Feat | Prerequisite | Ability | Quick Details | Source | ||||||||||||||||||
Aberrant Dragonmark | Ability: Special | Ability: Con +1 | Ability: Sorcerer spells: cantrip and 1st level spell; | Ability: ERLW | ||||||||||||||||||
Aberrant DragonmarkPrerequisites: SpecialYou have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
Option: Greater Aberrant Powers At the DM's option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master's Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level. If the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can't be reversed by any means. ERLW p52
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Actor | Ability: — | Ability: Cha +1 | Ability: Adv Cha (Deception), adv Cha (Performance), mimic sound/speech | Ability: PHB | ||||||||||||||||||
ActorPrerequisites: NoneSkilled at mimicry and dramatics, you gain the following benefits:
PHB p165
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Alert | Ability: — | Ability: — | Ability: +5 initiative, can't be surprised | Ability: PHB | ||||||||||||||||||
AlertPrerequisites: NoneAlways on the lookout for danger, you gain the following benefits:
PHB p165
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Artificer Initiate | Ability: — | Ability: — | Ability: Learn basic spells from the Artificer class | Ability: TCE | ||||||||||||||||||
Artificer InitiatePrerequisites: NoneYou’ve learned some of an artificer's inventiveness:
TCE p
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Athlete | Ability: — | Ability: Str or Dex +1 | Ability: Prone-stand 5', climbing+, 5' long jump | Ability: PHB | ||||||||||||||||||
AthletePrerequisites: NoneYou have undergone extensive physical training to gain the following benefits:
PHB p165
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Bountiful Luck | Ability: Halfling | Ability: — | Ability: Ally d20 rerolls on a 1 (once per turn) | Ability: XGE | ||||||||||||||||||
Bountiful LuckPrerequisites: HalflingYour people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky racial trait before the end of your next turn. XGE p73
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Charger | Ability: — | Ability: — | Ability: Dash with melee as bonus action, +5 to dmg or push target 10 ft. | Ability: PHB | ||||||||||||||||||
ChargerPrerequisites: NoneWhen you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). PHB p165
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Chef | Ability: — | Ability: Con or Wis +1 | Ability: Cooking bonuses | Ability: TCE | ||||||||||||||||||
ChefPrerequisites: NoneTime spent mastering the culinary arts has paid off, granting you the following benefits:
TCE p
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Crossbow Expert | Ability: — | Ability: — | Ability: Bonus action to attack with crossbow, ignore loading quality, no disadv within 5ft | Ability: PHB | ||||||||||||||||||
Crossbow ExpertPrerequisites: NoneThanks to extensive practice with the crossbow, you gain the following benefits:
PHB p165
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Crusher | Ability: — | Ability: Str or Con +1 | Ability: Move creature when you attack. | Ability: TCE | ||||||||||||||||||
CrusherPrerequisites: NoneYou are practiced in the art of crushing your enemies, granting you the following benefits:
TCE p
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Defensive Duelist | Ability: Dex 13+ | Ability: — | Ability: AC bonus when react with a finesse weapon | Ability: PHB | ||||||||||||||||||
Defensive DuelistPrerequisites: Dex 13+When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. PHB p165
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Dragon Fear | Ability: Dragonborn | Ability: Str, Con or Cha +1 | Ability: Fear effect | Ability: XGE | ||||||||||||||||||
Dragon FearPrerequisites: DragonbornWhen angered, you radiate menace. You gain the following benefits:
XGE p74
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Dragon Hide | Ability: Dragonborn | Ability: Str, Con or Cha +1 | Ability: Natural armor AC; claw weapon | Ability: XGE | ||||||||||||||||||
Dragon HidePrerequisites: DragonbornYou manifest scales and claws reminiscent of your draconic ancestors.
