Class Feats (General)

## List Of Class Feats

Additional Extraordinary Ability -GCF-

*Prerequisites: 30th Level, Extraordinary Ability*

You increase one ability score by 4, up to a maximum of 30.

Arcane Initiate -LCF-

*Prerequisites: 1st Level*

You learn three cantrips from any spell list, except for *Eldritch Blast*. Your spellcasting ability for your spells is Intelligence, Wisdom, or Charisma (your choice when you get this class feat).

**Spell save DC** = 8 + your proficiency bonus + your modifier of the chosen ability score

**Spell attack modifier** = your proficiency bonus + your modifier of the chosen ability score

You can also now use an arcane focus or druidic focus as a spellcasting focus for your spells. If you gain a level in this class, you can replace a cantrip that you know with a different cantrip from any spell list, except for *Eldritch Blast*.

*Restrictions: You must not have [Combat Maneuver I].*

Astounding Luck -GCF-

*Prerequisites: 1st Level*

If you make an attack roll, ability check, or saving throw, you may choose to reroll that attack roll, ability check, or saving throw, using the new roll. You can use this feature a number of times equal to half your proficiency bonus (rounded down) + 1, and you regain all of your expended uses when you finish a long rest.

Avoidance -LCF-

*Prerequisites: 9th Level, Proficiency In Saving Throws With An Ability Score*

When you get this class feat, you choose one of the following ability scores: Strength, Constitution, Intelligence, Wisdom, or Charisma.

Now when you are subjected to an effect which has you make a saving throw with the chosen ability score to receive half damage, you receive no damage if you succeed on that saving throw and half damage if you fail on it.

*Restrictions: You must not have [Evasion].*

Battle Magic -LCF-

*Prerequisites: 3rd Level, Well Of Energy I, Spellcasting I*

If you had taken the Attack action on your turn, you can spend 1 ki point to cast a spell which has a casting time of an action with your bonus action.

Battle Readiness -GCF-

*Prerequisites: 22nd Level*

You now have a +5 bonus to your initiative rolls.

Blind Fighting I -GCF-

*Prerequisites: 1st Level*

You now have blindsight with a range of 10 feet. But if you already have blindsight due to another source, its range increases by 10 feet instead.

Blind Fighting II -GCF-

*Prerequisites: 5th Level, Blind Fighting I*

The range of your blindsight increases by 10 feet.

Blind Fighting III -GCF-

*Prerequisites: 9th Level, Blind Fighting II*

The range of your blindsight increases by 10 feet.

Blind Fighting IV -GCF-

*Prerequisites: 22nd Level, Blind Fighting III*

The range of your blindsight increases by 30 feet.

Bow Lord -LCF-

*Prerequisites: 22nd Level, Bow Master*

The normal range and long range of any longbow or shortbow that you wield is now doubled.

Bow Master -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon*

You no longer have disadvantage on ranged attack rolls made at long range with longbows and shortbows. Your ranged attacks with longbows and shortbows also now ignore half cover and three-quarters cover.

Cavalier -LCF-

*Prerequisites: 1st Level*

You can now force attack rolls which are made on creatures you are mounted on to be made on you instead. You can also now mount or dismount a creature by using 5 feet of your movement speed.

Cipher Writing -LCF-

*Prerequisites: 1st Level*

You can now write ciphers in a language that you know. Other creatures cannot decipher a cipher that you have written unless they are taught by you on how to decipher it, they use magic to decipher it, or they succeed on an Intelligence check (DC equal to 8 + your proficiency bonus + your Intelligence modifier) to decipher it.

Clever Artisan -LCF-

*Prerequisites: 1st Level*

When you craft a magic item of any rarity, it now takes you half the normal time and costs half the usual gold.

Climber -LCF-

*Prerequisites: 1st Level*

You now have a climbing speed equal to your walking speed.

*Restrictions: If you are using the Custom Race option, you must not have [Climbing].*

Colossal Build -LCF-

*Prerequisites: 22nd Level, Mighty Build*

You now count as one size larger for determining your carrying capacity and the weight that you can push, drag, or lift.

