Nerakov Feats

### **Racial Feats:**

* ***Piercing Horns:*** *Prerequisite Dragonborn , Tiefling. Satyre, Minotaur, Alseid: Your Strength score increases by 1. Your horns grow longer and sharper as your power grows, becoming natural weapons that deal 1d6 piercing damage, increasing to1d8 at 8th level and 1d10 at 11th level.*

* ***Breath of the Ancestors:*** *Prerequisite: Breath Weapon: Your breath is bolstered, the power flowing through your gullet increasing the strength at which you can expel it. You gain the following benefits:*
	+ *Increase your Constitution or Charisma by 1, to a maximum of 20.*
	+ *If your breath weapon is a cone, its range is increased to 30 feet. If your breath weapon is a line, its range is increased to 5 feet by 90 feet.*
	+ *Your Breath Weapon's DC is increased by 1, and you can use your Breath Weapon or Dragon's Fear as a bonus action or as part of a Attack.*
* ***Bursting Breath:*** *Prerequisite: Breath Weapon: You can use your Breath Weapon to shoot a ball of Energy from your mouth that explodes in an area of effect Blast. it has a Range of 60 ft amd the explosion radius of 10ft*
* ***Djinn Heritage:** Prerequisite: Genasi Air: You manifest more of the magical power of your djinn heritage. You gain the following benefits:*
	+ *Increase your Dexterity or Constitution score by 1, to a maximum of 20.*
	+ *You learn the detect magic spell and can cast it at will, without expending a spell slot.*
	+ *You have resistance to lightning and thunder damage*
* ***Winds Guardian:*** *Prerequisite: Air Genasi: You can use your reaction to deflect a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d6 + your Dexterity modifier.*
* ***All Work No Play:*** *Prerequisite Dwarf (Duergar): Endless work and toil is the Duergar way of life. You can continue onward, ignoring the aches and pains of your tired body until you cannot go on. A working Duergar is a good Duergar. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You suffer no penalties from exhaustion until you have reached the third level of exhaustion.*

* ***Draw Element:*** *Prerequisite Genasi:* By focusing your energies, you are able to enhance your elemental powers. Your Constitution score increases by 1, to a maximum of 20. In addition, depending on your subrace, you gain one of the following abilities as detailed on the Draw Element Table below. After using one of these features, you must finish a long rest before using that feature again. Air As a bonus action, you lighten your step with a touch of wind. Your speed is doubled until the end of your turn. Earth As a reaction when you would take damage, your body hardens to protect you. You gain resistance to all damage types except psychic until the start of your next turn. Fire As a bonus action, you hone your attention on your task much like a flame is focused to a white hot point. Your proficiency bonus is tripled for one skill of your choice for the next 1 minute. Water As a bonus action, you are able to center yourself to prepare for your next strike. You gain advantage on attack rolls you make this turn.

* ***Brute:*** *Prerequisite: Greenskin (Not Goblin), Galgiri (Akwaddle), Giantkin, Tortle: You are good with your hands... well, at using them to kill things at least. You gain the following benefits:* *Your Strength or Dexterity score increases by 1, to a maximum of 20.* *As a bonus action, you can have your weapon attacks deal twice the number of damage die that they normally do this turn. You may use this feature a number of times equal to your Proficency modifier (minimum of 1) before needingto Complete a long rest to recharge all expended uses*
* ***9 Lives:** Prerequisite: Tabaxi, Kinturna, and Toreican It is said that cat's have nine lives. You aren't sure about cats, but you know that Beastkins certainly do. Whenever you would die, you instead go to 1 hit point, are stable, and are unconscious. You regain consciousness in 1d4 hours. If you would die before you regain consciousness this trait doesn't function. This feature can be used nine times, after which you can no longer avoid death.*
* ***Dive Bomb:** Prerequisite: All creature with Natural Flight: Circling from overhead, you are like a deadly bird of prey, ready to strike. You gain the following benefits: Increase your Dexterity or Wisdom score 1, to a maximum of 20. On your turn, if you descend straight downward 30 feet or more to a target you gain advantage on any melee attacks you make against that target this turn.*
* ***Force Grip***: *Prerequisite: any Psionic Race: With a honed mind, you are able to focus your mental strength to grant you a powerful psionic attack. As an action, you may cast Telekinesis without expending a spell slot. Intelligence is your spellcasting ability for this spell. After the spell ends, you gain one level of exhaustion and cannot use this feature again until you complete a long rest.*
* ***Psychic Barrier***: *Prerequisite: any Psionic Race: Your psychic powers are developed to the point where they can manifest a physical barrier to protect yourself. You gain the following benefits:* *Your Intelligence score increases by 1, to a maximum of 20.* *As a reaction, you may cast shield without expending a spell slot. You regain the ability to cast it in this way after completing a short or long rest.*
* ***Spell Deflection:*** *Prerequisite: Yuan-Ti Pureblood:* *The spells that bounce off of your skin can be sent to more appropriate targets with a bit of manipulation. When you succeed on a saving throw from a spell or another magical effect, you may use your reaction to change the target of the spell to a creature within 10 feet of you instead of the normal success effect. After you use this feature, you cannot use it again until you take a long or short rest*
* ***Draconic Cry:*** *Prerequisite: Dragonkin: +1 to Con, Str, or Dex As a bonus action, you let out a cry at your enemies within 30 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you.*

