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Auf dir manifestiert sich ein Drachenmal. Bestimme das aussehen und das damit zusammenhängende Defizit. Du erhälst folgende Gaben:

* Du lernst ein Cantrip und einen 1st-Level Spell deiner Wahl aus der Sorcerer-Spell-List. Du lernst diesen Zauber und kannst ihn durch das Mal wirken. Nach wirken des Zaubers musst du eine Short/ oder Long-Rest machen bis du ihn wieder durch das Mal wirken kannst. Deine Constitution (CON) bestimmt deine Spellcasting ability für diese Zauber.
* Wenn du den 1st-Level Spell durch dein Mal wirkst, kannst du einen Hit Dice nutzen, bei einer gerade Zahl, bekommst du die gewürfelte Zahl als Temp-HP. Bei einer ungeraden Zahl bekommt eine zufällige Kreatur (dich selbst ausgschlossen) innerhalb von 30 ft. um dich herum die gewürfelte Anzahl als Force-Dmg. Ist keine weiter Kreatur in dieser Reichweite, bekommst du selbst diesen Schaden.

### Actor

Talentiert in Nachahmung und theatralik, du erhälst folgende Gaben:

* Du hast advantage auf Charisma (Deception) und Charisma (Performance) Proben, wenn du versuchst dich als eine andere Person auszugeben
* Du kannst die Stimme/Laute einer Person/Kreatur nachahmen, nachdem du diese für mindestens eine Minute gehört hast. Eine erfolgreich Vergleichsprobe Wisdom (Insight) gegen deinen Charisma (Deception) erlaubt es dem getäuschtem zu merken, dass die Stimme imitiert ist.
* Zusätzlich erhälst du eine Skill Profinciency in "Deception" oder "Performance".

### Alcoholic

Du magst Alkohol mehr als die meisten anderen, du erhälst folgende Gaben:

* Du hast advantage auf CON saves bezüglich Alkohol und anderen Drogen.
* Du kannst deine Bonus Action dazu nutzen einen guten schluck Alkohol oder vergleichbare Druge zu dir zu nehmen
* Jedes mal wenn du dieses Merkmal nutzt musst du einen DC (20 - CON Modifier) CON Save machen oder du bist Betrunken bis du einen Short-Rest machst.
* Während du betrunken bist erhälst du Temp-HP in höhe deines CON modifier + deinen proficiency Bonus und bist immun gegen die Zustände Frightened/ Poisoned.
* Außerdem hast du disadvantage auf alle auf Dexterity und Intelligence basierenden Würfe und auf alle Wisdom und Charisma Fähigkeitsproben.

### Athlete

Du hast exesives physisches Training über dich ergehen lassen, um folgende Gaben zu erhalten:

* Wenn du auf dem Boden liegst benötigst du nur 5 ft. deiner Bewegung zum aufstehen.
* You gain a swim / climbing speed equal to your walking speed.
* Du kannst eben so schnell klettern/ schwimmen wie deine Laufgeschwindigkeit
* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
* Du kannst einen Sprung oder Hochsprung bereits nach 5 ft ausführen, statt nach 10 ft.
* You don’t have disadvantage on attack rolls made with melee weapons while in water.
* Du erhälst keine disadvantage wenn du Unterwasser mit Nahkampfwaffen angreifst.

### Bookworm

Du hast Sprachen und Codes studiert, du erhälst folgende Gaben:

* Du erhälst vier Sprachen deiner Wahl.
* Du lernst den comprehend languages spell und kannst ihn als Ritual wirken.
* Die Zeit die du benötigt um eine Sprache zu erlernen ist halbiert.
* 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.
* Du kannst schriftliche Chiffren erstellen. Andere können einen deine erstellten Codes nicht entschlüsseln, es sei denn, du bringst es ihnen bei und Sie bestehen einen Intelligenzwurf (DC dein INT Mod + Prof) oder sie verwenden Magie, um ihn zu entschlüsseln.