Crossbow Lord -LCF-

*Prerequisites: 22nd Level, Crossbow Master*

You no longer have disadvantage on ranged attack rolls made at long range with crossbows.

Crossbow Master -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon*

You can now ignore the loading property of crossbows, and you no longer require an empty hand to reload them. You also no longer have disadvantage on ranged attack rolls made with crossbows due to a hostile creature being within 5 feet of you.

Crusher -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon/Unarmed Fighting I*

If you hit another creature with a weapon attack which inflicts bludgeoning damage, you can push them up to 5 feet away from you, provided they are no more than one size larger than you.

Decisive Talent -GCF-

*Prerequisites: 22nd Level, Reliable Talent*

If you make an ability check for a skill or tool that you are proficient with, you can treat a result of 8 or lower as 9 instead.

Distant Strike -LCF-

*Prerequisites: 9th Level, Proficiency With One Type Of Weapon/Unarmed Fighting I, Arcane Initiate/Well Of Energy I*

You can now use your bonus action to project your attacks out from yourself. Until the end of your turn, the reach of your melee weapon attacks increases by a number of feet equal to (5 x your proficiency bonus) + 15.

Draconic Soul -LCF-

*Prerequisites: 3rd Level, Well Of Energy I/Font Of Magic I/Occult Invocation I, Elemental Caster*

You now have immunity to the damage type that you had chosen for [Elemental Caster]. And if the damage type that you had chosen for [Elemental Caster] was poison, you also now have immunity to the poisoned condition.

*Restrictions: You must not have [Wild Magic Soul], [Gigantic Soul], or [Channel Divinity I].*

Elemental Attack -LCF-

*Prerequisites: 9th Level, Elemental Smite*

In place of a use of [Elemental Smite], you can infuse a weapon attack that you make with a minor amount of elemental power. If that attack hits, you inflict an extra 1d8 damage of the damage type that you had chosen for [Elemental Caster].

Elemental Caster -LCF-

*Prerequisites: 1st Level, Spellcasting I/Pact Spellcasting I*

When you get this class feat, you choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Any damage that you inflict now ignores the resistance that creatures and objects have to the chosen damage type. And if you roll for inflicting damage of the chosen damage type, you can treat any results of 1 as 2 instead.

Elemental Sage -LCF-

*Prerequisites: 22nd Level, Elemental Caster*

Any damage that you inflict now ignores the immunity that creatures and objects have to the damage type that you had chosen for [Elemental Caster]. And if the damage type that you had chosen was poison, any spells that you cast now ignore the immunity that creatures have to the poisoned condition.

Elemental Smite -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon/Unarmed Fighting I, Elemental Caster*

If you make a weapon attack, you can expend a spell slot to infuse your strike with elemental power. If that attack hits, you inflict extra damage of the damage type that you had chosen for [Elemental Caster]. This extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level above 1st.

Equipment Bond -LCF-

*Prerequisites: 1st Level, Arcane Initiate/Well Of Energy I*

You gain the ability to perform a ceremony which bonds you to a suit of armor, shield, pair of bracers, or weapon in your hand. This ceremony takes 1 hour to complete, and it can be finished during a short rest or long rest. You may bond yourself to a number of suits of armor, shields, pairs of bracers, or weapons equal to your proficiency bonus.

You can now dismiss any number of bonded items to your own pocket dimension (no action required), and you can now use your bonus action to summon any number of bonded items from that dimension onto your person.

Any sentient item that you are bonded to is now capable of telepathically communicating with you from within your pocket dimension.

Your connection to a bonded item breaks if you perform the ceremony on it again, perform the ceremony on more items than you are capable of bonding to, or die. When your connection to a bonded item breaks, that item appears from your pocket dimension at your feet. You cannot bond yourself to artifacts.

Equipment Focus -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Armor/Proficiency With One Type Of Weapon/Unarmed Fighting I, Arcane Initiate*

You gain the ability to perform a ceremony which transforms a suit of armor, shield, pair of bracers, or weapon in your hand into your focus equipment. This ceremony takes 1 hour to complete, and it can be finished during a short rest or long rest. You can only have one focus equipment at a time.

