Feats/Unearthed Arcana

*For officially published options, see Feats.*
The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing. They aren't officially part of the game and aren't permitted in D&D Adventurers League events. **Ask your Dungeon Master before using any material on this page.**

If Wizards of the Coast decides to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.

# Wonders of the Multiverse

Unearthed Arcana: Wonders of the Multiverse)

The following section presents a variety of feats linked to primordial beings, the power of fate, and the forces of the planes.

## Agent of Order

*Prerequisite: 4th Level, Scion of the Outer Planes (Lawful Outer Plane) Feat*

You can channel cosmic forces of order that lock the multiverse into patterns. Your actions are your own to choose, but these forces grant you the following benefits:

**Ability Score Increase.** Increase an ability score of your choice by 1, to a maximum of 20.

**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 succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the ability score increased by this feat) or be restrained by spectral bindings until the start of your next turn. These bindings manifest as chains, gears, encasing stone, 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

*Prerequisite: 4th Level, Scion of the Outer Planes (Evil Outer Plane) Feat*

You can channel cosmic forces of evil that cause pain but invigorate your being. You can choose your own actions despite this malign connection. You gain the following benefits:

**Ability Score Increase.** Increase an ability score of your choice by 1, to a maximum of 20.

**Life-Draining Grasp.** Once per turn, when you hit a creature with a melee weapon attack, you can also deal necrotic damage to it. The damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## Cartomancer

*Prerequisite: 4th Level; Sorcerer, Warlock, or Wizard Class*

You have learned to channel your magic through a deck of playing cards, granting you these benefits:

**Card Focus.** You can use a deck of cards as your spellcasting focus. When you use the deck as a focus to cast a spell that deals damage, roll a d4. You gain a bonus to one damage roll of the spell equal to the number rolled. This bonus applies to one creature of your choice that you can see damaged by the spell; you can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

**Card Tricks.** You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use *prestidigitation* in this way, you can conceal the verbal and somatic components of the spell as mundane conversation and card-handling.

**Hidden Ace.** When you finish a long rest, you can choose one spell you know and imbue it into a card; the chosen spell must have a casting time of 1 action, and its level must be less than or equal to your proficiency bonus. While the card is imbued with the spell, you can use your bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.

## Cohort of Chaos

*Prerequisite: 4th Level, Scion of the Outer Planes (Chaotic Outer Plane) Feat*

You can channel the cosmic forces of chaos that drive the multiverse toward both freedom and disarray. Your actions are still yours to choose, but you gain these benefits:

*Ability Score Increase.* Increase an ability score of your
choice by 1, to a maximum of 20.

*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 on 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

You can also forcibly release a chaotic flare as a bonus action, rolling on the table as normal to determine the effects. 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.

## Ember of the Fire Giant

*Prerequisite: 4th Level, Strike of the Giants (Fire Giant) Feat*

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

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

**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 within 15 feet of you that can see 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 is blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn't blinded. You can use your Searing Ignition a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## Fury of the Frost Giant

*Prerequisite: 4th Level, Strike of the Giants (Frost Giant) Feat*

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

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

**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, it takes 1d8 + your proficiency bonus cold damage, and its speed is halved 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: 4th Level, Strike of the Giants (Cloud Giant) Feat*

You've manifested the airy speech and magic emblematic of cloud giants, granting you the following benefits:

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

**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 half your proficiency bonus (rounded up), and you regain all expended uses when you finish a long rest.

## Keenness of the Stone Giant

*Prerequisite: 4th Level, Strike of the Giants (Stone Giant) Feat*

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

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

**Stone Throw.** As a bonus action, you can touch a rock that can fit in the palm of your hand and imbue it with magic. While the rock is imbued with magic and you are wielding it, the rock is a magic ranged weapon with which you're proficient, and it has the thrown property with a normal range of 60 feet and a long range of 180 feet. On a hit, the rock deals 1d10 bludgeoning damage, and if the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat) or be knocked prone. The magic remains in the rock until you hit with it or finish a long rest. You can imbue a number of rocks equal to your proficiency bonus with this bonus action, and you regain all expended uses when you finish a long rest.

