Class Feats (Skill)

## List Of Class Feats

Acrobat -LCF-

*Prerequisites: 1st Level, Proficiency With Acrobatics*

When you take the Dash action on your turn, you ignore difficult terrain until the end of your turn.

Adaptability -LCF-

*Prerequisites: 1st Level, Proficiency With Survival*

You now automatically succeed on saving throws against the effects of extreme heat and extreme cold.

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

Alert -LCF-

*Prerequisites: 1st Level, Proficiency With Survival*

While you are traveling, you gain the following benefits:

* You and your group remain alert to danger while engaged in other activities such as foraging, navigating, or tracking.

Animal Companion -LCF-

*Prerequisites: 1st Level, Proficiency With Animal Handling*

You can now spend 8 hours bonding with a friendly beast to make it into your animal companion. You can only bond with friendly beasts who have a CR of 1 or lower, and you can only have one animal companion at a time.

You and your animal companion gain the following benefits:

* The hit point maximum and current hit points of your animal companion increase by a number of points equal to your level.
* If you take the Attack action on your turn, you can forgo one of your weapon attacks to have your animal companion make a weapon attack.
* Your animal companion has a bonus to its attack rolls and damage rolls equal to your proficiency bonus.
* The weapon attacks of your animal companion are treated as magical for the purpose of overcoming resistance and immunity to non-magical damage.

This effect lasts until your animal companion dies.

Arcane Sense -LCF-

*Prerequisites: 1st Level, Proficiency With Arcana*

You are now permanently under the effect of *Detect Magic*, and the range of its effect for you is now doubled. You also now always see the faint aura which displays what creature or object bears magic and what school that magic belongs to, without requiring your action.

Assist -LCF-

*Prerequisites: 1st Level, Proficiency With History*

You can now use the Help action to make a friendly creature within 5 feet of you have advantage on their next attack roll made before the start of your next turn.

Athlete -LCF-

*Prerequisites: 1st Level, Proficiency With Athletics*

If you would be forcibly moved or knocked prone, you can use your reaction to prevent yourself from being forcibly moved or knocked prone.

Beast Speech -LCF-

*Prerequisites: 1st Level, Proficiency With Animal Handling*

You can now communicate with beasts as if you shared a language with them.

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

Brawny -LCF-

*Prerequisites: 1st Level, Proficiency With Athletics*

You are no longer prevented from using a limb that you are grappling a creature with to make unarmed strikes or shove attempts on them.

Cautious -LCF-

*Prerequisites: 1st Level, Proficiency With Perception*

You can now use your Wisdom modifier instead of your Dexterity modifier for your initiative rolls.

Charming Presence -LCF-

*Prerequisites: 1st Level, Proficiency With Persuasion*

If you take the Attack action on your turn, you can forgo one of your weapon attacks to have another creature that you can see within 30 feet of you make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, that creature is charmed by you until the start of your next turn.

Cipher Writing -LCF-

*Prerequisites: 1st Level, Proficiency With History*

You can now write ciphers in any 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.

Contortionist -LCF-

*Prerequisites: 1st Level, Proficiency With Acrobatics*

You no longer suffer from any negative effects due to squeezing.

Deft Hands -LCF-

*Prerequisites: 1st Level, Proficiency With Sleight Of Hand*

You can now have two free object interactions on your turn instead of one.

Devoted -LCF-

*Prerequisites: 1st Level, Proficiency With Persuasion*

You now have advantage on saving throws against being charmed.

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

Discerning -LCF-

*Prerequisites: 1st Level, Proficiency With Insight*

If you take the Attack action on your turn, you can forgo one of your weapon attacks to have another creature that you can see within 30 feet of you make a Charisma saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, you have advantage on your next attack roll made on them before the start of your next turn.

Divine Sense -LCF-

*Prerequisites: 1st Level, Proficiency With Religion*

You are now permanently under the effect of *Detect Evil And Good*, and the ranges of its effect for you are now doubled.

Elusive -LCF-

*Prerequisites: 1st Level, Proficiency With Deception*

If you take the Attack action on your turn, you can forgo one of your weapon attacks to have another creature that you can see within 30 feet of you make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they have disadvantage on their next attack roll made on you before the start of their next turn.