You can now use your equipment focus as a spellcasting focus for your spells.

That item stops being your equipment focus if you perform the ceremony on it again, perform the ceremony on another item, or die.

*Restrictions: You must not have [Innate Focus] or [Tool Focus].*

Eternal Body -LCF-

*Prerequisites: 22nd Level, Timeless Body*

You no longer have a fixed lifespan, and you no longer require air to breathe.

You can also no longer be magically put to sleep. And you no longer require sleep, but you must enter a meditative state for 6 hours during a long rest to gain its benefits. You are partially conscious in this state, allowing you to still be aware of your surroundings during it.

Evasion -LCF-

*Prerequisites: 9th Level, Proficiency In Saving Throws With An Ability Score*

Now when you are subjected to an effect which has you make a Dexterity saving throw to receive half damage, you receive no damage if you succeed on that saving throw and half damage if you fail on it. You cannot gain this benefit if you are incapacitated or your movement speed is at 0.

*Restrictions: You must not have [Avoidance].*

Extra Attack -GCF-

*Prerequisites: 22nd Level, Proficiency With One Type Of Weapon/Unarmed Fighting I*

When you take the Attack action on your turn, you can make one additional weapon attack.

*Restrictions: You must not have [Phenomenal Casting] or [Supernatural Flight].*

Extraordinary Ability -GCF-

*Prerequisites: 20th Level*

You increase one ability score by 4, up to a maximum of 24.

Faraway Hop -LCF-

*Prerequisites: 1st Level*

Your jump distance is no longer halved due to making a standing high jump or standing long jump.

Faraway Leap -LCF-

*Prerequisites: 9th Level, Faraway Hop*

Your jump distance is now tripled.

Fighting Style -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon/Unarmed Fighting I*

You learn a Fighting Style option. If you gain a level in this class, you can replace your Fighting Style option with a different one.

Firearm Training -LCF-

*Prerequisites: 1st Level*

You gain proficiency with firearms.

Gigantic Soul -LCF-

*Prerequisites: 3rd Level, Well Of Energy I/Font Of Magic I/Occult Invocation I, Robust Toughness*

You can now use your action to increase your size by two categories. While you are changed in this way, you gain the following benefits:

* Your reach increases by 10 feet.
* You add 2d4 to damage rolls made for your weapon attacks and spells.
* You have a -2 penalty to your AC.

This change lasts for 10 minutes or until you end it yourself (no action required), fall unconscious, or die. You can only use this feature once before you must finish a short rest or long rest to use it again.

*Restrictions: You must not have [Wild Magic Soul], [Draconic Soul], or [Channel Divinity I].*

Great Weapon Lord -LCF-

*Prerequisites: 22nd Level, Great Weapon Master*

You now inflict one extra die of damage when you hit with a melee weapon that you are wielding in both hands.

Great Weapon Master -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon*

If you roll for inflicting damage with a melee weapon that you are wielding in both hands, you can treat any results of 1 as 2 instead. You can also now ignore the heavy property of weapons.

Gun Lord -LCF-

*Prerequisites: 22nd Level, Gun Master*

You no longer have disadvantage on ranged attack rolls made at long range with firearms.

Gun Master -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon*

You can now ignore the loading property of firearms, and you no longer require an empty hand to reload them. You also no longer have disadvantage on ranged attack rolls made with firearms due to a hostile creature being within 5 feet of you.

Healer -LCF-

*Prerequisites: 1st Level*

If you roll for making a creature regain hit points, you can treat any results of 1 as 2 instead.

Heavy Armor Lord -LCF-

*Prerequisites: 22nd Level, Heavy Armor Master*

While you are wearing a suit of heavy armor, you gain a +2 bonus to your AC.

Heavy Armor Master -LCF-

*Prerequisites: 1st Level, Proficiency With Heavy Armor*

While you are wearing a suit of heavy armor, you can reduce any bludgeoning, piercing, or slashing damage that you receive by a number equal to your proficiency bonus. You also no longer have disadvantage on your Dexterity (Stealth) checks due to wearing a suit of heavy armor.