XGE p74
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Drow High Magic | Ability: Elf (drow) | Ability: — | Ability: Spells: detect magic, levitate, dispel magic | Ability: XGE | ||||||||||||||||||
Drow High MagicPrerequisites: Elf (drow)You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, 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. XGE p74
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Dual Wielder | Ability: — | Ability: — | Ability: +1 AC when duel wield, wield & draw two non-light weapons | Ability: PHB | ||||||||||||||||||
Dual WielderPrerequisites: NoneYou master fighting with two weapons, gaining the following benefits:
PHB p165
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Dungeon Delver | Ability: — | Ability: — | Ability: Adv detect secret doors, adv avoid/resist traps, no fast pace Perception penalty | Ability: PHB | ||||||||||||||||||
Dungeon DelverPrerequisites: NoneAlert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
PHB p166
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Durable | Ability: — | Ability: Con +1 | Ability: When use HD to regain HP, min roll equals 2x Con mod | Ability: PHB | ||||||||||||||||||
DurablePrerequisites: NoneHardy and resilient, you gain the following benefits:
PHB p166
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Dwarven Fortitude | Ability: Dwarf | Ability: Con +1 | Ability: Use dodge action and can use one HD + Con mod to heal | Ability: XGE | ||||||||||||||||||
Dwarven FortitudePrerequisites: DwarfYou have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
XGE p74
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Eldritch Adept | Ability: — | Ability: — | Ability: Learn an eldritch invocation from the Warlock class | Ability: TCE | ||||||||||||||||||
Eldritch AdeptPrerequisites: NoneStudying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. TCE p
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Elemental Adept | Ability: Spellcasting | Ability: — | Ability: Spells cast ignore one type of elemental resistance | Ability: PHB | ||||||||||||||||||
Elemental AdeptPrerequisites: SpellcastingWhen you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type. PHB p166
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Elven Accuracy | Ability: Elf or Half-Elf | Ability: Dex, Int, Wis or Cha +1 | Ability: Can reroll attack roll when have adv | Ability: XGE | ||||||||||||||||||
Elven AccuracyPrerequisites: Elf or Half-ElfThe accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
XGE p74
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Fade Away | Ability: Gnome | Ability: Dex or Int +1 | Ability: After take dmg, become invisible | Ability: XGE | ||||||||||||||||||
Fade AwayPrerequisites: GnomeYour people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
XGE p74
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Fey Teleportation | Ability: Elf (High) | Ability: Int or Cha +1 | Ability: Spell: Misty Step, Language: Sylvan | Ability: XGE | ||||||||||||||||||
Fey TeleportationPrerequisites: Elf (High)Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
XGE p74
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Fey Touched | Ability: — | Ability: Int, Wis or Cha +1 | Ability: Misty step and another 1st lev spell | Ability: TCE | ||||||||||||||||||
Fey TouchedPrerequisites: NoneYour exposure to the Feywild's magic has changed you, granting you the following benefits:
TCE p
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Fighting Initiate | Ability: Proficiency with a martial weapon | Ability: — | Ability: You learn a Fighting Style. | Ability: TCE | ||||||||||||||||||
Fighting InitiatePrerequisites: Proficiency with a martial weaponYour martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have. TCE p
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Flames of Phlegethos | Ability: Tiefling | Ability: Int or Cha +1 | Ability: When fire spell cast: reroll a 1 dmg, wreathed in fire | Ability: XGE | ||||||||||||||||||
Flames of PhlegethosPrerequisites: TieflingYou learn to call on hellfire to serve your commands. You gain the following benefits:
XGE p74
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Grappler | Ability: Str 13+ | Ability: — | Ability: adv on atk vs grappled creature, pin grappled creature | Ability: PHB | ||||||||||||||||||
GrapplerPrerequisites: Str 13+You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
PHB p166
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Great Weapon Master | Ability: — | Ability: — | Ability: When creature killed, bonus action to atk melee; +10 to dmg if -5 to atk roll | Ability: PHB | ||||||||||||||||||
Great Weapon MasterPrerequisites: NoneYou've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
PHB p167
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Gunner | Ability: — | Ability: Dex +1 | Ability: prof with firearms, ignore loading prop, no ranged disadv within 5' | Ability: TCE | ||||||||||||||||||
