Approved Feats

**Note:** Feats which use class features (like fighting style) may have additional options in Approved Classes/Subclasses.

## General Feats

Feats from the PHB, XGtE and TCoE\* are approved. Additional feats from other sources, as well as changes to RAW feats, are listed below.

\*Excluding Artificier Initiate, Gunner

\*\*Racial restrictions removed

### Blade Mastery [UA]

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

* You gain a +1 bonus to attack rolls you make with the weapon.
* On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn, or until you are not holding the weapon.
* When you make an opportunity attack with the weapon, you have advantage on the attack roll.

### Brawny [UA]

You become stronger, gaining the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You count as if you were one size larger for the purpose of determining your carrying capacity.

### Gladiator [HB]

Fighting for an audience is your forte, and you maximize the use of more exotic weapons to show off your prowess.

You gain the following benefits:

* Increase your Charisma or Dexterity score by 1, to a maximum of 20.
* You gain proficiency in Performance.
* You gain proficiency with nets, and when you use the Attack action and attack with a net, you can use a bonus action to attack with a one-handed weapon you are holding. Being within 5 feet of a hostile creature doesn't impose disadvantage on your attack rolls with a net, and the escape DC for your nets increases by your proficiency bonus.

### Medic [UA]

You master the physician’s arts, gaining the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.
* 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.
* During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

### Naturalist [UA]

Your extensive study of nature rewards you with the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You learn the *druidcraft* and *detect poison and disease* spells. You can cast *detect poison and disease* once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

## Homebrew Racial Feats

We allow the use of these additional homebrew racial feats.

### Angelic Protection

*Prerequisite: Aasimar*

The innate magic resistance of angels courses through your blood.

You have advantage on saving throws against spells and other magical effects.

### Changeling Metamorphosis

*Prerequisite: Changeling*

Your ability to shapechange is more than skin deep, and you are able to assume more forms than the average Changeling. You gain the following benefits:

* Increase your Consititution score by 1, to a maximum of 20
* When you use your shapeshifting trait, you can grow or hide wings and/or a tail as part of your transformation. You gain no mechanical benefit from either of these new limbs.

When you use your Shapechanging trait, you can choose one of these benefits which lasts until you change your shape again:

* **Darkvision** You adapt your eyes and gain Darkvision out to 60ft.
* **Aquatic Adaption** You sprout gills and are able to breath underwater, and you gain a swimming speed equal to your walking speed.
* **Natural Weapons** You grow claws, fangs, spines, horns or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage as appropriate, and you are considered proficient with unarmed strikes.

### 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 armor. 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.

### Dazzling

*Prerequisite: Sprit*

You are graced with the natural bewitching touch of the fey. You gain the following benefits:

* Increase your Charisma score score by 1, to a maximum of 20.
* You learn the Dancing Lights cantrip.
* You gain proficiency in Persuasion. If you already have proficiency in Persuasion, you gain expertise in it instead, which means your proficiency bonus is doubled for any ability check you make with it.

### Diehard

*Prerequisite: Reborn*

You are extraordinarily hard to kill. You gain the following benefits:

* You gain a +1 bonus to death saving throws.
* When you are reduced to 0 hit points, you can immediately move half your speed before falling unconscious. This movement does not provoke opportunity attacks.

### 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 thunder damage.
* You have advantage on saving throws made against lightning. When you are subjected to such a save, you take no damage if you succeed, and only half damage if you fail.

### Efreet Heritage

*Prerequisite: Genasi (fire)*

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

* Increase your Constitution or Intelligence 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.
* The radius of your Darkvision increases to 120 feet.

### Envoy Specialist

*Prerequisite: Warforged*

You have modified your body to perform a specific task by integrating a tool directly into your body. You gain the following benefits.

* Increase one ability score of your choice by 1, to a maximum of 20.
* You gain proficiency with one tool of your choice.
* Choose one of these tools you are proficient with that weighs 10 pounds or less: an artisan’s tool, forgery kit, herbalism kit, poisoner’s kit, thieves’ tools, or a musical instrument. You have a working model of this tool integrated into your body. It can’t be removed, and as long as you have a hand free, you can make use of the integrated tool.
* Your proficiency bonus is doubled when you make ability checks using this integrated tool.