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

## Outlands Envoy

*Prerequisite: 4th Level, Scion of the Outer Planes Feat*

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

**Ability Score Increase.** Increase an ability score of your choice by 1, to a maximum of 20.

**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 spell's spellcasting ability is the one chosen when you gained the Scion of the Outer Planes feat.

## Planar Wanderer

*Prerequisite: 4th 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. You gain 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 operate them without the proper portal key. As an action, you can concentrate on a portal you're aware of that is within 5 feet of you and make a DC 20 Wisdom (Survival) check. On a failure, you take 3d8 force damage and you can't use this feature on that portal again until you finish a long rest. On a success, you can force the portal open or closed for 1 hour. For that duration, a portal closed in this way 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. 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

*Prerequisite: 4th Level, Scion of the Outer Planes (Good Outer Plane) Feat*

You can channel the cosmic forces of good that foster serenity and fellowship. You are still free to choose your own actions, but gain these benefits:

**Ability Score Increase.** Increase an ability score of your choice by 1, to a maximum of 20.

**Soothe Pain.** When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to dull its suffering and reduce the damage it takes 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.

## Rune Carver Apprentice

You've begun studying the art of runecraft. You learn the Comprehend Languages spell. You can cast this spell without expending 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 any spell slots you have. You know two runes of your choice from the Rune Spells table. Whenever you finish a long rest, you can mark one nonmagical weapon, armor, piece of clothing, or other object you touch with a rune you know. You temporarily learn one 1st-level spell based on the rune you inscribed, as specified in the Rune Spells table, and you know the spell until you finish a long rest, when the rune fades.

**Rune Spells**

While you are wearing or carrying the rune-marked object, you can cast the spell associated with the chosen rune once without using a spell slot or material components, and you can also cast the spell using any spell slots you have.

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

Each time you gain a level, you can replace one of the runes you know with a different one from the Rune Spells table.

## Rune Carver Adept

*Prerequisite: 4th Level, Rune Carver Apprentice Feat*

Your ability to draw out power from runes has grown. Increase the ability score of the spellcasting ability chosen when you gained the Rune Carver Apprentice feat by 1, to a maximum of 20. Whenever you cast a spell from the Rune Spells table, or a spell of a school of magic associated with the spell you marked on an object from your Rune Carver Apprentice feat, you can invoke runic power, granting you one of these benefits of your choice:

**Battle Runes.** Choose one creature you can see within 30 feet of yourself. Until the end of that creature's next turn, it has advantage on the next attack roll it makes.

**Healing Runes.** Choose one creature you can see within 30 feet of yourself. That creature gains temporary hit points equal to your level.

**Runic Winds.** Choose one creature you can see within 30 feet of yourself. Until the end of that creature's turn, its movement doesn't provoke opportunity attacks, and its walking speed increases by 10 feet.

You can invoke runic power a number of times equal to your proficiency bonus, but no more than once per spell you cast. You regain all expended uses when you finish a long rest.

## Scion of Elemental Air

You've been exposed to the primordial magic of the Elemental Plane of Air, granting you the following benefits:

**Elemental Magic.** You learn the Minor Illusion cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).

**Wind's Glide.** You can use a bonus action to gain a flying speed equal to your walking speed until the end of your turn. If you are airborne at the end of your turn after using this movement and aren't held aloft by other means, you fall. 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.

## Scion of Elemental Earth

You've been exposed to the primordial magic of the Elemental Plane of Earth, granting you the following benefits:

**Elemental Magic.** You learn the Druidcraft cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).

**Earthen Shield.** You can use a bonus action to conjure a bulwark of earth that provides half cover to you or a creature of your choice within 30 feet of yourself. The bulwark remains until the start of your next turn. You can create this bulwark a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## Scion of Elemental Fire

You've been exposed to the primordial magic of the Elemental Plane of Fire, granting you the following benefits:

**Elemental Magic.** You learn the Dancing Lights cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).

**Fervent Blaze.** You learn the Produce Flame cantrip, using the same spellcasting ability chosen for this feat's Elemental Magic benefit. You can cast *produce flame* as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

## Scion of Elemental Water

You've been exposed to the primordial magic of the Elemental Plane of Water, granting you the following benefits:

**Elemental Magic.** You learn the Thaumaturgy cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).

**Wave Surge.** You can use a bonus action to create a forceful surge of water directed at a creature within 15 feet of you that you can see. The target must make a Strength saving throw; the DC for this save is equal to 8 + your proficiency bonus + the spellcasting ability modifier chosen for this feat, and a creature can choose to fail this saving throw. On a failure, the target is pushed up to 10 feet away from you or pulled up to 10 feet toward you (your choice). The water vanishes immediately after the creature succeeds or fails. You can create this effect a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## Scion of the Outer Planes

You are influenced by and adept at navigating planar pathways and the strange realities of the Outer Planes. Whether planar essence infuses you or you have extraplanar ancestry, your connection to a plane infuses you with the energies found there. Choose a type of plane listed in the Planar Infusion table below. Your choice gives you resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is Intelligence, Wisdom, or Charisma (choose when you select this feat).

**Planar Infusion**

## Soul of the Storm Giant

*Prerequisite: 4th Level, Strike of the Giants (Storm Giant) Feat*

You've manifested divination abilities and tempest magic emblematic of storm giants, granting you the following benefits:

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

**Maelstrom Aura.** As a bonus action, you surround yourself in 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, attack rolls against you have disadvantage, and whenever a 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 ability modifier of the score 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.

## Strike of the Giants

You have absorbed primeval magic that gives you an echo of the might of giants. Choose one of the kinds of giants listed below. As a bonus action, you can call on the power of your giant magic to imbue your attacks with additional power. The next time you hit a target with a melee or thrown weapon attack within the next minute, the attack has an additional effect depending on the origin of your giant magic:

**Hill Giant.** The target takes an extra 1d6 damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

**Stone Giant.** The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you in a straight line.

**Frost Giant.** The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.

**Fire Giant.** The target takes an extra 1d8 fire damage.

**Cloud Giant.** The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn.

**Storm Giant.** The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.

The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.

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: 4th Level, Strike of the Giants (Hill Giant) Feat*

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

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

**Bulwark.** When you are subjected to an effect that would move you at least 5 feet or knock you prone, you can use your reaction to steady yourself. You are then neither moved nor knocked prone.

**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.

# Giant Options

(Unearthed Arcana: Giant Options)

This collection of feats provides options for players who wish to link their characters to giants, other titanic creatures, and primordial magic. These feats are available to you whenever you normally choose a feat, and they follow the feat rules in the Player's Handbook. These feats are presented in alphabetical order.

## Elemental Touched

You've been exposed to the primordial magic of the Elemental Planes, granting you a measure of control over the natural world around you. You learn the either the druidcraft or thaumaturgy cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you gain this feat). Whenever you finish a long rest, you can choose which element you are attuned to: Air, Earth, Fire, or Water. Depending on your choice, you can use a bonus action to cause one of the following effects:

**Air.** You gain a fly speed equal to your walking speed until the end of your turn. If you are airborne at the end of your turn after using this movement and aren't held aloft by other means, you fall.

**Earth.** You cause the ground within 30 feet of you to become difficult terrain for 1 minute or until you create this effect again. During that time, you can move across ground that is difficult terrain without spending
extra movement.

**Fire.** You surround yourself in a cloud of ash and smoke. Until the end of your turn, your movement doesn't provoke opportunity attacks.

**Water.** You can create a forceful surge of water directed at a creature within 15 feet of you that you can see. The creature must succeed on a Strength saving throw (which it can choose to fail) against a DC equal to 8 + your spellcasting ability modifier + your proficiency bonus or be pushed up to 10 feet away from you. The water vanishes immediately after the creature succeeds or fails.

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

## Outsized Might

You have absorbed primeval magic that allows you, despite your relatively small stature, to embody the might of titanic creatures. This grants you the following benefits:

**Little but Mighty.** You gain proficiency in either the Athletics or Acrobatics skill.

**Powerful Build.** You count as one size larger when determining your carrying capacity and the amount you can push, drag, or lift.

**Stalwart.** You have advantage on saving throws against being moved or knocked prone.

# Heroes of Krynn Revisited

(Unearthed Arcana: Heroes of Krynn Revisited)

This section introduces feats associated with the Knights of Solamnia and the Mages of High Sorcery, along with a general feat available to any character who seeks a unique connection with a deity. These feats are available to you whenever you normally choose a feat, and they follow the feat rules in the Player's Handbook. These feats are presented in alphabetical order.