Heavy Armor Training -GCF-

*Prerequisites: 1st Level, Proficiency With Medium Armor*

You gain proficiency with heavy armor.

Improved Critical -GCF-

*Prerequisites: 1st Level, Dexterity Of 15 Or Higher*

The critical range for your weapon attacks and spell attacks increases by 1.

Improved Health -GCF-

*Prerequisites: 1st Level, Strength Of 15 Or Higher*

Your current hit dice and future hit dice turn into d10 dice, and your hit point maximum increases by a number of points equal to your current level. And when you gain a level in this class, your hit point maximum increases by one point.

Improvised Weapon Training -LCF-

*Prerequisites: 1st Level*

You gain proficiency with improvised weapons. You can also now pick up an improvised weapon immediately before you make an attack with it.

Innate Focus -LCF-

*Prerequisites: 1st Level, Arcane Initiate*

While you are not wearing a suit of armor or holding anything, you can ignore any uncostly material components which do not get consumed for spells that you cast.

*Restrictions: You must not have [Equipment Focus] or [Tool Focus].*

Jack Of All Trades -GCF-

*Prerequisites: 9th Level*

You can now add half your proficiency bonus (rounded down) to ability checks which are made for skills or tools that you are not proficient with.

Language Practice I -LCF-

*Prerequisites: 1st Level*

You learn two standard languages or exotic languages.

Language Practice II -LCF-

*Prerequisites: 5th Level, Language Practice I*

You learn two standard languages or exotic languages.

Language Practice III -LCF-

*Prerequisites: 9th Level, Language Practice II*

You learn two standard languages or exotic languages.

Language Practice IV -LCF-

*Prerequisites: 22nd Level, Language Practice III*

You learn two standard languages or exotic languages.

Light Armor Training -LCF-

*Prerequisites: 1st Level*

You gain proficiency with light armor.

Magical Attack -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon/Unarmed Fighting I, Arcane Initiate/Well Of Energy I*

Your weapon attacks are now treated as magical for the purpose of overcoming resistance and immunity to non-magical damage.

Magical Sniper -LCF-

*Prerequisites: 1st Level, Arcane Initiate*

The range of your spells which have attack rolls is now doubled. Your ranged attacks with spells which have attack rolls also now ignore half cover and three-quarters cover.

Martial Weapon Training -LCF-

*Prerequisites: 1st Level, Proficiency With All Types Of Simple Weapons*

You gain proficiency with all types of martial weapons.

Master Of None -GCF-

*Prerequisites: 22nd Level, Jack Of All Trades*

You now have a +2 bonus to ability checks which are made for skills or tools that you are not proficient with.

Medium Armor Training -LCF-

*Prerequisites: 1st Level, Proficiency With Light Armor*

You gain proficiency with medium armor.

Mighty Build -LCF-

*Prerequisites: 1st Level*

You now count as one size larger for determining your carrying capacity and the weight that you can push, drag, or lift.

Mobile -LCF-

*Prerequisites: 1st Level*

You can now use your Dexterity modifier instead of your Strength modifier for your high jumps, and you can now use your Dexterity score instead of your Strength score for your long jumps. And while you are prone, you can stand up by using 5 feet of your movement speed.

Phenomenal Casting -GCF-

*Prerequisites: 22nd Level, Arcane Initiate*

You are no longer prevented from casting a spell of 1st level or higher with your action due to casting a spell with your bonus action and vice versa.

*Restrictions: You must not have [Extra Attack] or [Supernatural Flight].*

Piercer -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon/Unarmed Fighting I*

If you hit another creature with a weapon attack which inflicts piercing damage, you can reroll all of the dice of piercing damage, using either set of rolls.

Power Shot -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon*

You can now use Strength instead of Dexterity for the attack rolls and damage rolls of your weapon attacks with ranged weapons. You also now have a +2 bonus to attack rolls made with ranged weapons.

Protective Mount -LCF-

*Prerequisites: 1st Level*

You can now force attack rolls which are made on creatures mounted on you to be made on you instead.