### 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.

### Fleet of Foot

*Prerequisite: Satyr*

You can move with particular speed and agility, granting you the following benefits:

* Your speed is increased 10ft.
* When you take the dash action, you can move through a hostile creature's space. Doing so provokes an opportunity attack, and you cannot remain on that space at the end of your turn.
* If you move no more than 5ft during your turn, you don't provoke opportunity attacks from leaving another creature's threatened space.

### 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. You can cast each of these spells once without expending a spell slot, and you regain the ability to cast these spells in this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat).

### Friend of Bunnies

Prerequisite: Rabbitfolk

You are attuned to the beasts of the forest. You gain the following benefits:

* You learn the spells Druidcraft, Animal Friendship, and Beast Sense.
* You can cast Animal Friendship at will without expending a spell slot, but you may only target rabbits and hares with it.
* You can cast Beast Sense once without expending a spell slot. Once you do so, you cannot cast it again in this way until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat).

### Frightening Visage

*Prerequisite: Hexblood*

Your hagsblood heritage gives you a natural control over the emotion of fear. You gain the following benefits:

* You have advantage on checks and saves made to avoid being frightened.
* You learn the spells Cause Fear and Phantasmal Force, and you can cast each of these spells once at their lowest level without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat).

### Gith Mental Adept

*Prerequisite: Gith.*

Through intense training, you've become a paragon of your people's mental abilities. You gain the following benefits:

* You may cast the spells you gain from your race twice before requiring a long rest.
* You learn the Magic Missile spell and can cast it without expending a spell slot. Once you cast Magic Missile in this way twice, you can't cast it in this way again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat).

### King of the Beasts

*Prerequisite: Leonin*

You are tuned into the beastial nature of your race, able to rely on your instincts and senses. You gain the following benefits:

* Increase your Strength by 1, to a maximum of 20
* You gain advantage on Perception checks that use your sense of smell or hearing.
* You have advantage on any Charisma check made to interact with any beastial or half-bestial folk other than Leonin (e.g. Tabaxi, Loxodon, Lizardfolk, Centaur).

### Like a 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.

### Marid Heritage

*Prerequisite: Genasi (water)*

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

* Increase your Constitution or Wisdom 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.

### Master of 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 makes a skill or tool check, 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.

### Misty Escape

*Prerequisite: Dhampir*

Your vampire blood grants you a semblance of the undead's slippery ability.

As a reaction to taking damage, you can cast misty step without expending a spell slot. You regain this ability after a short or long rest. You might flavor this as turning into a swarm of bats, mice, snakes, or mist, etc.

### 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.

### Prehensile Tail

*Prerequisite: A race with a tail*

Your tail is muscular and very long, about your body length, and can support your weight if you aren't encumbered (e.g. while hanging from a branch). Your tail has a patch of rough skin that helps in grasping objects. You gain the following benefits:

* You have advantage on Strength (Athletics) made to climb.
* You have advantage on any Dexterity (Sleight of Tail Hand) checks when manipulating an object with your tail.

While the tail is used primarily to assist in climbing and keeping the hands free for foraging and carrying, you can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature up to a quarter of your carry capacity; open or close a door or a container; grapple a Small creature or smaller, or make an unarmed strike dealing normal damage (it doesn't give you an additional attack). Your DM might allow other simple tasks to be added to that list of options. Your tail can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

### Quori Bond

*Prerequisite: Kalashtar*

The quori are tied to emotions. The tsucora feed on fear. The hashalaq are master manipulators. The kalaraq are the nobility of nightmares. The du’ulora harness fury. Your bond with your quori spirit is unusually strong, and you can draw on a fraction of its power and instincts. When you choose this feat, choose your quori lineage: hashalaq, du’ulora, kalaraq, or tsucora. You gain the following benefits:

* Increase your Wisdom or Charisma score by 1, to a maximum of 20.
* Each quori lineage is associated with a particular skill. When you use that skill, you can roll 1d4 and add the number rolled to the ability check.
* Each quori lineage is associated with a particular spell. You learn this spell and can cast it at its lowest level. Once you cast it using this feat, you can’t do so again until you finish a long rest. Your spellcasting ability for this spell is Wisdom or Charisma, chosen when you select this feat.