### Chaotic Surge

Vorraussetzung: Die Fähigkeit Zauber zu wirken

Chaotische Magie fließt durch deinen Astralkörper und verzerrt ihn, du erhälst folgende Gaben:

* Du hast advantage auf STR, DEX und CON saves gegen Zauber und andere magische Effekte.
* 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, if the number rolled is equal to or less than the spell slot 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.

### Duck

You have learned to avoid danger from afar. You gain the following benefit:

* When a creature you can see attacks you with a ranged attack you can "Duck" as reaction, imposing disadvantage on the attack roll
* or throw yourself to the ground as a reaction, becoming prone and imposing disadvantage on the attack roll.

### Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, du erhälst folgende Gaben:

* You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
* You have advantage on skill checks "to orientate / find your way" in dungeons (various skill checks possible)
* 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

You master fighting with two weapons, erhälst folgende Gaben:

* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
* You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

### Durable

Hardy and resilient, du erhälst folgende Gaben:

* Whenever you roll a Hit Die to regain hit points, you gain bonus hit points equal to Constitution modifier x2 instead of the normal bonus. (Constitution modifier x1)
* You also gain the ability "Durable" to expend one hit die as if you have taken a short rest. You have to use a bonus action to activate this ability once per long rest, while in combat.
* Starting at Level 9 you additionally regenerate +1 Hit Die per long rest, +2 Hit Dice (at Level 17).

### Environmental adaption

You're acclimated to either cold or hot climates. You can pick this feat multiple times, each time focusing on another environment. du erhälst folgende Gaben:

* You’re naturally adapted to the chosen climates, as described in chapter 5 of the Dungeon Master’s Guide.

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

### Inspiring Leader

Vorraussetzung: Charisma 13 o. höher.

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. du erhälst folgende Gaben.

* 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.

### 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.
* 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, du erhälst folgende Gaben:

* 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.

### Remarkable Recovery

Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits:

* When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).
* Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).

### Resilient

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

### Ritual Caster

Vorraussetzung: Intelligence, Charisma or Wisdom of 13 o. höher.

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.

### Rune Shaper

*Prerequisite: Spellcasting Feature and Rune Carver Background*

You’ve studied the magic of Giant runes, granting you the following benefits:

**Comprehend Languages.** You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.

**Rune Magic.** You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.

You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.

**Rune Spells**

### Scion of the Outer Planes

Your connection to an Outer Plane infuses you with the energy there. Choose a type of plane listed in the Planar Infusion table. Your choice gives you resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is Intelligence, Wisdom, or Charisma (choose when you select this feat).

 Evil Outer Plane
 Good Outer Plane
 Lawful Outer Plane
 The Outlands

### Skilled

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

### Skulker

Vorraussetzung: Dexterity 13 o. höher.

You are expert at slinking through shadows. du erhälst folgende Gaben:

* You can try to hide when you are lightly obscured from the creature from which you are hiding.
* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
* Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

### 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.

### Strike of the Giants

*Prerequisite: Martial Weapon Proficiency and Giant Foundling Background*

You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:

**Cloud Strike.** The target takes an extra **1d4** thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.

**Fire Strike.** The target takes an extra **1d10** fire damage.

**Frost Strike.** The target takes an extra **1d6** cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.

**Hill Strike.** The target takes an extra **1d6** damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.

**Stone Strike.** The target takes an extra **1d6** force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.

**Storm Strike.** The target takes an extra **1d6** lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.

The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.

You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Strixhaven Initiate

Vorraussetzung: 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

### Squat Nimbleness

Vorraussetzung: Level 1, Small Creature

You are uncommonly nimble for your race. du erhälst folgende Gaben:

* Increase your walking speed by 5 feet.
* You gain proficiency in the Acrobatics or Athletics skill (your choice).
* You have advantage on any Strength (STR) (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

### Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, du erhälst folgende Gaben:

* You are proficient with improvised weapons.
* Your unarmed strike uses a d4 for damage. At later Levels a d6 (Level 9) / d8 (Level 17)
* 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.