## Adept of the Black Robes

*Prerequisite: 4th Level, 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 has 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 lifeforce into the power of your magic. When a creature you can see within 60 feet of you fails on 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: 4th Level, 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: 4th Level, 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.

## Divinely Favored

A god has chosen you to carry a spark of their divine 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.

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.

## Initiate of High Sorcery

*Prerequisite: Sorcerer or Wizard Class or Mage of High Sorcery Background*

You've received training from magic-users affiliated with the Mages of High Sorcery.

Choose one of the three moons of Krynn, each of which is associated with a distinct type of magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon Solinari. You learn one cantrip from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

You can cast the chosen 1st-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 the spell 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).

## Knight of the Crown

*Prerequisite: 4th Level, 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:

**Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.

**Crown Maneuvers.** You learn the Distracting Strike or the Goading Attack maneuver from the Battle Master subclass of the fighter in the Player's Handbook (choose the maneuver when you gain this feat). If the maneuver requires a saving throw, the save's DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Whenever you finish a long rest, you can replace the maneuver you learned from this feat with the other maneuver offered by it.

**Superiority Dice.** You gain two superiority dice, which you add to the dice you have from the Squire of Solamnia feat. All the dice are now d8s.

## Knight of the Sword

*Prerequisite: 4th Level, 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:

**Disciplined Spirit.** You gain proficiency in Intelligence, Wisdom, or Charisma saving throws (your choice when you take this feat).

**Sword Maneuvers.** You learn the Maneuvering Attack or the Menacing Attack maneuver from the Battle Master subclass of the fighter in the Player's Handbook (choose the maneuver when you gain this feat). If the maneuver requires a saving throw, the save's DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Whenever you finish a long rest, you can replace the maneuver you learned from this feat with the other maneuver offered by it.

**Superiority Dice.** You gain two superiority dice, which you add to the dice you have from the Squire of Solamnia feat. All the dice are now d8s.

## Knight of the Rose

*Prerequisite: 4th Level, 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:

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

**Rose Maneuvers.** You learn the Commander's Strike or the Rally maneuver from the Battle Master subclass of the fighter in the Player's Handbook (choose the maneuver when you gain this feat). If the maneuver requires a saving throw, the save's DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Whenever you finish a long rest, you can replace the maneuver you learned from this feat with the other maneuver offered by it.

**Superiority Dice.** You gain two superiority dice, which you add to the dice you have from the Squire of Solamnia feat. All the dice are now d8s.

## Squire of Solamnia

*Prerequisite: Fighter or Paladin Class or Knight of Solamnia Background*

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.

**Squire Maneuvers.** You learn the Lunging Attack, Precision Attack, or Pushing Attack maneuver from the Battle Master subclass of the fighter in the Player's Handbook (choose the maneuver when you gain this feat). If the maneuver requires a saving throw, the save's DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Whenever you finish a long rest, you can replace the maneuver you learned from this feat with another one from the list above.

**Superiority Dice.** You gain a number of superiority dice equal to your proficiency bonus. These dice are d6s, and you can use them only with the maneuver you gain from this feat and with any maneuvers you gain from feats that have this feat as a prerequisite. A superiority die is expended when you use it, and you regain all expended superiority dice when you finish a long rest.

### Membership in Multiple Knightly Orders

Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired.

## Shield Training

You've trained in the effective use of shields. You gain the following benefits:

* Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
* You gain proficiency with shields.
* In combat, you can don or doff a shield as the free object interaction on your turn.
* If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.

## Tandem Tactician

Your presence in a scrap tends to elevate your comrades. You gain the following benefits:

* You can use the Help action as a bonus action.
* When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.

## Tracker

You have spent time hunting creatures and honed your skills, gaining the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.
* You learn the Hunter's Mark spell. You can cast it once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell.
* You have advantage on Wisdom (Survival) checks to track creatures.