Pure Body -LCF-

*Prerequisites: 1st Level, Arcane Initiate/Well Of Energy I*

You no longer suffer from the frailty of old age, but you can still die from it. You can also no longer be magically aged.

*Restrictions: If you are using the Custom Race option, you must not have [Unusual Nature].*

Quick Dash -LCF-

*Prerequisites: 1st Level, Unarmed Fighting I*

You can now take the Dash action as a bonus action.

Quick Disengage -LCF-

*Prerequisites: 1st Level, Unarmed Fighting I*

You can now take the Disengage action as a bonus action.

Reliable Talent -GCF-

*Prerequisites: 9th Level, Proficiency With One Skill Or Tool*

If you make an ability check for a skill or tool that you are proficient with, you can treat a result of 5 or lower as 6 instead.

Relic Bond -LCF-

*Prerequisites: 22nd Level, Equipment Bond*

You are no longer prevented from bonding yourself to artifacts.

Resilience Training I -GCF-

*Prerequisites: 1st Level*

You gain proficiency in saving throws with one ability score.

Resilience Training II -GCF-

*Prerequisites: 5th Level, Resilience Training I*

You gain proficiency in saving throws with one ability score.

Resilience Training III -GCF-

*Prerequisites: 9th Level, Resilience Training II*

You gain proficiency in saving throws with one ability score.

Resilience Training IV -GCF-

*Prerequisites: 22nd Level, Resilience Training III*

You gain proficiency in saving throws with one ability score.

Ritualist -LCF-

*Prerequisites: 1st Level, Spellcasting I/Pact Spellcasting I*

You can now cast spells which have the ritual tag as rituals if you know them or have them prepared.

Sentinel -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon/Unarmed Fighting I*

If you hit a creature with an opportunity attack, their movement speed becomes 0 until the end of their turn, provided they are no more than one size larger than you.

Sharpened Blow -LCF-

*Prerequisites: 1st Level, Unarmed Fighting I, Arcane Initiate/Well Of Energy I*

If you hit with an unarmed strike, you can inflict piercing damage or slashing damage instead of bludgeoning damage with that attack.

*Restrictions: If you are using the Custom Race option, you must not have [Natural Blow].*

Shield Bash -LCF-

*Prerequisites: 1st Level, Proficiency With Shields, Unarmed Fighting I*

Any shield that you wield now also functions as a simple melee weapon which inflicts 1d6 bludgeoning damage on a hit, and you are proficient with using them in this way while you are wielding them.

Shield Lord -LCF-

*Prerequisites: 22nd Level, Shield Master*

If you are targeted for an attack roll while you are wielding a shield, you can use your reaction to have that roll be made with disadvantage.

Shield Master -LCF-

*Prerequisites: 1st Level, Proficiency With Shields*

While you are wielding a shield, you can add its AC bonus to your Strength saving throws and Dexterity saving throws. You can also now don or doff a shield with your object interaction, and you can do so with the same object interaction that you use to draw or stow a weapon.

Shield Training -GCF-

*Prerequisites: 1st Level*

You gain proficiency with shields.

Simple Weapon Training -LCF-

*Prerequisites: 1st Level*

You gain proficiency with all types of simple weapons.

Skill Expert I -LCF-

*Prerequisites: 1st Level, Proficiency With One Skill*

You gain expertise with one skill that you are proficient with.

Skill Expert II -LCF-

*Prerequisites: 5th Level, Proficiency With One Skill, Skill Expert I*

You gain expertise with one skill that you are proficient with.

Skill Expert III -LCF-

*Prerequisites: 9th Level, Proficiency With One Skill, Skill Expert II*

You gain expertise with one skill that you are proficient with.

Skill Expert IV -LCF-

*Prerequisites: 22nd Level, Proficiency With One Skill, Skill Expert III*

You gain expertise with one skill that you are proficient with.

Skill Practice I -LCF-

*Prerequisites: 1st Level*

You gain proficiency with two skills.

Skill Practice II -LCF-

*Prerequisites: 5th Level, Skill Practice I*

You gain proficiency with two skills.