### **Class Feats:**

* ***Deadly Phantom Attack:*** *Prerequisite: Phantom Rogue lvl 9**,** Tokens of the departed use a trinket to deal max sneak damage to one creature, can use this 3 times per long rest*
* ***Hilarious Jest:*** *Prerequisite Bard level 9, College of Lore:* *After successfully using Cutting Words on a creature, choose another creature within 30 feet of the Cutting Words' target that can see and hear the target. That creature must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up until the end of your next turn. A creature with an lntelligence score of 4 or less isn't affected.*
* ***Fist of the Heavens***: *Prerequisite Monk Lvl 8:*
	+ *Exalted Ki: You gain 2 ki points.*
	+ *Stun the Vile: You gain the Stunning Strike feature Using this ability against any nonevil creature immediately fails, and the ki point is wasted. Your save DC is 8 + your proficiency bonus + your Wisdom modifier*
	+ *Touch of Golden Ice: When you hit an evil creature with a melee weapon attack, you can spend 2 ki points to attempt to inflict the Touch of Golden Ice ravage\*. The target takes 2d8 damage and must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failure, the target is paralyzed. Using this ability against any non-evil creature immediately fails, and the ki points are wasted. The target must repeat this save at the beginning of every turn. If they succeed 3 times the paralysis condition ends, but they have disadvantage on any save, check, or attack using Dexterity. If they fail 3 times they become petrified, solidifying into impervious golden ice.*
* ***Eldrich Weapon:*** *Prerequisite: Eldritch Knight, Weapon Bond: When using a bonded weapon and you hit a creature that has already taken damage or failed a saving throw from a spell you cast previously, you deal an additional damage equal to your Intelligence modifier.*

### **Multiclass Feats:**

* ***Arcane Surge:** Prerequisite: Multiclass Fighter Eldritch Knight, at least 1 spellcaster class level: When you use action surge you can cast a spell at 2nd level or lower as a free action*
* ***Channel Divinity: Exaltation:** Prerequisite: multiclassed bard 2, Cleric 2: You can expend one use of your channel divinity to regain 2 uses of your bardic inspiration*
* ***Muscle Memory:*** *Prerequisite: Multiclassed Fight Eldrich knight and one spellcasting class level 1: As a bonus action when you use Second wind you can regain a spell slot. (can be no higher than 1/3 your fighter level rounded down)*

