Level 6

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Your experimentation with different kinds of poisons finally bare fruit.

* The damage you deal with your own poisons and poison spells now ignores resistance.

### Adept of the Robes

#### *Adept of the Black Robes*

*Prerequisite: Level 6 + Initiate of High Sorcery (Nuitari) Feat*

You chose the moon Nuitari to influence your magic, and your ambition and loyalty to the Order of the Black Robes have been recognized, granting you these benefits:

**Ambitious Magic.** You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the enchantment or necromancy school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.

**Life Channel.** You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

#### *Adept of the Red Robes*

*Prerequisite: Level 6 + Initiate of High Sorcery (Lunitari) Feat*

You chose the moon Lunitari to influence your magic, and your dedication to maintaining the balance between all things has been recognized by the Order of the Red Robes, granting you these benefits:

**Insightful Magic.** You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the illusion or transmutation school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.

**Magical Balance.** When you make an attack roll or an ability check and roll a 9 or lower on the **d20**, you can balance fate and treat the roll as a 10. You can balance fate in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#### *Adept of the White Robes*

*Prerequisite: Level 6 + Initiate of High Sorcery (Solinari) Feat*

You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

**Protective Magic.** You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.

**Protective Ward.** When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.

### Alert

Prerequisite: Level 6, *Bloodhound*

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 unseen by you.

### Crossbow Expert

Prerequisite: Level 6

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

* You ignore the loading property of crossbows with which you are proficient.
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
* When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

### **Cruel**

Prerequisite: Level 6

The challenges and struggles you’ve faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6s. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it. You can roll a cruelty die under any of the following circumstances, with the indicated result:

* When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.
* When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.
* When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check.

You regain all spent cruelty dice when you finish a long rest.

*- From Tal'Dorei Campaign Setting Reborn Book Page: 190*

### Defensive Duelist

Prerequisite: Level 6, Dexterity 17 or higher or the Dueling fighting style

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.

* If the Attack misses, you can immediately attack back with an opportunity attack.
* You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses of it when you finish a short or long rest.

### Divinely Favored

Prerequisite: Level 6

A god chose you to carry a spark of their power.

You learn one cantrip of your choice from the cleric spell list and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the augury spell.

Alignment Spells

 Good
 Neutral

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

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

In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat.

### Eldritch Adept

Prerequisite: Level 6*, Spellcasting or Pact Magic feature*

Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite. You can choose this Feat multiple times to gain access on higher Level Invocations.

### **Elemental Affinity**

Prerequisite: Elemental Adept

Your understanding for your choosen element has improved. When you pick this feature, you can choose one of the elements you've choosen from the Elemental Adept Feat. You gain the following benefits:

* You gain Resistance to your choosen element.
* If you take damage from your associated damage type you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken (including your resistance). Once you use this feature you can't do so again until you finish a long rest.

**Rules Tip: Multiple Elemental Adept Elements**

* You can change between your choosen elements as an bonus action once per long rest.
* You only benefit from one element at a time. (resistance and immunities)

### Farewell Shot

Prerequisite: Level 6, Dexterity 17 or higher

You trained moving over the battlefield quickly while still shooting your weapon, you gain the following benefit:

* When you take the disengage action you can make a single ranged Attack with a ranged weapon as part of your movement this turn.
* You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses of it when you finish a short or long rest.

### There's a faster Gun, Buddy!

Prerequisite: Level 6, Proficiency with firearms

Gun fights taught you one thing well, to be fast. You gain the following benefit:

Quickdraw: At any time that initiative is rolled, you can make one dexterity check, the DC is the highest initiative except yours. If you are highest in initiative, you make that check at advantgae. On a successful roll, you can draw one loaded onehanded ranged weapon and attack one target within range.

You can use this feature once per short rest.

### Fey Touched

Prerequisite: Level 6

Your exposure to the Feywild’s magic has changed you, granting you the following benefits:

* 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.
* For the spells’ spellcasting ability you choose Intelligence, Wisdom or Charisma, when you choose this trait.

### Flash Recall

Prerequisite: Level 6, Cleric, Druid, Paladin or Wizard

You’ve developed the ability to instantly recall an unprepared spell in moments of sudden necessity. As a bonus action, you prepare a spell of 1st level or higher from your Spellbook (if you’re a wizard) or from your class spell list (if you’re not a wizard). This spell must be of a level for which you have spell slots, and it replaces another spell of an equal or higher level that you had previously prepared.