Skill Practice III -LCF-

*Prerequisites: 9th Level, Skill Practice II*

You gain proficiency with two skills.

Skill Practice IV -LCF-

*Prerequisites: 22nd Level, Skill Practice III*

You gain proficiency with two skills.

Slasher -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon/Unarmed Fighting I*

If you hit another creature with a weapon attack which inflicts slashing damage, you can reduce their movement speed by 10 feet until the start of your next turn.

Steadfast -LCF-

*Prerequisites: 22nd Level*

You now have a +5 bonus to your death saving throws.

Superior Critical -GCF-

*Prerequisites: 9th Level, Improved Critical*

The critical range for your weapon attacks and spell attacks increases by 1.

Superior Health -GCF-

*Prerequisites: 9th Level, Improved Health*

Your current hit dice and future hit dice turn into d12 dice, and your hit point maximum increases by a number of points equal to your current level. And when you gain a level in this class, your hit point maximum increases by one point.

Supernatural Flight -GCF-

*Prerequisites: 22nd Level, Arcane Initiate/Well Of Energy I*

You now have a flying speed equal to your walking speed, and you can now hover.

*Restrictions: You must not have [Extra Attack] or [Phenomenal Casting].*

Swimmer -LCF-

*Prerequisites: 1st Level*

You now have a swimming speed equal to your walking speed.

*Restrictions: If you are using the Custom Race option, you must not have [Swimming].*

Thrown Weapon Lord -LCF-

*Prerequisites: 22nd Level, Thrown Weapon Master*

You no longer have disadvantage on ranged attack rolls made at long range with weapons by throwing them.

Thrown Weapon Master -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon*

You can now draw a weapon which has the thrown property immediately before you make an attack with it. You also no longer have disadvantage on ranged attack rolls made with weapons by throwing them due to a hostile creature being within 5 feet of you.

Timeless Body -LCF-

*Prerequisites: 9th Level, Pure Body*

You now only age by 1 year for every 10 years which pass by, and you no longer require food or water to survive.

Tool Expert I -LCF-

*Prerequisites: 1st Level, Proficiency With One Tool*

You gain expertise with one tool that you are proficient with.

Tool Expert II -LCF-

*Prerequisites: 5th Level, Proficiency With One Tool, Tool Expert I*

You gain expertise with one tool that you are proficient with.

Tool Expert III -LCF-

*Prerequisites: 9th Level, Proficiency With One Tool, Tool Expert II*

You gain expertise with one tool that you are proficient with.

Tool Expert IV -LCF-

*Prerequisites: 22nd Level, Proficiency With One Tool, Tool Expert III*

You gain expertise with one tool that you are proficient with.

Tool Focus -LCF-

*Prerequisites: 1st Level, Arcane Initiate, Proficiency With One Tool*

You can now use a tool that you are proficient with as a spellcasting focus for your spells.

*Restrictions: You must not have [Equipment Focus] or [Innate Focus].*

Tool Practice I -LCF-

*Prerequisites: 1st Level*

You gain proficiency with two tools.

Tool Practice II -LCF-

*Prerequisites: 5th Level, Tool Practice I*

You gain proficiency with two tools.

Tool Practice III -LCF-

*Prerequisites: 9th Level, Tool Practice II*

You gain proficiency with two tools.

Tool Practice IV -LCF-

*Prerequisites: 22nd Level, Tool Practice III*

You gain proficiency with two tools.

Tough -LCF-

*Prerequisites: 1st Level*

Your hit point maximum increases by a number of points equal to your current level. And when you gain a level in this class, your hit point maximum increases by one point.

Two-Weapon Lord -LCF-

*Prerequisites: 22nd Level, Two-Weapon Master*

While you are engaged in two-weapon fighting, you can make one additional off-hand weapon attack.

Two-Weapon Master -LCF-

*Prerequisites: 1st Level, Proficiency With One Type Of Weapon*

You can now engage in two-weapon fighting with ranged weapons along with weapons which do not have the light property. You can also now draw or stow two weapons at once with your object interaction.