### **Variable Feats:**

* ***Stalker:** You are an expert at hunting prey. You are never more at home than when on a hunt, and your quarry rarely escapes you. You gain the following benefits:• You gain proficiency in the Stealth and Survival skills.* *• You have advantage on Wisdom (Survival) checks make to track a creature you have seen in the past 24 hours.*
* ***Selfish Healer:** When Targeting yourself with any ability that heals you, Gain a additional hitpoints equal to 1.5x your level (your level and half your level)*
* ***Favor of the Far Seers:*** *Ability Score Bonus: +1 to any ability score:* *Align the Stars: When you are called on to roll a d20 to perform any unquestionably good action, you may choose to re-roll the dice after it is rolled but before the outcome is determined. You may also force an evil creature making at attack or check against you to re-roll and take the lower result. This ability may be used twice and uses are regained when you finish a short or long rest.*
* ***Righteous Wrath:*** *When taking this Feat you gain 1 use of the barbarian's Rage class feature (PHB p.48). If you do not have Rage from another source, you are treated as level 1 for purposes of level-dependent bonuses:* *Exalted Menace: When you deal damage with a melee attack against an evil target, that creature must succeed on a Charisma save (DC 10 + your proficiency bonus + your Strength modifier) or become frightened until the start of your next turn. Clarity of Purpose: Your Rage Lasts a round longer than normal rage if you don't attack or get attacked*
* ***Polyglot***: *Prerequisite 13 Int or Wis:* *You have spent time learning and absorbing different languages.* *• You learn 2 new language you can speak, understand, read and write.* *• You learn to speak and understand new languages easily and quickly. Ideally these should be languages you've come across in your travels, but not necessarily.*
* ***Hands of the Healer:*** *You are able to channel the mercy of your spirit to ease suffering in others.* *Ability Score Bonus: +1 to Wisdom or Intelligence.* *Medical Expertise: 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.* *Exalted Healing: Add your proficiency bonus to the hit points gained from any healing effect (spells, class features, healing kits, etc.).*
* ***Adapted Senses:*** *Prerequisite: Sunlight Sensitivity:* *Your other senses have compensated for your difficulty in sunlight. You gain the following benefits:* *•Increase your Wisdom score by 1, up to a maximum of 20.* *•If you are able to hear, your Sunlight Sensitivity cannot give you disadvantage on an attack roll or skill check*
* ***Ricochet Specialist:*** *Prerequisite: Proficency in thrown weapons: The ricocheting is a tricky technique to use, but you have spent countless hours mastering it. You gain the following benefits when using any thrown weapon:* *You gain a +1 bonus to attack rolls you make with any thrown weapon.* *Whenever you miss on an attack roll with this weapon, you can choose to make a second attack against the same creature, this time with advantage. This can only occur when there is some type of hard surface (made of rock, stone, or metal) within 20 feet of your target.* *•As long as you know of the location of a target, you can utilize a bonus action to ricochet your attacks off of hard surfaces (made of rock, stone, or metal) to hit creatures around corners or behind cover.* *Whenever you have disadvantage on a thrown attack and the target is wearing some type of metal armor, you can make another attack roll against another target within 20 feet if the higher of the two d20 rolls would have hit. Alternatively, you can choose to have the thrown weapon return to you if you are within 20 feet*
* ***Brave:*** *You gain proficiency with Wisdom saving throws. You have advantage on Wisdom saving throws against being frightened.*
* ***Harrier:*** *Prerequisite Ability to cast Misty step: You have learned to maximize the strategic impact of your misty step. You appear in a flash and, while your foe is disoriented, attack with deadly precision. You gain the following benefits:* *Increase your Strength or Dexterity score by 1, to a maximum of 20.* *When you use cast misty step, you have advantage on the next attack you make before the end of your turn*
* ***Polearm Defense:*** *Prerequisite: Polearm Master: Gain +1 AC when using a polearm weapon and you can equip a custom full-body shield that reduces you movement speed to half*
* ***Battle Magic:*** *Prerequisite: War Caster: When you cast a spell or cantrip you can make 1 extra bonus action melee attack Once you use this feature, you cannot use it again until you finish a short or long rest.*
* ***Parry Dodge:*** *When you take the Dodge Action, you can make one weapon attack as a reaction if the weapon attack misses*
* ***Opportunist:*** *Increase your* Dexterity by 1. You gain a Extra Attack of Opportunity per Turn (Cannot make more than 1 AoO against a single Creature)
* ***Blind Fight:*** You've Become Accustom to fighting while blind. As long as you are not deaf you gain the following benefits:
	+ You gain Blindsight at a range of 10ft (if you already have Blindsight your sight increases by 10ft)
	+ While Blind, if you hit a creature with a Attack of Opportunity you know the location of that creature until the end of that creatures turn
	+ While Blind you can make a free Perception check to sense the direction of a enemy