### 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 (STR) (STR) 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.

### 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

Vorraussetzung: 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 -1 penalty on all social skill checks (except Charisma (intimidation)) or -2 when interacting with a spellcaster.
* You gain a +1 bonus on Charisma (Intimidation) checks or a +2 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.

## Crafting Feats

### Expert Gatherer

You gain the gathering rewards as if you would have rolled one DC-tier higher. If you rolled above a 30, double your yield.

### Ingenious Crafter

Before you finish the crafting process by rolling the D100 improve 30% of the material starting with regular material. This can result in an increased critical boon window.

### Quick Crafter

You don't roll for a reduction in crafting time. you always craft 60% faster.

### Spark of the Inventor

You always have a 10% chance (1-10 on the roll) for a critical success. This is cumulative with critical success chances gotten by material.

## Racial specific feats

### Aarakocra

#### Strong Wings

Vorraussetzung: Strength (STR) of 13 o. höher

You have trained to make your wings stronger and more powerful, granting you the following benefit.

* You can wear medium or heavy armor and still use your fly speed, but your fly speed is reduced to 30ft while wearing this kind of armor.

### Centaur

#### Trampling Hooves

You learned to put your horse body to good use in combat, du erhälst folgende Gaben:

* Your hooves now deal 2d4 + your Strength (STR) modifier bludgeoning damage.
* If you move at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC (8 + proficiency bonus + Strength (STR) modifier)Strength (STR) saving throw or be knocked prone.
* If you attack a prone target, you can make an attack with your hooves against it as a bonus action.

#### Jousting

You become rider and horse in one person, du erhälst folgende Gaben:

* You can use the *Mounted Combatant* feat without a mount. You count as the rider and the mount in that case.
* You can use a lance without the penalty of not having a mount.

### Dragonborn

#### Dragon Hide

Your manifest scales and claws reminiscent of your draconic ancestors. du erhälst folgende Gaben:

* Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
* You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength (STR) modifier, instead of the normal bludgeoning damage for an unarmed strike. (The Damage can replaced with other Feats or Class abilities)

### Dhampir

#### Hunger for blood

Prequisite Dhampir lvl 1

You learn to cast the Cantrip Primal Savagery. Choose Con, Int, Wis or Cha as Spellmodifier when you pick this feat.

You can exchange the damage of Primal Savagery to necrotic. If you do so you gain temporal HP equal to half the damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Dwarf

#### Dwarven Fortitude

You have the blood of dwarf heroes flowing through your veins. du erhälst folgende Gaben:

* Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

### Firbolg

#### Caretaker of the Critters

As a Firbolg you are a guardian of nature and a caretaker of its inhabitants. This feat provides the following benefits:

* You gain proficiemcy with Animal Handling. If you already have provicency you gain expertise instead.
* You gain proficiency with Carpenter's Tools and Herbalism Kit.

### Gith

#### Telepathy

Your psychic nature lets you reach out with your mind to communicate with other creatures. You gain the following benefit:

* You can telepathically speak to any creature you can see within 30 feet of you. You need to share a language with the creature for it to understand you.

### Gnome

#### Fade Away

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. du erhälst folgende Gaben:

* Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

#### Squat Nimbleness

You are uncommonly nimble for your race. du erhälst folgende Gaben:

* Increase your walking speed by 5 feet.
* You gain proficiency in the Acrobatics or Athletics skill (your choice).
* You have advantage on any Strength (STR) (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

### Goblin

#### Squat Nimbleness

You are uncommonly nimble for your race. du erhälst folgende Gaben:

* Increase your walking speed by 5 feet.
* You gain proficiency in the Acrobatics or Athletics skill (your choice).
* You have advantage on any Strength (STR) (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

#### Bad Inventors

You aren't good at planning, but you are incredibly good at improvising. du erhälst folgende Gaben:

* You gain proficiency in improvised weapons.
* You can spend one minute to build an improvised trap out of junk and other materials (see the sample Traps section in the Dungeon Master's Guide Chapter 5). The Save DC for your Traps equals 8 + your proficiency bonus + your Dexterity modifier. There is always a 10% chance, that your trap doesn’t work at all, and a 5% chance that it activates while you are building it, making you the target of your own trap.