Empathetic -LCF-

*Prerequisites: 1st Level, Proficiency With Insight*

You now have telepathy with a range of 60 feet. But if you already have telepathy due to another source, its range increases by 60 feet instead.

Exorcist -LCF-

*Prerequisites: 1st Level, Proficiency With Religion*

You can now use your action to attempt to stop another creature from possessing a creature within your reach. You make the same saving throw which the possessed creature against the possession effect.

If you succeed, the possession ends. If you fail, you gain a level of exhaustion.

Far Sight -LCF-

*Prerequisites: 1st Level, Proficiency With Investigation*

You can now discern fine details from up to 2 miles away as if you were looking at them from no more than 100 feet away.

Frightening Presence -LCF-

*Prerequisites: 1st Level, Proficiency With Intimidation*

If you take the Attack action on your turn, you can forgo one of your weapon attacks to have another creature that you can see within 30 feet of you make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, that creature is frightened by you until the start of your next turn.

Gallant -LCF-

*Prerequisites: 1st Level, Proficiency With Intimidation*

You now have advantage on saving throws against being frightened.

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

Gleam Emotions -LCF-

*Prerequisites: 1st Level, Proficiency With Insight*

If you spend 1 minute or more speaking with a humanoid, you can learn its most prevailing emotion at that point. If you use this effect on a creature who is not humanoid, you only learn they are calm.

Improved Help -LCF-

*Prerequisites: 1st Level, Proficiency With Performance*

If you use the Help action to make a friendly creature have advantage on their next attack roll or ability check, they gain a 1d4 bonus on that roll.

Investigator -LCF-

*Prerequisites: 1st Level, Proficiency With Investigation*

You now always know which direction is north, and you now always know how many hours are left before the next sunrise or sunset.

Magical Scan -LCF-

*Prerequisites: 1st Level, Proficiency With Arcana*

You can now focus on a magic item in your hands for 10 minutes to learn its properties and how to use it.

Menacing -LCF-

*Prerequisites: 1st Level, Proficiency With Intimidation*

The movement speed of hostile creatures within 30 of you who are frightened by you is reduced to 0.

Misleading -LCF-

*Prerequisites: 1st Level, Proficiency With Deception*

You can now use your Charisma modifier instead of your Dexterity modifier for your initiative rolls.

Naturalist -LCF-

*Prerequisites: 1st Level, Proficiency With Nature*

If you can see the sky, you can predict what the weather will be in that location for the next 24 hours.

Neutralize Poison -LCF-

*Prerequisites: 1st Level, Proficiency With Medicine*

You can now expend one charge of a healer’s kit with your action to end the poisoned condition on a creature within your reach.

Night Vision -LCF-

*Prerequisites: 1st Level, Proficiency With Perception*

You now have darkvision with a range of 60 feet. But if you already have darkvision due to another source, its range increases by 60 feet instead.

Observant -LCF-

*Prerequisites: 1st Level, Proficiency With Investigation*

If you are capable of seeing a creature speak in a language that you know, you can read their lips to interpret what they are saying.

Orator -LCF-

*Prerequisites: 1st Level, Proficiency With Performance*

If you finish a short rest, you can make yourself gain a number of temporary hit points equal to 1d8 + your Charisma modifier. You can also have a number of friendly creatures who participated in that short rest gain this benefit, up to a maximum equal to your proficiency bonus.

Perceptive -LCF-

*Prerequisites: 1st Level, Proficiency With Perception*

You no longer have disadvantage on your Wisdom (Perception) checks which rely on sight due to dim light.

Performer -LCF-

*Prerequisites: 1st Level, Proficiency With Performance*

You can now begin a special kind of performance which distracts other creatures. When you begin performing in this way, you have any number of creatures who can see you or hear you make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, a creature is enraptured by you until they can no longer see you or hear you or your performance ends. An enraptured creature has disadvantage on their Intelligence (Investigation) checks and Wisdom (Perception) checks. Your performance lasts until you end it yourself (no action required), fall unconscious, or die.