# Psionic Options Revisited

(Unearthed Arcana: Psionic Options Revisited)

## Metabolic Control

*Prerequisite: Psionic Talent feature or Wild Talent feat*

You have refined psionic control over your body's functions. You gain the following benefits:

* Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
* If your Psionic Talent die is available, you can take an action to channel your psionic power to nourish yourself for the next 24 hours, as if you consumed sufficient food and water for a day. When you take this action, your Psionic Talent die decreases by one die size.
* If your Psionic Talent die is available, you can meditate for 1 minute, at the end of which you gain the benefits of finishing a short rest, and your Psionic Talent die decreases by one die size. You can't meditate in this way again until you finish a long rest.

## Tower of Iron Will

*Prerequisite: Psionic Talent feature or Wild Talent feat*

Your mind's defenses are formidable. After you or another creature you can see within 30 feet of you fails a saving throw, you can use your reaction to roll your Psionic Talent die and add the number rolled to the saving throw, potentially causing it to succeed.

## Wild Talent

You awaken to your psionic potential, which enhances your mind or body. Increase one ability score of your choice by 1, to a maximum of 20, to represent this enhancement.

You also harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

***Psionic Talent Options.*** You can use your Psionic Talent die in the following ways:

* **Psi-Boosted Ability.** When you make an ability check with the ability increased by this feat, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.
* **Psi-Guided Strike.** Once on each of your turns when you hit with an attack roll that uses the ability increased by this feat, you can roll your Psionic Talent die after you make the damage roll and then replace one of the damage dice with the number rolled on the Psionic Talent die.

***Changing the Die's Size.*** If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

If you have a Psionic Talent die from another source, such as a class feature, you don't get more than one die; use only the one with the largest starting size.

***Psi Replenishment.*** As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.

## Barbed Hide

*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, to a maximum of 20.
* You gain proficiency in the Intimidation skill. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
* 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.

## Critter Friend

*Prerequisite: Gnome (forest)*

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

* You gain proficiency in the Animal Handling skill. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
* You learn the Speak With Animals spell and can cast it at will, without expending a spell slot. You also learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

## Dragon Wings

*Prerequisite: Dragonborn*

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

## Everybody's Friend

*Prerequisite: Half-elf*

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

* Increase your Charisma score by 1, 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.

## Grudge-Bearer

*Prerequisite: Dwarf*

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

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

## Human Determination

*Prerequisite: Human*

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

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

## Orcish Aggression

*Prerequisite: Half-orc*

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

## Wonder Maker

*Prerequisite: Gnome (rock)*

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

* Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
* When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check.

Additionally, 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.

## Acrobat

You become more nimble, gaining the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* As a bonus action, you can make a DC 15 Acrobatics check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.

## Animal Handler

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

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

## Arcanist

You study the arcane arts, gaining the following benefits:

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

## Brawny

You become stronger, gaining the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You count as if you were one size larger for the purpose of determining your carrying capacity.

## Diplomat

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

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

## Empathic

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

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

## Historian

Your study of history rewards you with the following benefits:

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

## Investigator

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

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

## Medic

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

* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC15 Medicine check for each creature. On a success, if a creature spends a hit die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many hit dice it spends.

## Menacing

You become fearsome to others, gaining the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Intimidation check contested by the target's Insight. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

## Naturalist

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

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

## Perceptive

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

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

## Performer

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

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

## Quick-Fingered

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

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

## Silver-Tongued

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

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

## Stealthy

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

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

## Survivalist

You master wilderness lore, gaining the following benefits:

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

## Theologian

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

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

## Alchemist

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

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

## Blade Mastery

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

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

## Burglar

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

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency with thieves' tools. If you are already proficient with them, you double your proficiency bonus to checks you make with them.

## Fell Handed

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

* You gain a +1 bonus to attack rolls you make with the weapon.
* Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
* Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.
* If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.

## Flail Mastery

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

* You gain a +1 bonus to attack rolls you make with the weapon.
* As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
* When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

## Gourmand

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

* Increase your Constitution score by 1, to a maximum of 20.
* You gain proficiency with cook's utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
* As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
* During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional hit dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

## Master of Disguise

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

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
* If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

## Spear Mastery

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

* You gain a +1 bonus to attack rolls you make with the weapon.
* When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. This benefit has no effect if another feature has already improved the weapon's die.
* You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving.
* As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.