GunnerPrerequisites: NoneYou have a quick hand and keen eye when employing firearms, granting you the following benefits:
TCE p
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Healer | Ability: — | Ability: — | Ability: Use healing kit: dying creature gets 1 HP, or restore 1d6+4 hp + max # of HD | Ability: PHB | ||||||||||||||||||
HealerPrerequisites: NoneYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
PHB p167
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Heavily Armored | Ability: Prof. Medium Armor | Ability: Str +1 | Ability: Heavy armor proficiency | Ability: PHB | ||||||||||||||||||
Heavily ArmoredPrerequisites: Prof. Medium ArmorYou have trained to master the use of heavy armor, gaining the following benefits:
PHB p167
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Heavy Armor Master | Ability: Prof. Heavy Armor | Ability: Str +1 | Ability: Dmg reduction from non-magical weapons | Ability: PHB | ||||||||||||||||||
Heavy Armor MasterPrerequisites: Prof. Heavy ArmorYou can use your armor to deflect strikes that would kill others. You gain the following benefits:
PHB p167
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Infernal Constitution | Ability: Tiefling | Ability: Con +1 | Ability: Resist cold/poison, adv vs. poison | Ability: XGE | ||||||||||||||||||
Infernal ConstitutionPrerequisites: TieflingFiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
XGE p75
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Inspiring Leader | Ability: Cha 13+ | Ability: — | Ability: Inspire for temporary hit points | Ability: PHB | ||||||||||||||||||
Inspiring LeaderPrerequisites: Cha 13+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. PHB p167
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Keen Mind | Ability: — | Ability: Int +1 | Ability: Knowledge: which way is north, time til sunrise/sunset, recall seen/heard | Ability: PHB | ||||||||||||||||||
Keen MindPrerequisites: NoneYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
PHB p167
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Lightly Armored | Ability: Prof. Light Armor | Ability: Str or Dex +1 | Ability: Light armor proficiency | Ability: PHB | ||||||||||||||||||
Lightly ArmoredPrerequisites: Prof. Light ArmorYou have trained to master the use of light armor, gaining the following benefits:
PHB p167
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Linguist | Ability: — | Ability: Int +1 | Ability: Learn 3 languages, create ciphers | Ability: PHB | ||||||||||||||||||
LinguistPrerequisites: NoneYou have studied languages and codes, gaining the following benefits:
PHB p167
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Lucky | Ability: — | Ability: — | Ability: Luck points to reroll d20 | Ability: PHB | ||||||||||||||||||
LuckyPrerequisites: NoneYou have inexplicable luck that seems to kick in at just the right moment. 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 points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. 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 points when you finish a long rest. PHB p167
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Mage Slayer | Ability: — | Ability: — | Ability: Bonuses vs spellscasters | Ability: PHB | ||||||||||||||||||
Mage SlayerPrerequisites: NoneYou have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
PHB p168
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Magic Initiate | Ability: — | Ability: — | Ability: Two cantrips, one 1st level spell | Ability: PHB | ||||||||||||||||||
Magic InitiatePrerequisites: NoneChoose 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. PHB p168
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Martial Adept | Ability: — | Ability: — | Ability: Choose two fighting maneuvers, and gain superiority die | Ability: PHB | ||||||||||||||||||
Martial AdeptPrerequisites: NoneYou have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
PHB p168
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Medium Armor Master | Ability: Prof. Medium Armor | Ability: — | Ability: Medium armor: No disadv stealth checks, AC bonus | Ability: PHB | ||||||||||||||||||
Medium Armor MasterPrerequisites: Prof. Medium ArmorYou have practiced moving in medium armor to gain the following benefits:
PHB p168
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Metamagic Adept | Ability: Spellcasting or Pact Magic feature | Ability: — | Ability: Learn 2 Sorcerer metamagic options, gain 2 sorcery points | Ability: TCE | ||||||||||||||||||
Metamagic AdeptPrerequisites: Spellcasting or Pact Magic featureYou’ve learned how to exert your will on your spells to alter how they function:
TCE p
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Mobile | Ability: — | Ability: — | Ability: Movement bonuses, no opp attacks when melee | Ability: PHB | ||||||||||||||||||
