled

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

#### Skulker

Prerequisite: Dexterity 13 or higher

You are expert at slinking through shadows. You gain the
following benefits:

• You can try to hide when you are lightly obscured from the
creature from which you are hiding.

• When you are hidden from a creature and miss it with a
ranged weapon attack, making the attack doesn't reveal your position.

• Dim light doesn’t impose disadvantage on your Wisdom
(Perception) checks relying on sight.

#### Spell Sniper

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with
certain kinds of spells, gaining the following benefits:

• When you cast a spell that requires you to make an attack
roll, the spell’s range is doubled.

• Your ranged spell attacks ignore half cover and
three-quarters cover.

• You learn one cantrip that requires an attack roll.

Choose the cantrip from the bard, cleric, druid, sorcerer,
warlock, or wizard spell list. Your spellcasting ability for this cantrip
depends on the spell list you chose from: Charisma for bard, sorcerer, or
warlock; Wisdom for cleric or druid; or Intelligence for wizard.

==== Squat
Nimbleness ====
(XGE)    Prerequisite:
Dwarf or a Small race

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

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

• Increase your walking speed by 5 feet.

• You gain proficiency in the Acrobatics or Athletics skill
(your choice).

• You have advantage on any Strength (Athletics) or
Dexterity (Acrobatics) check you make to escape from being grappled.

==== Tavern
Brawler               ====
Accustomed to rough-and-tumble fighting using whatever
weapons happen to be at hand, you gain the following benefits:

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

• You are proficient with improvised weapons and unarmed
strikes.

• Your unarmed strike uses a d4 for damage.

• When you hit a creature with an unarmed strike or an
improvised weapon on your turn, you can use a bonus action to attempt to
grapple the target.

#### Tough

Your hit point maximum increases by an amount equal to twice
your level when you gain this feat. Whenever you gain a level thereafter, your
hit point maximum increases by an additional 2 hit points.

#### War Caster

Prerequisite: The ability to cast at least one spell

You have practiced casting spells in the midst of combat,
learning techniques that grant you the following benefits:

• You have advantage on Constitution saving throws that you
make to maintain your concentration on a spell when you take damage.

• You can perform the somatic components of spells even when
you have weapons or a shield in one or both hands.

• When a hostile creature’s movement provokes an opportunity
attack from you, you can use your reaction to cast a spell at the creature,
rather than making an opportunity attack. The spell must have a casting time of
1 action and must target only that creature.

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

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

• You gain proficiency with four weapons of your choice.

#### Wonder Maker

(UA: Feats for Races)      Prerequisite:
Gnome (rock)

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

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

• When you make a check using your proficiency with tinker’s
tools, you add double your proficiency bonus to the check.

• When you make a device with your Tinker trait, you have
the following additional options for what you make:

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

Calculator. This device makes doing sums easy.

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

Timekeeper. This pocket watch keeps accurate time.

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

==== Wood Elf
Magic ====
(XGE)    Prerequisite:
Elf (wood)

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 long strider 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.