Feats

''Note: These are ALL available Feats. Feats not listed on this page aren't play-legal. Most of these are revised, and are not the same as what you'll find elsewhere under the same name.''

Honed Craft
Your long-term commitment to a craft grants you various benefits.
 * You gain proficiency with one chosen skill or tool. If you are already proficient in the skill or tool, you add double your proficiency bonus to checks you make with it.
 * When you make an ability check that benefits from proficiency granted by this feat and roll a 4 or lower, you may treat the roll as a natural 5. You can negate the effects of a critical failure with this feature once per long rest.

Acrobat
You become more nimble, gaining the following benefits:
 * Increase your Dexterity score by 1, to a maximum of 20.
 * You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * As a bonus action, you can make a DC 10 Acrobatics check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn. You can forgo this check if your Acrobatics modifier is +10 or more, but must still use a bonus action.

Animal Handler
You master the techniques needed to train and handle animals. You gain the following benefits:
 * Increase your Wisdom score by 1, to a maximum of 20.
 * You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.

Apothecary

 * Increase your Intelligence score by 1, to a maximum of 20.
 * You gain proficiency with two of the following: herbalism kit, alchemy supplies, poisoner’s kit.
 * You gain expertise with one of the tools you chose from this feat.

Arcana Seeker
You study the arcane arts, gaining the following benefits:
 * Increase your Intelligence score by 1, to a maximum of 20.
 * You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Brawny
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, pushing, and pulling capacity.

Diplomat
You master the arts of diplomacy, gaining the following benefits:
 * Increase your Charisma score by 1, to a maximum of 20.
 * You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
 * If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature's Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Empathic
You possess keen insight into how other people think and feel. You gain the following benefits:
 * Increase your Wisdom score by 1, to a maximum of 20.
 * You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make an Insight check contested by the target's Deception. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

Historian
Your study of history rewards you with the following benefits:
 * Increase your Intelligence score by 1, to a maximum of 20.
 * You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * When you take the Help action to aid another creature's ability check, you can make a DC 15 History check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.

Investigator
You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
 * Increase your Intelligence score by 1, to a maximum of 20.
 * You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * You can take the Search action as a bonus action.

Medic
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 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.

Menacing
You become fearsome to others, gaining the following benefits:
 * Increase your Charisma score by 1, to a maximum of 20.
 * You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Intimidation check contested by the target's Insight. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

Naturalist
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.

Perceptive
You hone your senses until they become razor sharp. You gain the following benefits:
 * Increase your Wisdom score by 1, to a maximum of 20.
 * You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * Being in a lightly obscured area doesn't impose disadvantage on your Perception checks if you can both see and hear.

Performer
You master performance so that you can command any stage. You gain the following benefits:
 * Increase your Charisma score by 1, to a maximum of 20.
 * You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * While performing, you can try to distract one humanoid you can see. The humanoid must see and hear you. Make a Performance check contested by the humanoid's Insight check. If your check succeeds, you grab the humanoid's attention enough that it makes Perception and Investigation checks with disadvantage until you stop performing.

Quick-Fingered
Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
 * Increase your Dexterity score by 1, to a maximum of 20.
 * You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * As a bonus action, you can make a Sleight of Hand check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

Silver-Tongued
You develop your conversational skill to better deceive others. You gain the following benefits:
 * Increase your Charisma score by 1, to a maximum of 20.
 * You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Deception check contested by the target's Insight. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.

Stealthy
You know how best to hide. You gain the following benefits:
 * Increase your Dexterity score by 1, to a maximum of 20.
 * You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.

Survivalist
You master wilderness lore, gaining the following benefits:
 * Increase your Wisdom score by 1, to a maximum of 20.
 * You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * You learn the Alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Theologian
Your extensive study of religion rewards you with the following benefits:
 * Increase your Intelligence score by 1, to a maximum of 20.
 * You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * You learn the Thaumaturgy cantrip and Detect Evil and Good spells. You can cast Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Great Weapon Master
''Prerequisites: Str. 13+, proficiency with at least one Heavy weapon''
 * On your turn, when you score a critical hit with a heavy melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
 * Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, it deals additional damage equal to double your proficiency bonus.

Spell Sniper
Prerequisites: Casting stat 13+, ability to cast at least one ranged spell
 * When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
 * Your ranged spell attacks ignore half and three-quarters cover.
 * Before you cast a spell that requires an attack roll, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, it deals additional damage equal to double your proficiency bonus.

Sharpshooter
''Prerequisites: Dex. 13+, proficiency with at least one Ranged weapon''
 * Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
 * Your ranged weapon attacks ignore half cover and three-quarters cover
 * Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, it deals additional damage equal to double your proficiency bonus.