Ultimate Critical -GCF-

*Prerequisites: 22nd Level, Superior Critical*

The critical range for your weapon attacks and spell attacks increases by 1.

Ultimate Health -GCF-

*Prerequisites: 22nd Level, Superior Health*

If you roll hit dice to regain hit points, you can treat any results of 3 or lower as 4 instead. Your hit point maximum also increases by a number of points equal to your current level. And when you gain a level in this class, your hit point maximum increases by one point.

Unarmed Fighting I -LCF-

*Prerequisites: 1st Level*

Your unarmed strikes now inflict 1d6 bludgeoning damage instead of 1d1 bludgeoning damage. You can now use Dexterity instead of Strength for the attack rolls and damage rolls of your unarmed strikes and monastic weapon attacks.

If you had taken the Attack action or casted a spell with your action on your turn, you can use your bonus action to make one unarmed strike. And if you had taken the Attack action or casted a spell with your action on your turn, you can use your bonus action to make a grapple attempt or shove attempt.

Monastic weapons are weapons which lack the heavy property or special property.

Unarmed Fighting II -LCF-

*Prerequisites: 5th Level, Unarmed Fighting I*

Your unarmed strikes now inflict 1d8 bludgeoning damage instead of 1d6 bludgeoning damage.

Unarmed Fighting III -LCF-

*Prerequisites: 9th Level, Unarmed Fighting II*

Your unarmed strikes now inflict 1d10 bludgeoning damage instead of 1d8 bludgeoning damage.

Unarmed Fighting IV -LCF-

*Prerequisites: 22nd Level, Unarmed Fighting III*

Your unarmed strikes now inflict 1d12 bludgeoning damage instead of 1d10 bludgeoning damage.

Unarmored Defense -GCF-

*Prerequisites: 1st Level*

While you are not wearing a suit of armor, your AC equals 12 + your Dexterity or Constitution modifier (your choice when you get this class feat).

*Restrictions: If you are using the Custom Race option, you must not have [Natural Armor].*

Unarmored Guard -GCF-

*Prerequisites: 1st Level*

While you are not wearing a suit of armor, you add your Intelligence, Wisdom, or Charisma modifier (your choice when you get this class feat) to your AC.

Unarmored Movement I -LCF-

*Prerequisites: 1st Level*

While you are not wearing a suit of armor, your walking speed increases by 10 feet.

Unarmored Movement II -LCF-

*Prerequisites: 5th Level, Unarmored Movement I*

While you are not wearing a suit of armor, your walking speed increases by 10 feet.

Unarmored Movement III -LCF-

*Prerequisites: 9th Level, Unarmored Movement II*

While you are not wearing a suit of armor, your walking speed increases by 10 feet.

Unarmored Movement IV -LCF-

*Prerequisites: 22nd Level, Unarmored Movement III*

While you are not wearing a suit of armor, your walking speed increases by 10 feet.

War Caster -LCF-

*Prerequisites: 1st Level, Arcane Initiate*

You can now perform the somatic components of your spells even while you are holding anything in either of your hands. You also no longer have disadvantage on ranged attack rolls made with spells which have attack rolls due to a hostile creature being within 5 feet of you.

War Sage -LCF-

*Prerequisites: 22nd Level, War Caster*

You now have advantage on Constitution saving throws made to maintain concentration on your spells.

## Fighting Style Options

Large Weapon Fighting

You now inflict one extra die of damage when you hit with a melee weapon that you are wielding in both hands.

Martial Arts

Your unarmed strikes now inflict one extra die of damage, provided you are not wielding anything.

Ranged Weapon Fighting

You now have a +3 bonus to attack rolls made with ranged weapons.

Small Weapon Training

You now inflict one extra die of damage when you hit with a melee weapon that you are wielding in one hand, provided you are not wielding anything else.

Two-Weapon Fighting

Now while you are engaged in two-weapon fighting, you make your off-hand weapon attacks with the same action that you use to make your main hand weapon attacks, instead of your bonus action. You also now add your ability modifier to damage rolls made with your off-hand weapon attacks.