MobilePrerequisites: NoneYou are exceptionally speedy and agile. You gain the following benefits:
PHB p168
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Moderately Armored | Ability: Prof. Light Armor | Ability: Str or Dex +1 | Ability: Medium armor proficiency | Ability: PHB | ||||||||||||||||||
Moderately ArmoredPrerequisites: Prof. Light ArmorYou have trained to master the use of medium armor and shields, gaining the following benefits:
PHB p168
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Mounted Combatant | Ability: — | Ability: — | Ability: Mounted bonuses | Ability: PHB | ||||||||||||||||||
Mounted CombatantPrerequisites: NoneYou are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
PHB p168
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Observant | Ability: — | Ability: Int or Wis +1 | Ability: +5 passive Wis (Perception) and Int (Investigation), read lips | Ability: PHB | ||||||||||||||||||
ObservantPrerequisites: NoneQuick to notice details of your environment, you gain the following benefits:
PHB p168
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Orcish Fury | Ability: Half-Orc | Ability: Str or Con +1 | Ability: Add weapon damage, reaction attack | Ability: XGE | ||||||||||||||||||
Orcish FuryPrerequisites: Half-OrcYour fury burns tirelessly. You gain the following benefits:
XGE p75
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Piercer | Ability: — | Ability: Str or Dex +1 | Ability: Reroll dmg dice when piercing atk; bonus dmg on critical with piercing. | Ability: TCE | ||||||||||||||||||
PiercerPrerequisites: NoneYou have achieved a penetrating precision in combat, granting you the following benefits:
TCE p
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Poisoner | Ability: — | Ability: — | Ability: Learn to make and use poisons in combat | Ability: TCE | ||||||||||||||||||
PoisonerPrerequisites: NoneYou can prepare and deliver deadly poisons, granting you the following benefits:
TCE p
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Polearm Master | Ability: — | Ability: — | Ability: Glaive, halberd, quarterstaff, or spear bonuses | Ability: PHB | ||||||||||||||||||
Polearm MasterPrerequisites: NoneYou can keep your enemies at bay with reach weapons. You gain the following benefits:
PHB p168
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Prodigy | Ability: Half-Elf, half-orc, or human | Ability: — | Ability: Skill, tool and language proficiencies; one expertise | Ability: XGE | ||||||||||||||||||
ProdigyPrerequisites: Half-Elf, half-orc, or humanYou have a knack for learning new things. You gain the following benefits:
XGE p75
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Resilient | Ability: — | Ability: Any +1 | Ability: Proficiency in one ability | Ability: PHB | ||||||||||||||||||
ResilientPrerequisites: NoneChoose one ability score. You gain the following benefits:
PHB p168
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Revenant Blade | Ability: Elf | Ability: Str or Dex +1 | Ability: AC bonus; scimitar is finesse weapon | Ability: ERLW | ||||||||||||||||||
Revenant BladePrerequisites: ElfYou are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:
ERLW p22
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Ritual Caster | Ability: Int/Wis 13+ | Ability: — | Ability: Can cast ritual spells from ritual book | Ability: PHB | ||||||||||||||||||
Ritual CasterPrerequisites: Int/Wis 13+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. PHB p169
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Savage Attacker | Ability: — | Ability: — | Ability: Reroll weapon damage | Ability: PHB | ||||||||||||||||||
Savage AttackerPrerequisites: NoneOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. PHB p169
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Second Chance | Ability: Halfling | Ability: Dex, Con or Cha +1 | Ability: Force creature to reroll attack roll | Ability: XGE | ||||||||||||||||||
Second ChancePrerequisites: HalflingFortune favors you when someone tries to strike you. You gain the following benefits:
XGE p75
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Sentinel | Ability: — | Ability: — | Ability: Bonus opportunity attacks and reaction bonuses | Ability: PHB | ||||||||||||||||||
SentinelPrerequisites: NoneYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
PHB p169
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Shadow Touched | Ability: — | Ability: Int, Wis or Cha +1 | Ability: learn invisibility and another 1st lev spell | Ability: TCE | ||||||||||||||||||
Shadow TouchedPrerequisites: NoneYour exposure to the Shadowfell’s magic has changed you, granting you the following benefits:
TCE p
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Sharpshooter | Ability: — | Ability: — | Ability: No long range disadv; ignore ½ & ¾ cover; +10 dmg if -5 atk roll | Ability: PHB | ||||||||||||||||||