Once you use this feat to recall a spell, you can’t do so again until you complete a short or long rest.

**Rules Tip: Prepared Spells**

**The Flash Recall feat requires you to be a Spellcaster who prepares spells.** This includes classes such as clerics, druids, and paladins, who prepare spells each day from their class list, and wizards, who prepare spells from a Spellbook. Classes such as bards and sorcerers, who inherently know their spells rather than preparing them, can’t benefit from this feat.

*- From Tal'Dorei Campaign Setting Reborn Book Page: 190*

### Strike of the Giant Feats

#### Ember of the Fire Giant

*Prerequisite: 6th Level, Strike of the Giants (Fire Strike) Feat*

You’ve manifested the fiery combat emblematic of fire giants, granting you the following benefits:

**Born of Flame.** You have resistance to fire damage.

**Searing Ignition.** When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to **1d8** + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.

#### Fury of the Frost Giant

*Prerequisite: 6th Level, Strike of the Giants (Frost Strike) Feat*

You’ve manifested the icy might emblematic of frost giants, granting you the following benefits:

**Born of Ice.** You have resistance to cold damage.

**Frigid Retaliation.** Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to **1d8** + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#### Guile of the Cloud Giant

*Prerequisite: 6th Level, Strike of the Giants (Cloud Strike) Feat*

You’ve manifested the confounding magic emblematic of cloud giants, granting you the following benefits:

**Cloudy Escape.** When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack’s damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#### Keenness of the Stone Giant

*Prerequisite: 6th Level, Strike of the Giants (Stone Strike) Feat*

You’ve manifested the physical talents emblematic of stone giants, granting you the following benefits:

**Cavernous Sight.** You gain darkvision with a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.

**Stone Throw.** As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On a hit, the rock deals **1d10** force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#### Soul of the Storm Giant

*Prerequisite: 6th Level, Strike of the Giants (Storm Strike) Feat*

You’ve manifested the tempest magic emblematic of storm giants, granting you the following benefits:

**Maelstrom Aura.** As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature’s speed is halved until the start of its next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#### Vigor of the Hill Giant

*Prerequisite: 6th Level, Strike of the Giants (Hill Strike) Feat*

You’ve manifested the resilience emblematic of hill giants, granting you the following benefits:

**Bulwark.** When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren’t moved and don’t have the prone condition.

**Iron Stomach.** Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.

### Gift of the Chromatic Dragon

Prerequisite: Level 6

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

**Chromatic Infusion.** As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra **1d4** damage of the chosen type when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.

**Reactive Resistance.** When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Gift of the Metallic Dragon

Prerequisite: Level 6

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

**Draconic Healing.** You learn the "cure wounds" spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).

**Protective Wings.** You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Gunner

Prerequisite: Level 6

You are adept at using guns effectively.

* You gain proficiency with firearms (see “Firearms” in the Fighter: Gunslinger Sub-Class).
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
* If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You can use this feature a number of time equal to your Proficiency bonus until you complete a short or long rest.
* When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.

### Hardened Mind

Prerequisite: Level 6

You have trained your mind to be more resilient against mind influencing effects. You gain the following benefits:

* You have advantage on saving throws against being charmed or frightened.
* You have advantage on saving throws against Enchantment spells or other mind influencing effects.

### Initiate of High Sorcery

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

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

 Lunitari
 Solinari

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

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

### Ignore Pain

Prerequisite: Level 6, at least 1 level in a martial class (Barbarian, Fighter, Monk, Paladin, Ranger, Rogue, and Bloodhunter)

When you are on the verge of feeling pain, you can just go on.

You gain the following benefit

* If you would take damage, you can roll and expend a number of hit dices up to Equal to your proficiency bonus, and reduces the damage by that amount.

You can use this feature once per short or longrest for free, After that, if you use this feature, you gain 1 level of exhaustion

### Knight of the ...

#### Knight of the Crown

*Prerequisite: Level 6 + Squire of Solamnia Feat*

You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:

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

**Commanding Rally.** As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a **d8** and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#### Knight of the Rose

*Prerequisite: Level 6 + Squire of Solamnia Feat*

You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:

Your ability for this feat’s is Strength, Dexterity, or Constitution (choose when you select this feat).

