Feats

## Base Feats

### Storm of Midhir

You learn to call on the lord of storms to aid you. You gain the following benefits:

* Increase your Intelligence or Charisma score by 1, to a maximum of 20.
* When you roll thunder or lightning damage for a spell you cast, you can reroll any roll of 1 on the thunder/lightning damage dice, but you must use the new roll, even if it is another 1.
* Whenever you cast a spell that deals thunder or lightning damage, you can cause lightning to wreathe you until the end of your next turn. The sparks don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the electricity is present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 lightning damage

### Spelldriver

*Prerequisite: Character level 8th or higher*

Through intense focus, training, and dedication, you’ve harnessed the techniques of rapid spellcasting. You are no longer limited to only one non-cantrip spell per turn. However, should you cast two or more spells in a single turn, only one of them can be of 3rd level or higher.

### Thrown Arms Master

You’ve honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* When you use a weapon with the thrown property to make a ranged attack, you can draw the weapon as part of the attack.
* When you make an attack with a thrown weapon that deals damage, the standard range is 60 feet and the long range is 120 feet.
* Simple and martial melee weapons without the thrown property can be treated as if they have the thrown property. One-handed weapons have a range of 20/60, while two-handed weapons have a range of 15/30.

### Firearm Specialist

You are adept at using firearms effectively in the heat of battle or elsewhere.

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency with Firearms.
* If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon's misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.

### Firearm Expert

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

* You are able to reload your firearms using up a single attack instead of a full action or bonus action.
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
* When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to make an attack with a loaded firearm with the *light* property that you are holding.

### Flash Recall

*Prerequisite: The ability to cast prepared spells*

You’ve developed the ability to instantly recall an unprepared spell in moments of sudden necessity. As an action, you can instantly prepare a spell from your available class spell list (or spellbook, if you prepare spells from one) that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level. If you are multiclassed, you can only Flash Recall spells from a class that prepares spells. Once you use this ability, you must finish a short or long rest before you can use it again.

### Gambler

Spending countless hours winning and losing coin in ale-stained taverns has forged you into a consummate gambler and chance-seeking addict. You gain the following benefits and features:

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency with two types of gaming sets of your choice.
* You have advantage on Charisma (Deception) checks to bluff opponents in games of chance, and Charisma (Persuasion) checks to convince others to join you for a game.
* You have a reputation as a card shark in some circles. Some folks may avoid playing you for this reason, while other higher-stakes gamblers may seek you out specifically.
* When you take the Carousing downtime action, you may reroll your result once, but must keep the results of the second roll.

### Mystic Conflux

Through your repeated exposure to the natural flow of arcane magic throughout Ygdren, you’ve adapted to attune with additional enchantments, though the process can be physically taxing. You gain the following benefits:

* You have advantage on Intelligence (Arcana) checks when investigating the nature of a magical object or device.
* You can now be attuned to a maximum of four magical items, rather than the normal limit of three. Other attunement limitations still apply.

### Spear Dance

Your fighting style with polearms is a mastery of fluid and full of precise movement, that slips past the defences of your enemies and enhances your own. You gain the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* While you are holding a polearm with two hands, you gain a +1 bonus to Armor Class.
* A polearm that lacks the *heavy* property gains the *finesse* property when you wield it with both hands.

## Racial Feats

### Diablerie

*Prerequisite: Dhampir, Character level 8th or higher*

You feed so deeply on your prey that you feast on its very soul. You gain the following benefits:

* Your Bite weapon deals an additional 2d6 necrotic damage when you hit with it, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. This damage has no effect on undead or constructs.
* If you reduce a target's hit point maximum to 0 in this way, the target dies, and you can choose to diablerize its soul. This process is taxing, and can significantly scar your own soul, degrading your non-vampiric side's humanity. You gain access to all of the deceased creature's memories for the next hour. When the hour passes, you do not remember anything that you didn't intentionally memorise. Additionally, if the creature knows any spells, you learn one of its spells at random. Once you use this ability, you cannot do so again until you finish a long rest.

### Sky Warden

*Prerequisite: Aarakocra*

You are trained for both scouting the skies and aerial combat. You gain the following benefits:

* Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Perception skill if you don't already have it. You add double your proficiency bonus to Perception checks that rely on sight.
* Once per turn, if you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.

