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You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:

* You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
* When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.

### Actor

Skilled at mimicry and dramatics, you gain the following benefits:

* You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
* In addition you gain one Proficiency in either "Deception" or "Performance".

### Artificer Initiate

You’ve learned some of an artificer’s inventiveness:

* You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
* You can cast this feat’s 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.
* You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

### Athlete

You have undergone extensive physical training to gain the following benefits:

* When you are prone, standing up uses only 5 feet of your movement.
* You gain a swim / climbing speed equal to your walking speed.
* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
* You don’t have disadvantage on attack rolls made with melee weapons while in water.

### Bookworm

You have studied languages and codes, gaining the following benefits:

* You learn four languages of your choice.
* You learn the comprehend languages spell and can cast it as a ritual.
* The time it takes you to learn a new language is halved.
* You can create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

### Chaotic Surge

Prerequisite: The ability to cast spells

Chaotic magic flows through you and twists your astral body, you gain the following benefits:

* You have advantage on Strength, Dexterity and Constitution saving throws against spells and other magical effects
* Whenever you cast a spell of first level or higher there is a chance, that your chaotic magic twists the spell. Roll a percentile die (d100), if the number rolled is equal to or less than the double spell slot Level you used to cast the Spell, role on the Wild Magic Table in the Players Handbook.

### Chef

Time spent mastering the culinary arts has paid off, granting you the following benefits:

* You gain proficiency with Cook’s Utensils if you don’t already have it.
* As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
* With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

### Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

* Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
* When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

### Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

* You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors/ traps
* You have advantage on skill checks "to orientate / find your way" in dungeons (various skill checks possible)
* You have advantage disarming traps,
* You have advantage on saving throws made to avoid or resist traps.
* You have resistance to the damage dealt by traps.
* Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
* In addition you gain Proficiency in with: Cartographer's Tool

### Dual Wielder

Prerequisite: Strength 16 or Dexterity 16

You master fighting with two weapons, gaining the following benefits:

* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
	+ Starting at Level 9, you gain a +2 bonus.
* You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
	+ Starting at Level 9, when you take the Attack Action, while fighting with two weapons, you may immediately use a bonus action to make two attacks instead of one. (Both Attacks, are made using your off hand Weapon).
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

### Environmental adaption

You're acclimated to either cold or hot climates. You can pick this feat multiple times, each time focusing on another environment. You gain the following benefits:

* You’re naturally adapting to climates and terains, as described in chapter 5 of the Dungeon Master’s Guide after 3 Days of travel.
	+ (Those can be: Forest / Mountain/ Desert/ Open Sea/ ... )
	+ You have advantage on saving throws made to avoid or resist Weather & Wilderness Hazards.
	+ You have resistance to the damage dealt by Weather & Wilderness Hazards.

* When you travel through an area with your adapted climate/ terain, you have advantage on Perception, Nature and Survival checks.
* In addition you gain one Proficiency in either "Nature" or "Survival".

### Far Shot

Prerequisite: Wisdom 15 or higher

Your eagle eyes, help you to hit foes who are too far for the most people to see, you gain the following benefit:

* When you make a ranged Attack using a ranged weapon you can double its ranged. If you later gain the *Sharpshooter* feat you still get disadvantage, when you shoot further than the maximum original attack range of the weapon you are using. (This trait also works with Thrown Weapons)
* You have advantage on Wisdom (Perception) checks that rely on sight.

### Gift of the Gem Dragon

You’ve manifested some of the power of gem dragons, granting you the following benefits:

**Telekinetic Reprisal.** When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + one ability modifier you choose, when you take this Feat). On a failed save, the creature takes **2d8** force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. 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.

### Inspiring Leader

Prerequisite: Charisma 13 or higher.

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

### Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

* You always know which way is north.
* You always know the number of hours left before the next sunrise or sunset.
* You can accurately recall anything you have seen or heard within the past month.
* Your memories of the last month can’t be altered in any way.
* In addition you can add half of your Proficiency modifier to the "History" and "Nature" skill, if you are not already proficient in these skills.

### Lucky

You have more luck than others granting you the following benefits:

* You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck point after you roll the die, but before the outcome is determined. If you do so, you have to take the 2nd roll. If the roll is a "Natural 1" you can't reroll it.
* You can also spend one luck point when an attack roll is made against you. If you do so roll an additional d20, the attacker has to take the 2nd roll. If the roll is a "Natural 20" you can't force the attacker to take the reroll.
* If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
* You regain your expended luck point when you finish a long rest.

### Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

* In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. You can also cast the spell using any spell slots you have.
* Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

### Martial Training

You have practiced extensively with a variety of weapons and armor gaining the following benefit:

* You gain proficiency with simple and martial Weapons.
* You gain proficiency with light armor.

### Observant

Quick to notice details of your environment, you gain the following benefits:

* If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
* You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
* In addition you can add half of your Proficiency modifier to the "Perception" and "Investigation" skill, if you are not already proficient in these skills.

### Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

* Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
* When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

### Resilient

You gain proficiency in a saving throw of your choice. You can take this feat multiple times.

### Ritual Caster

Prerequisite: Intelligence, Charisma or Wisdom of 13 or higher.

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

* When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
* If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

### Physical Encumbrance Training

Prerequisite: Level 3, Strength 13 or Dexterity 13, Proficiency with Light Armor

You have trained to master the use of medium /heavy armor and with shields, gaining the following benefits:

* You gain proficiency with medium / heavy armor.
* You gain proficiency with shields

### Skilled

You gain proficiency in any combination of three skills or tools of your choice.

### Slasher

You’ve learned where to cut to have the greatest results, granting you the following benefits:

* Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
* When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

### Strixhaven Initiate

Prerequisite: Level 1, Strixhaven College Background

You have studied some magical theory and have learned a few spells associated with Strixhaven University. Choose one of Strixhaven’s College Backgrounds: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom.

* You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven 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).

Strixhaven Spells
 Prismari
 Quandrix
 Silverquill
 Witherbloom

### Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

* You are proficient with improvised weapons.
* Your unarmed strikes/ improvised weapons use a d4 for damage.
* When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
	+ Starting at Level 9, when you make an unarmed attack, use an improvised weapon, or throw something, you can add half your proficiency bonus to the damage and attack rolls.

### Telekinetic

You learn to move things with your mind, granting you the following benefits:

* You learn the Mage Hand Cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it.
* As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + Intelligence/ Wisdom/ Charisma modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

### Telepathic

You awaken the ability to mentally connect with others, granting you the following benefits:

* You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
* You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. If you have spell slots of 2nd level or higher, you can cast this spell with them.
* For the spells’ spellcasting ability you choose Intelligence, Wisdom or Charisma, when you choose this trait.

### Tough

* Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

### Weave Distortion

Prerequisite: No ability to cast any spell.

Something about you distorts the weave around you and giving people in your presence an uneasy feeling, you gain the following traits.

* You can never learn to cast any spell (you can still use magic items).
* You gain a -2 penalty on all social skill checks *(except Intimidation)* when interacting with a spellcaster.
* You gain a +2 bonus on Charisma (Intimidation) when interacting with a Spellcaster.
* You gain a +2 bonus to saving throws against spells or other magical effects.
* Spells that heal you only heal you for halve the normal amount.
* All spells have their duration halved when cast on you.