**Bolstering Rally.** As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to **1d8** + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#### Knight of the Sword

*Prerequisite: Level 6 + Squire of Solamnia Feat*

You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:

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

**Demoralizing Strike.** Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Linguist

Prerequisite: Level 6, *Bookworm*

You have learned many more languages and even when you don't know the local tongue you know how to get around. You gain the following benefits:

* You gain proficiency in 3 languages of your choice
* You gain proficiency in two of the following skills, Investigation, History, Arcana, Insight or Religion. Alternatively you can choose one of the listet skills that you are proficient with, you gain expertise with the chosen skill.
* You learn the Tongues spell and can cast it once per short rest without expending a spell slot, Intelligence is your spellcasting modifier for this spell.

### Mage Slayer

Prerequisite: Level 6

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 Scholar

Prerequisite: Level 6, *Magic Initiate*

You have studied your magic over the course of your adventures. You gain the following benefits

* You learn on additional Cantrip from the same list you choose your Magic Initiate Spells from.
* Choose one 2nd-level spell from the same list you have chosen your Magic Initiate Spell from. 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 using this feat. Your spellcasting ability for this spell depends on the class you chose for your Magic Initiate spells. You can also cast these spells using spell slots you have of the appropriate level. This also works for Magic Initiate.

### Metamagic Adept

*Prerequisite: Level 6, Spellcasting or Pact Magic feature*

You’ve learned how to exert your will on your spells to alter how they function:

* You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
* You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

### Pin shot

Prerequisite: Level 6

You have learned to grapple your foes without even touching them, you gain the following benefit:

* When you attack a creature, with a ranged weapon attack, that is wearing armor or clothes, you can take a -5 penalty to the attack and force the creature to make a Strength save (DC=8 + Proficiency bonus + Dexterity modifier) if you hit. On a failed save the enemy is grappled to a vertical surface within 5 ft of it. A grappled creature can use its action to break the grapple as normal. If you have the *Sharpshooter* feat, you can use both features with only a -5 penalty total.

### **Savage Shorty**

Prerequisite: Level 6, Str. 13, size small or tiny

Your speed is increased by 5 ft.

* Wielding a heavy weapon does not impose disadvantage on your attackrolls.
* You gain Proficiency in Intimidation. If you already Proficend in that Skill, you gain Expertise.
* You can also use Str. as you basic intimidation stat.

### Shadow Touched

Prerequisite: Level 6

Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits:

* 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.
* For the spells’ spellcasting ability you choose Intelligence, Wisdom or Charisma, when you choose this trait.

### Shield Master

Prerequisite: Level 6

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.
* 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.

### Short Bow Expert

Prerequisite: Level 6

You have practiced with the short bow since you can hold one. You gain the following benefits:

* Being in close combat doesn’t impose disadvantage on your attack roles with a short bow.
* When you hit a creature with your short bow you can make one extra attack as a bonus action using your short bow.

### Stout Guardian

Prerequisite: Level 6, Covermove or Tough or Protection or interception or defense Fightingstyle

If your Hp drop to 0 you can make a constitution saving throw against a dc of 8 + the double of your proficiency bonus. On a success you drop to 1 hit point instead.

You can uses this feature a number of times equal to you constitution modifier per long rest.

### Spell Distortion

Prerequisite: Level 6, *Weave Distortion*

Your unnatural ability to distort the weave is spreading out from your body, you gain the following benefits:

* Your bonus on saving throws against spells or other magical effects increases to +3.
* Each Spellcaster has disadvantage on spell attacks or other magical effects while standing within 10ft of you or while targeting you or a creature within 10ft of you.

### Spell Sniper

Prerequisite: Level 6, 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 choose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid, or Intelligence for wizard.

### Squire of Solamnia

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

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

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

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

### Taunt

You have a talent to anger other people. You gain the following benefit:

* As a bonus action you can "Taunt" all creatures of your chosing that can see or hear you within a 20ft radius around you. At the end of your turn, they have to succed at a Wisdom Saving Throw. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this feat) or get distracted for the next 5 turns or until they succed the saving throw.
* If a creature fails the saving throw, it gets disadvantage on attack rolls against creatures other than you.
* This ability only works at creatures, that aren't immune against the "Charmed" condition. An enemy can only be taunted once per combat. Once they save against the Taunt, it’s immune to the Taunt-Effect for the next 24h.

### Telepathic

You awaken the ability to mentally connect with others, granting you the following benefits:

* You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
* You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. If you have spell slots of 2nd level or higher, you can cast this spell with them.
* For the spells’ spellcasting ability you choose Intelligence, Wisdom or Charisma, when you choose this trait.