SharpshooterPrerequisites: NoneYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
PHB p170
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Shield Master | Ability: — | Ability: — | Ability: Shield bonuses, shove with shield | Ability: PHB | ||||||||||||||||||
Shield MasterPrerequisites: NoneYou use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
PHB p170
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Skill Expert | Ability: — | Ability: Any +1 | Ability: Skill proficiency; expertise in a skill | Ability: TCE | ||||||||||||||||||
Skill ExpertPrerequisites: NoneYou have honed your proficiency with particular skills, granting you the following benefits:
TCE p
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Skilled | Ability: — | Ability: — | Ability: 3 skills or tools proficiencies | Ability: PHB | ||||||||||||||||||
SkilledPrerequisites: NoneYou gain proficiency in any combination of three skills or tools of your choice. PHB p170
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Skulker | Ability: Dex 13+ | Ability: — | Ability: Hiding bonuses, Wis (Perception) bonus | Ability: PHB | ||||||||||||||||||
SkulkerPrerequisites: Dex 13+You are expert at slinking through shadows. You gain the following benefits:
PHB p170
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Slasher | Ability: — | Ability: Str or Dex +1 | Ability: Wound and disable targets with bladed weapon. | Ability: TCE | ||||||||||||||||||
SlasherPrerequisites: NoneYou've learned where to cut to have the greatest results, granting you the following benefits:
TCE p
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Spell Sniper | Ability: Spellcasting | Ability: — | Ability: One attack cantrip; spell range 2x; ranged ignores ½ & ¾ cover | Ability: PHB | ||||||||||||||||||
Spell SniperPrerequisites: SpellcastingYou have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
PHB p170
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Squat Nimbleness | Ability: Dwarf or Small Race | Ability: — | Ability: +5' movement; Acrobatics or Athletic prof, adv to escape grapple | Ability: XGE | ||||||||||||||||||
Squat NimblenessPrerequisites: Dwarf or Small RaceYou are uncommonly nimble for your race. You gain the following benefits:
XGE p75
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Svirfneblin Magic | Ability: Gnome (deep) | Ability: — | Ability: Spell: nondetection, blindness/deafness, blur, and disguise self | Ability: MTF | ||||||||||||||||||
Svirfneblin MagicPrerequisites: Gnome (deep)You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels. MTF p114
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Tavern Brawler | Ability: — | Ability: Str or Con +1 | Ability: Unarmed d4 dmg, prof improv. weapons, can grapple as bonus | Ability: PHB | ||||||||||||||||||
Tavern BrawlerPrerequisites: NoneAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
PHB p170
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Telekinetic | Ability: — | Ability: Int, Wis or Cha +1 | Ability: mage hand cantrip (with bonus features), shove creature telekinetically. | Ability: TCE | ||||||||||||||||||
TelekineticPrerequisites: NoneYou learn to move things with your mind, granting you the following benefits:
TCE p
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Telepathic | Ability: — | Ability: Int, Wis or Cha +1 | Ability: Speak telepathically (60'), detect thoughts spell | Ability: TCE | ||||||||||||||||||
TelepathicPrerequisites: NoneYou awaken the ability to mentally connect with others, granting you the following benefits:
TCE p
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Tough | Ability: — | Ability: — | Ability: Hit point bonuses | Ability: PHB | ||||||||||||||||||
ToughPrerequisites: NoneYour 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. PHB p170
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War Caster | Ability: Spellcasting | Ability: — | Ability: Concentration bonuses, somatic casting with weapons, cast spell as reaction | Ability: PHB | ||||||||||||||||||
War CasterPrerequisites: SpellcastingYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
PHB p170
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Weapon Master | Ability: — | Ability: Str or Dex +1 | Ability: Four weapon proficiencies | Ability: PHB | ||||||||||||||||||
Weapon MasterPrerequisites: NoneYou have practiced extensively with a variety of weapons, gaining the following benefits:
PHB p170
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Wood Elf Magic | Ability: Elf (Wood) | Ability: — | Ability: Spells: one druid cantrip, longstrider, pass without trace | Ability: XGE | ||||||||||||||||||
Wood Elf MagicPrerequisites: Elf (Wood)You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace 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. XGE p75
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