### Bird of Prey

*Prerequisite: Aarakocra*

* You have advantage on Wisdom (Perception) rolls involving sight while you are flying at least 100 feet above the ground.
* While you are ﬂying at least 100 feet above the ground, you can use your action to dive at a foe you can see up to 100 feet away from you, making a special melee weapon attack or unarmed strike that deals an additional 1d6 weapon damage on hit. The extra damage increases to 2d6 at 9th level, and 3d6 at 16th level.

### Windcaller

*Prerequisite: Aarakocra*

* Increase your Wisdom score by 1, to a maximum of 20.
* You learn to manipulate the winds and gain the ability to cast the *gust* cantrip.
* You also learn the *gust of wind* and *warding wind* spells and may cast each spell once as a 2nd level spell without expending a spell slot. You regain the ability to cast them in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

### Angelic Protection

*Prerequisite: Aasimar*

The innate resistance to magic that celestials possess extends to you. You have advantage on saving throws against spells and other magical effects.

### Well-Rested

*Prerequisite: Bugbear*

Your practised napping leaves you invigorated when you are awake. You gain the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* Whenever you spend one or more hit dice during a short rest, you regain an extra 1d6 hit points.
* At the end of a long rest, you gain the ability to re-roll one ability check or attack roll before or after you have seen the roll. This effect does not stack with every long rest.

### Piercing Horns

*Prerequisite: Dragonborn or Tieﬂing*

* Increase your Strength score by 1, to a maximum of 20.
* Your horns grow longer and sharper as your power grows, becoming natural weapons that deal 1d6 piercing damage, increasing to 1d8 at 8th level and 1d10 at 11th level.

### Master of the Forge

*Prerequisite: Dwarf*

You can create masterwork weapons and armour when forging an item under the standard rules for crafting items using Smith's Tools. A masterwork item costs five times as much as an ordinary item of its type and has the following properties, unless it is a magical item.

* *Masterwork Weapon.* You have +1 on attack rolls made with a masterwork weapon.

* *Masterwork Armour.* Light masterwork armour is hardened and gains +1 AC. Medium masterwork armour does not produce as much noise and its wearer does not have disadvantage on Stealth rolls. Heavy masterwork armour is properly weighted, and grants advantage to its wearer on grapple checks and saves made to avoid being knocked prone.

### Poised Steps

*Prerequisite: Elf, Half-elf, or Halfling*

You can use your bonus action to walk with a serene grace. Until the end of your turn, you can move across non-magical difficult terrain without expending extra movement.

### Firbolg Beast Magic

*Prerequisite: Firbolg*

Your connection to animals deepens. You learn the *speak with animals* spell and can cast it at will, without expending a spell slot. You also learn the *animal friendship* and *beast sense* spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

### Giantkin Blood

*Prerequisite: Firbolg or Goliath*

Once per long rest, as a bonus action on your turn, you can tap into your giant heritage until the end of your next turn.  During this time:

* You have advantage on Strength Checks and Strength saving throws.
* Your Weapons strike with greater strength as if you were a size larger. Melee weapon attacks deal an additional damage die.

### Dao Heritage

*Prerequisite: Genasi (Earth)*

You manifest more of the magical power of your dao heritage. You gain the following benefits:

* Increase your Strength 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 gain natural armour. While you aren't wearing armour, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

### 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.

### Efreet Heritage

*Prerequisite: Genasi (Fire)*

You manifest more of the magical power of your efreet heritage. You gain the following benefits:

* Increase your Intelligence 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.
* Your darkvision has a radius of 120 feet.

### Marid Heritage

*Prerequisite: Genasi (Water)*

You manifest more of the magical power of your marid heritage. You gain the following benefits:

* Increase your Wisdom 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 cold damage.

### Psionics Unbound

*Prerequisite: Gith,* *Character level 8th or higher*

Your mind becomes empowered with psychic energy that expands your natural psionic talents.

* You can cast *catapult*, *levitate*, or *hold person* as a 2nd-level spell by using this trait. You can cast these spells with this trait up to a total of three times (in any combination), and you regain any expended uses when you finish a long rest.
* The weight you can lift with your mage hand increases to 10 lbs, which increases to 25 lbs at 11th level, and 50 lbs at 16th level.