### **Thumbelina**

Prerequisite: Level 6, Duck, you need to be a small or tiny.

Your size becomes tiny.

As a tiny creature you are very hard to hit. You also can use your reaction to Dodge, Disadvantage on all Attacks against you, till the start of your next turn. You can use this feature equal to your proficiency bonus.

## Planescape Feats

#### Agent of Order

*Prerequisites: 6th Level, Scion of the Outer Planes (Lawful Outer Plane) Feat*

You can channel cosmic forces of order to gain these benefits:

**Stasis Strike.** Once per turn, when you damage a creature you can see within 60 feet of yourself, you can deal an extra **1d8** force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat) as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#### Baleful Scion

*Prerequisites: 6th Level, Scion of the Outer Planes (Evil Outer Plane) Feat*

You can channel cosmic forces of evil to gain these benefits:

**Grasp of Avarice.** Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals **1d6** + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#### Cohort of Chaos

*Prerequisites: 6th Level, Scion of the Outer Planes (Chaotic Outer Plane) Feat*

You can channel cosmic forces of chaos to gain these benefits:

**Chaotic Flare.** When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll a **d4** and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can’t occur until after the first flare ends.

##### Chaotic Flares

 2
 3
 4

#### Outlands Envoy

*Prerequisites: 6th Level, Scion of the Outer Planes (The Outlands) Feat*

You have spent significant time in Sigil or the Outlands, the crossroads of the multiverse. Being steeped in converging planar energies grants you these benefits:

**Crossroads Emissary.** You learn the misty step and tongues spells. You can cast each spell once using this feat without a spell slot, and you must finish a long rest before you can cast that spell in this way again. When you cast tongues using this feat, you require no material components. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the one chosen when you gained the Scion of the Outer Planes feat.

#### Planar Wanderer

*Prerequisites: 6th Level, Scion of the Outer Planes Feat*

You can draw on the forces of the multiverse to survive cosmic extremes and to traverse its infinite realms, granting you these benefits:

**Planar Adaptation.** When you finish a long rest, you gain resistance to either acid, cold, or fire damage (your choice) until you finish your next long rest.

**Portal Cracker.** Your experience with portals allows you to open them without a portal key. As an action, you can concentrate on a portal you’re aware of that is within 5 feet of yourself and make a DC 20 Intelligence (Arcana) check. On a failed check, you take **3d8** psychic damage and can’t use this benefit on that portal again until you finish a long rest. On a successful check, you can force the portal open or closed for 1 hour. For that duration, the portal doesn’t respond to its portal key unless a creature employing the key succeeds on a DC 20 Intelligence (Arcana) check as an action.

**Portal Sense.** You know the direction to the last planar portal you used while you and the portal are on the same plane of existence. Moreover, as an action, you can detect the location of any portals within 30 feet of you that aren’t behind total cover. Once you detect a portal with this action, you can’t use the action again until you finish a long rest.

#### Righteous Heritor

*Prerequisites: 6th Level, Scion of the Outer Planes (Good Outer Plane) Feat*

You can channel cosmic forces of good to gain these benefits:

**Soothe Pain.** When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by **1d10** + your proficiency bonus. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## Feats by Class

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

### **Bard**

#### Inspiring Journey

Prerequisite: Level 6 in Bard

You learn a new language or a new tool proficiency.

Once per Short Rest you can give yourself a bardic inspiration for free. You also can use your bardic inspiration on yourself.

### **Ranger**

#### Weak spot

Ranger lvl 6

You gain 2 favoured enemies.

You can use a bonus action to mark one of your favourite enemies. Until your next turn it takes 1d6 extra damage whenever it takes damage.

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

## Feats by Race

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

### Bugbear

#### Surprise Surprise

Prerequisite: Level 6

You learned how to surprise people when they least expect it, you gain the following benefit:

* The extra damage of your Surprise Attack feature increases to 3d6 and keeps increasing to 4d6 at 11th level, and 5d6 at 16th level.

### Dhampir

#### Hunger for meat

Prequisite Dhampir lvl 6

When you reduce a hostile creature to 0 hp you can give into your hunger for meat and start feasting on it. Every creature of your choice within 30 ft. has to make a wis-saving-throw or be frightened from you until you stop feeding. During consecutive turns you can use your action to keep feeding.  You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Dwarf

#### Enhanced Enlarge

Prerequisite: Level 6, Duergar

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

* When you cast the enlarge spell, with your racial feat, it doesn't require concentration.