* You have resistance to the damage dealt by your own traps but not while building.

#### Garbage to Gold

You have learned to use other people’s waste to craft useful things for yourself. du erhälst folgende Gaben:

* You gain proficiency in one Artisan Tool of your choice.
* As part of a short rest, you can harvest scrap from a slain enemies or from garbage to create one of the following items: a shield, a club, a javelin,1d4 dart or blowgun needles or arrows, a leather armor for small creatures only, a shortbow or a spear.

### Half-Elf

#### Social Adaptation

Since you are a being of two worlds have no problem fitting in wherever you go. du erhälst folgende Gaben:

* Once during a long rest, you can switch one Charisma based skill proficiency to another Charisma based skill proficiency.
* You gain advantage on Charisma checks to pass as a local.

#### World traveler

You traveled the world and saw many things, granting you the following benefits:

* You gain proficiency at the History skill and in cartographers’ tools.
* You don’t get disadvantage on Wisdom (Perception) checks while traveling at a fast pace and you can still stealth while travel at a normal pace.

### Halfling

#### But What About A Second Breakfast?

Breakfast is the most important meal of the day and why don’t have multiple of them? du erhälst folgende Gaben:

* You gain proficiency in Cook's Utensils.
* Once per short rest you can use a bonus action on your turn to consume a small snack. You can expend 1 hit die as if you had taken a short or long rest. You need at least one free hand to use this feature.

#### Second Chance

Fortune favors you when someone tries to strike you. You gain the following benefit:

* When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.

#### Squat Nimbleness

You are uncommonly nimble for your race. du erhälst folgende Gaben:

* Increase your walking speed by 5 feet.
* You gain proficiency in the Acrobatics or Athletics skill (your choice).
* You have advantage on any Strength (STR) (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

### Human

#### Adaptive Nature

Your Human nature makes it easy for you to adapt to new situations, granting you the following benefit:

* Once during a long rest, you can change one skill proficiency of your choice as long as the new proficiency uses the same attribute. You can’t change expertise this way. For example, you can change a proficiency in Persuasion to Intimidation but not to Perception.

### Kenku

#### Glide

You maybe can’t fly but you learned a way to use your feathers to glide, granting you the following benefit:

* If you are on a ledge at least 10ft above the ground, you can use your feathers to glide. Granting you a fly speed of 50ft, but you sink 10ft per turn until you touch the ground. You can use this feat to land safely after falling.

### Kitsune

#### Ancestral Guise

Kitsune always had the ability to transform themselves. Whether it is a giant or another nefarious creature. You have unlocked a glimpse of the power from your ancestors. You gain the following benefit.

As an action you can transform into a fox, you keep your stats, but except for your bite attack, you can't attack, speak or use any other spell or class features. While in this form you gain keen senses (smell, hearing and sight.) .This form holds until you dismiss it as an action.

### Kobold

#### Better together

You aren’t a solo fighter, but you are really good at working with other creatures. du erhälst folgende Gaben:

* While being within 5ft of an ally you can take the help action as a bonus action.
* If you are frightened or paralyzed by an effect that allows a saving throw, you can repeat the save at the start of your turn to end the effect on yourself if you are within 10ft of an ally.

### Lizardfolk

#### Cold Hearted

Your normal nature makes it harder for others to manipulate you. You gain the following benefit:

* You have advantage on saving throws against becoming charmed or frightened.

### Loxodon

#### Perfect Memory

Your elephant genes help you to remember things other creatures would forget instantly. du erhälst folgende Gaben:

* You can accurately remember everything you have seen or heard within the last year.
* When you use a feature or spell to create something that you have seen within the last year (like an illusion), other creatures have disadvantage on their throws to determine if it's fake or not.
* You always know your way back home as long as you are on the same plane of existence.