Plant Speech -LCF-

*Prerequisites: 1st Level, Proficiency With Nature*

You can now communicate with plants as if you shared a language with them.

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

Plunder -LCF-

*Prerequisites: 1st Level, Proficiency With Sleight Of Hand*

If an object falls onto a surface within your reach, you can use your reaction to pick it up.

Primal Sense -LCF-

*Prerequisites: 1st Level, Proficiency With Nature*

You are now permanently under the effect of *Detect Poison And Disease*, and the range of its effect for you is now doubled.

Quick Escape -LCF-

*Prerequisites: 1st Level, Proficiency With Athletics/Proficiency With Acrobatics*

You can now use your bonus action to attempt to escape a grapple.

Quick Hide -LCF-

*Prerequisites: 1st Level, Proficiency With Stealth*

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

Quick Search -LCF-

*Prerequisites: 1st Level, Proficiency With Investigation/Proficiency With Perception*

You can now take the Search action as a bonus action

Rapid Identification -LCF-

*Prerequisites: 1st Level, Proficiency With Arcana*

If you see a creature cast a spell, you can immediately attempt to identify what spell they are casting. You can also now use your bonus action to attempt to identify a spell.

Resuscitate -LCF-

*Prerequisites: 1st Level, Proficiency With Medicine*

You can now expend five charges of a healer’s kit with your action to make a dead creature within your reach return to life, regaining a number of hit points equal to 2d8 + your Wisdom modifier in the process. That creature must have died within the last minute.

Sanctify Water -LCF-

*Prerequisites: 1st Level, Proficiency With Religion*

You can now perform a special ritual to create holy water. This process takes 1 hour to perform, and it uses up 30 gp worth of powdered silver.

Slippery -LCF-

*Prerequisites: 1st Level, Proficiency With Stealth*

If you are hidden, you can move up to half your movement speed in the open without revealing yourself, provided you end your movement in a position where you are still hidden.

Soft Landing -LCF-

*Prerequisites: 1st Level, Proficiency With Acrobatics*

If you would receive falling damage, you can use your reaction to reduce that damage roll by 5 times your level.

Stealthy -LCF-

*Prerequisites: 1st Level, Proficiency With Stealth*

You can now attempt to hide even while you are lightly obscured.

Sticky Fingers -LCF-

*Prerequisites: 1st Level, Proficiency With Sleight Of Hand*

You can now use your bonus action to make a Dexterity (Sleight Of Hand) check.

Strategic -LCF-

*Prerequisites: 1st Level, Proficiency With History*

You can now use your Intelligence modifier instead of your Dexterity modifier for your initiative rolls.

Traveler -LCF-

*Prerequisites: 1st Level, Proficiency With Survival*

While you are traveling, you gain the following benefits:

* You and your group are capable of moving stealthily at a normal pace.
* You and your group no longer have a -5 penalty to your passive Wisdom (Perception) scores due to moving at a fast pace.

Treat Wounds -LCF-

*Prerequisites: 1st Level, Proficiency With Medicine*

You can now expend two charges of a healer’s kit with your action to make a creature within your reach regain a number of hit points equal to 2d8 + your Wisdom modifier.

Underhanded -LCF-

*Prerequisites: 1st Level, Proficiency With Persuasion*

You now have advantage on attack rolls made on creatures who are charmed by you.

Ventriloquist -LCF-

*Prerequisites: 1st Level, Proficiency With Deception*

If you speak, you can make your voice originate from a space that you can see within 60 feet of you.

Veterinarian -LCF-

*Prerequisites: 1st Level, Proficiency With Animal Handling*

You can now make a Wisdom (Animal Handling) check instead of a Wisdom (Medicine) to stabilize a beast with a CR. And if you stabilize a beast with a CR in this way, you can make them regain 1 hit point.

Wrestler -LCF-

*Prerequisites: 1st Level, Proficiency With Athletics*

If you would make an opportunity attack on a creature, you could make a grapple attempt or shove attempt on them instead. Your movement speed is also no longer halved due to grappling a creature who is one size larger than you or smaller.