### Elf

#### Fey Teleportation

Prerequisite: Level 6

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

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

#### Drow High Magic

Prerequisite: Level 6, Drow

You learn more of the magic typical of dark elves.

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

#### Wood Elf Magic

Prerequisite: Level 6, Wood Elf

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

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

#### High Elf Magic

Prerequisite: Level 6, High Elf

You learn the magic of arcane studies.

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

### Firbolg

#### Speak with Beasts and Plants

Prerequisite: Level 6

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

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

### Genasi

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

Associated Element

 Earth
 Fire
 Water

#### Elemental Adaptation

Prerequisite: Level 6

Your elemental bloodline shields you from enemy attacks. You gain the following benefits depending on your Element:

* **Water Genasi:**

You can use your reaction to reduce incoming acid damage by 1d10+ proficiency bonus and heal an ally within 30 ft. or yourself by amount of the damage reduced. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

* **Air Genasi:**

You can use your reaction to reduce incoming lighning damage by 1d10+ proficiency bonus and an ally of your chosing within 30 feet or yourself’s movement speed becomes increased by a number of Feet equal to amount of the damage reduced(Rounded down) until the end of it´s next turn. Until then the target won´t provoke attacks of opportunity. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

* **Fire Genasi:**

You can use your reaction to reduce incoming fire damage by 1d10+ proficiency bonus and deal force damage to a target creature within 30 ft. equal to the amount of the damage reduced. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest

* **Earth Genasi:**

You can use your reaction to reduce incoming bludgeoning damage by 1d10+ proficiency bonus and give an ally within 30 ft. or yourself temp HP equal to the amount of the damage reduced. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Gith

#### Enhanced Psychic Powers

Prerequisite: Level 6

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

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

### Honour the dead

Prequisite Gnoll Lvl 6 Ways of Eberron

You honour the fallen, friend and foe, by wearing little snippets of the dead. (Fingers, ears, tooth, a flake of their armour, a dagger…) Whenever you trigger rampage gain one trinket. You can have up to your proficiency bonus trinkets at one time. You can use your reaction to add 1d6 to:

* one of your saving throws after you seen the roll before the result.
* one of your attack rolls after you have seen the roll but before you know if you hit.
* reduce incoming damage by the roll+ your Con-Modi.

You can only use one trinket on one specific roll.

### Gnome

#### Svirfneblin Magic

Prerequisite: Level 6, Deep Gnome

You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.

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

### Goliath

#### Pushing Through

Prerequisite: Level 6

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

* You gain proficiency in Survival. If you already have this proficiency, you gain expertise in Survival.
* You can find shelter and food in urban terrain, when needed.
* You can use your reaction to become immune to cold damage till the start of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Half-Elf

#### Elven Magic

Prerequisite: Level 6

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

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

### Half-Orc

#### Burning Endurance

Prerequisite: Level 6

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

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

### Halfling

#### Cooking Expert

Prerequisite: Level 6, proficency with Cook's Utensils

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

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

### Hobgoblin

#### Tactical Genius

Prerequisite: Level 6

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

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

### Human

#### Quick Learner

Prerequisite: Level 6

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

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

### Kobold

#### **Expert Trapper**

Prerequisite: Level 6

Living in dark places, relaying on Traps pays off:

* Any physical traps laid by you (e.g. hunting traps, ballbearings, caltrops...) have a DC of 8+PB+(Dex/Int/Wis your choise)
* Physical traps laid by you deal extra damage equal to your PB. Even on a successful Save your proficiency Bonus .

### Lizardfolk

#### Chameleon Scales

Prerequisite: Level 6, no other Scales feat

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

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

#### Thorny Scales

Prerequisite: Level 6, no other Scales feat

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

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

#### Armadillo Scales

Prerequisite: Level 6, no other Scales feat

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

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

### Loxodon/Goliath

#### Giant Rage

Prerequisite: Level 6

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

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

### Minotaur

#### Heroes Blood

Prerequisite: Level 6

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

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

### Triton

#### Sea Caller

Prerequisite: Level 6, *Child of the Sea*

Your connection to the oceans grants you the following benefits:

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

### Vedalken

#### Efficient Worker

Prerequisite: Level 6

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

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

### Warforged

#### Mithral Components

Prerequisite: Level 6, no Wood Components

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

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

### Yuan-ti Pureblood

#### Yuan-ti High Magic

Prerequisite: Level 6

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