 Hashalaq
 Kalaraq
 Tsucora

### Serpentine Heritage

*Prerequisite: Yuan-ti Pureblood*

The ancient blood of yuan-ti is especially strong within you. You gain the following benefits:

* You can detect whether a substance is poison or poisoned by taste, touch, or smell.
* You can telepathically communicate simple thoughts with bestial snakes.
* You can transform, as if by casting Polymorph on yourself without requiring concentration. When you do, you gain temporary hit points equal to your level, and you turn into your choice of a Poisonous Snake, Constrictor Snake, or Flying Snake. While transformed in this way, you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies. You can end the transformation early as a bonus action. Once you've transformed, you cannot do so again until you finish a short or long rest.

### Sky Warden

*Prerequisite: Aarakocra or Owlfolk*

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

* You gain proficiency in the Perception skill. If you are already proficient, you instead double your proficiency bonus for any Perception checks that rely on sight. This cannot stack with any similar effects that grant this bonus, like Expertise.
* Once per turn, if you are flying and dive at least 30 feet straight toward a target and then hit it with either a melee weapon attack or an attack using your talons, the attack deals an extra 1d6 damage to the target.

### Superior Shifting

*Prerequisite: Shifter*

You have a strong connection to the beast within, strengthening your body and your ability to shift. You gain the following benefits:

* Increase one of your Ability scores by 1, to a maximum of 20.
* When you use your Shifting trait, the transformation lasts for ten minutes, until you die, or until you end it as a bonus action.
* Whenever you finish a short rest, you regain 1 use of your Shifting trait.

### Tanarukk Blood

*Prerequisite: Orc*

Through fell magic or an ancestor, you are touched by the corruptive power of Baphomet. 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.

### Thought Shifter

*Prerequisite: Kalashtar*

Your mental discipline has allowed you to obtain certain advantages:

* When you are forced to make an Intelligence saving throw, you can use your reaction to gain advantage.
* You can use your Mind Link power as a mental support network for your allies. As a Bonus Action, you can heal any ally within Mind Link range by HP equal to your level. This healing cannot be split and must be given to a single ally. Once you use this ability, you cannot use it again until you finish a long rest.
* You learn one language of your choice.

### Thunderous Charge

*Prerequisite: Centaur*

You have trained to make your natural weapons as strong as traditional ones, and enemies know to fear the thunderous stomping of your hooves. You gain the following benefits:

* Your speed is increased by 10 ft.
* The damage of your hooves increases to: 2d4 + your Strength Modifier.
* You may drive additional effort into the noise your Charge attack makes, When attacking with your Hooves directly after a Charge attack, you may choose to additionally apply 1d8 Thunder damage to the opponent. Once you use this ability, you cannot use it again until you finish a short or long rest.

### Toppling Horns

*Prerequisite: Minotaur*

When you shove creatures with your attacks, you can knock them off balance. You gain the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* When a creature fails against your Hammering Horn trait, it is knocked prone.

### 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.
* Your natural armor 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.

### Touch of Sess’inek

*Prerequisite: Lizardfolk*

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

* Increase your Constitution or Wisdom score by 1, to a maximum of 20.
* You learn to speak, read, and write Abyssal.
* You are immune to being frightened.

### Triton Deep Magic

*Prerequisite: Triton*

You master more of the magic of elemental air and water. You gain the following benefits:

* 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 the Warding Wind and Water Breathing spells, 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. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat).

### 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 short or long rest.
* You can extend the benefit of your Fortune from the Many 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, 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.

### Urd Wings

*Prerequisite: Kobold*

You manifest leathery wings, transforming into an urd. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

### Well-Rested

*Prerequisite: Bugbear*

Your practiced 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 can regain an extra 1d6 hit points.
* At the end of a long rest, you gain inspiration (described in chapter 4 of the Player’s Handbook).