### Mountain's Endurance

*Prerequisite: Goliath*

Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits:

* Increase your Strength or Constitution score by 1, to a maximum of 20.
* When you use your Stone's Endurance trait as a reaction to reduce damage, instead of rolling a d12 and adding your Constitution modifier, you can choose to gain resistance to the triggering attack's damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. As normal, after you use this trait, you can't use it again until you finish a short or long rest.

### Oversized Grip

*Prerequisite: Goliath, Orc, or any Small race*

* Increase your Strength score by 1, to a maximum of 20.
* You can grapple creatures up to 2 size categories higher than you, but you must have both hands free to do so.
* If you are a small creature, you can wield heavy weapons normally.

### Like the Boss

*Prerequisite: Goblin*

You are accustomed to using others to avoid being attacked. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Once you use this ability, you can't do so again until you finish a short or long rest.

### Commander’s Shout

*Prerequisite: Hobgoblin or Human*

* Increase your Charisma score by 1, to a maximum of 20.
* As an action you may shout a command at a creature within 30 feet of you that you can see. Your command works like the help action.

### Uphold the Legion

*Prerequisite: Hobgoblin*

You were born for life in the legion. You gain the following benefits:

* Increase your Constitution or Intelligence score by 1, to a maximum of 20.
* You can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn't incapacitated. You can use this trait only once per combat.
* You can extend the benefit of your Saving Face trait to an ally. As a reaction, if an ally misses with an attack roll or fails an ability check or a saving throw, you can grant a bonus to the roll equal to the number of allies your ally can see within 30 feet (including you), to a maximum bonus of +5. As normal, once you use this trait, you can't use it again until you finish a short or long rest.

### Perfect Mimicry

*Prerequisite: Kenku*

You have learned to temporarily mimic even the training of others. You gain the following benefits:

* Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
* Whenever another creature you can see uses a skill or tool, you can use your reaction to gain proficiency in that skill or tool. Proficiencies gained in this way last for 1 hour, and you can only mimic one proficiency at a time. Once you use this ability, you can't do so again until you finish a short or long rest.

### Pitstalker Traps

*Prerequisite: Kobold*

* You gain advantage on Intelligence (Investigation) checks made to detect traps and can do so even when affected by magical or non-magical darkness.
* Once per day you may create a trap that casts one spell you are aware of that requires an attack roll or a saving throw. The trap requires an Intelligence check with proficiency to set up successfully. the DC is equal to 10 + the level of the spell. The spell trap only remains potent until you finish a long rest.

### Touch of Sess'inek

*Prerequisite: Lizardfolk*

You embody the demonic bearing of a lizard king or queen. You gain the following benefits:

* Increase your Wisdom or Constitution score by 1, to a maximum of 20.
* You have advantage on Intimidation and Persuasion checks against other Lizardfolk.
* You are immune to being frightened.

### Tanarukk Blood

*Prerequisite: Orc*

Through fell magic or blood, you are touched by the power of your ancestors. You gain the following benefits:

* Increase your Strength or Constitution score by 1, to a maximum of 20.
* You have resistance to fire and poison damage.
* You gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

### Feline Grace

*Prerequisite: Tabaxi*

Your incredible reflexes and agility further improve. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move.
* You don't take damage from falling 20 feet or less if you aren't incapacitated.

### Tortle Protector

*Prerequisite: Tortle*

You have mastered using your shell to better protect yourself and others. You gain the following benefits:

* Increase your Strength or Wisdom score by 1, to a maximum of 20.
* You r natural armour trait now provides a base AC of 18. As normal, your Dexterity modifier doesn't affect this number.
* As a reaction when you are forced to make a Dexterity saving throw, choose any number of creatures within 5 feet of you. Each chosen creature is considered to have half-cover against any harmful attacks or effects while within 5 feet of you until the start of your next turn. Once you use this ability, you can't do so again until you've finished a short or long rest.

### Triton Deep Magic

*Prerequisite: Triton*

You master more of the magic of elemental air and water. You learn the *create or destroy water* spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn *warding wind* and *water breathing*, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

### Serpent Form

*Prerequisite: Yuan-ti Pureblood*

You have unlocked more of your serpentfolk heritage. You gain the following benefits:

* Increase your Intelligence or Charisma score by 1, to a maximum of 20.
* You can use an action to polymorph into a Medium snake or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. If you die, you stay in your current form.
* While in snake form, you gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you hit with a bite attack, you can choose to deal 2d6 additional poison damage to the target. Once you deal this poison damage, you can't do so again until you finish a short or long rest.