### Minotaur

#### Labyrinth Senses

Your days guarding dark places or even a labyrinth made your body adapt to your duties. du erhälst folgende Gaben:

* You can perfectly recall every path you have traveled.
* You gain Darkvision up to a range of 30 feet.

### Shifter

#### Shifter Senses

Your animal nature grants you the following benefits:

* You gain proficiency in the Perception skill.
* Choose one of the following senses: Smelling, Hearing, or Sight. You have advantage on Wisdom (Perception) checks that rely on the chosen sense.

### Thri-Kreen

#### Thri Kreen Variants

Level 1 Feat

Prequisite: no Thri-Kreen Variant Feat

##### Ant Kreen

You gain Powerful build, you also gain advantage on survival checks to recall the path you walked. Provided that no one carried you.

##### Wasp Kreen

As long as you wear no medium or heavy amor, you gain a flying speed equal to your walking speed. You can make a Sting attack strength is your attack modifier, dealing 1d6 poison damage on hit.

##### Spider Kreen

you gain another set of your smaller arms, you have a climbing speed equal to your walking speed you have advantage on rolls to avoid the negative effects of webs.

##### Flee Kreen

Your jump height and distanz is trippled. You get no fall damage if you fall from any height below your jump limit.

##### Earwig Kreen

You can make a pliers attack as action. (Str mod) you deal 1d8+str. as piercing damage, the target must make an escape check DC (8+prof+str.) on a failed save the target is grappled by your tail, you also count as grappled. you can Grapple a creature one size larger then normal with that

##### Rolly Kreen

As an action you can curl into a ball, your movementspeed drops to 0. While in this ball you are resistant against piercing, slashing or bludgeoning damage and your AC increases by 5. While in this Ball you only can make a slam (str) attack with a reach of 20ft, which lunges you to that spot, on hit you deal 1d6+str as damage

##### Pond Kreen

You can walk on Water. When you go underwater you don't need to breathe for 2 hours.

### Tiefling

#### The Art of Haggling

Haggling is in Your blood du erhälst folgende Gaben:

* You gain proficiency in one of the following skills: Deception, Intimidation or Persuasion.
* If you already have provicency in this skill you gain expertise instead.

### Tortle

#### Water Tortle

Vorraussetzung: no other Tortle feature

Your Trotle genes grant you the following benefits:

* Your creature type becomes beast instead of humanoid.
* You can breathe air and water.
* You gain a Swim speed equal to your walking speed.

#### Snapping Tortle

Vorraussetzung: no other Tortle feature

Your Trotle genes grant you the following benefits:

* Your creature type becomes beast instead of humanoid.
* You gain an unarmed strike with your bite, dealing 1d6 + your Strength (STR) modifier.

#### Dragon Tortle

Vorraussetzung: no other Tortle feature

Your Trotle genes grant you the following benefits:

* Your creature type becomes dragon instead of humanoid.
* You can use your Action to exhale hot steam. Your breath is a 15 ft cone. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Strength (STR) modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

### Triton

#### Child of the Sea

Your connection to the sea’s grand you the following benefit:

* You learn the Shape Water and Gust cantrip. Choose Strength (STR), Constitution or Charisma for your Spellcasting ability.
* Your swimming speed increases by 10 feet.

### Vedalken

#### Seeking Perfection

You are eager to develop new skills and perfect the once you already have, du erhälst folgende Gaben:

* You gain proficiency in one tool, language, and skill of your choice.
* Choose one skill or tool you are proficient in, you gain expertise in the chosen skill.

### Yuan-ti Pureblood

#### ~~Learning by Eating~~

~~You have learned to gather information from fallen enemies without magic. You gain the following benefit:~~

* ~~You can take 1 minute to eat the brain of a fallen enemy to gather flashes of information. Roll an Intelligence (Investigation) check. The amount of information and memories you can gather is determined by the DM depending on the result of your Investigation check.~~

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