Dagger Mastery
Your talent with daggers, sickles, and darts imparts various benefits upon you.
 * You gain +1 to attack rolls with daggers, sickles, and darts.
 * Your natural critical hit range with daggers, sickles, and darts is increased to 19-20.
 * Your thrown range for daggers and darts is now 60/60.
 * A hand wielding a weapon affected by this feat is considered empty for purposes of somatic components of spells and the Dueling fighting style.

War Caster
Prerequisites: Casting stat of 13+, the ability to cast at least one offensive spell
 * You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
 * You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
 * When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Bow Expert
You master archery, and gain the following benefits with bows:
 * You gain a +2 bonus to attack rolls you make with bows.
 * Your natural critical hit range with bows is increased to 19-20.
 * Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with bows.

Blade Mastery
You master the shortsword, longsword, scimitar, greatsword, rapier, saber, and whip sword in either form. You gain the following benefits when using any of them:
 * You gain a +1 bonus to attack rolls you make with the weapon.
 * Your natural critical hit range with the weapon is increased to 19-20.
 * When a creature you can see attacks a target other than you with a melee attack that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
 * While wielding a sword and an enemy rolls with disadvantage and neither roll would have hit, they provoke an opportunity attack.
 * When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Crossbow Expert
You master the fine mechanics behind crossbows, and gain the following benefits with them: Errata: This feat DOES allow for dual-wielding hand crossbows.
 * You gain a +1 bonus to attack rolls you make with crossbows.
 * Your natural critical hit range with crossbows is increased to 19-20.
 * You ignore the Loading property of crossbows with which you are proficient.
 * Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with crossbows.

Fell Handed
You master the handaxe, battleaxe, warhammer, maul, and greataxe. You gain the following benefits when using any of them:
 * You gain a +1 bonus to attack rolls you make with the weapon.
 * Your natural critical hit range with the weapon is increased to 19-20.
 * Whenever you have advantage on a melee attack roll you make with the weapon and hit, and if the target is size Medium or smaller, you can knock the target prone if the lower of the two d20 rolls would also hit the target.

Anti-Armor Mastery

 * You gain a +1 bonus to attack rolls you make with light hammers, maces, clubs, greatclubs, morningstars, war picks, flails and weighted chains.
 * Your natural critical hit range with light hammers, maces, clubs, greatclubs, morningstars, war picks, flails and weighted chains is increased to 19-20.


 * When attacking an enemy with an armor class of 17 or higher due to heavy armor/natural armor, you gain +2 to your attack rolls against that creature with the weapon.


 * When you hit with an opportunity attack using a weapon affected by this feat, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Polearm Master

 * When you take the Attack action and attack with only a pike, glaive, halberd, scythe, lance, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
 * Your natural critical hit range with pikes, glaives, halberds, scythes, lances, and quarterstaves is increased to 19-20.
 * While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Shield Master

 * Increase your Strength or Constitution score by 1, to a maximum of 20.
 * If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
 * If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. You still take full damage on a failure.
 * If you are already proficient in Heavy armor, you gain proficiency with Tower Greatshields.

Spear Mastery

 * You gain a +1 bonus to attack rolls you make with a spear or trident.
 * Your natural critical hit range with spears and tridents increased to 19-20.
 * Spears and tridents thrown by you ignore half cover and have a range of 60/60.
 * When you use a spear or trident, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands.
 * When you wield a spear or trident with two hands, it gains the Reach property.

Whip Mastery

 * You gain a +1 bonus to attack rolls you make with a whip.
 * Your damage die with whips changes to a d6.
 * Your natural critical hit range with whips is increased to 19-20.
 * While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
 * You can use a whip to attempt to Disarm, Shove (Trip), or pull a target 5 feet closer (same rules as shoving) as an action against a target within your whip's range.

Brawling Mastery
Having become accustomed to rough-and-tumble fighting using just the weapons you were born with, you gain the following benefits:
 * You gain a +1 bonus to attack rolls you make with unarmed strikes (and fist weapons).
 * Your natural critical hit range with unarmed strikes (and fist weapons) is increased to 19-20.
 * If your current damage die for unarmed attacks is 1d1, it is increased to 1d4.
 * Before you make an unarmed strike, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, it deals additional damage equal to double your proficiency bonus.

Armor Training
Prerequisites: Str. 10+
 * You gain one "tier" of armor proficiency. None to Light, Light to Medium/Shields, Medium/Shields to Heavy. You can take this feat multiple times.

Counter-Weapon Training

 * Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
 * Choose a type of physical damage from Slashing, Piercing, and Bludgeoning. As a reaction, you can impose disadvantage on melee attacks made against you with the type of primary damage type you chose until the end of your next turn.

Parrying Stance
''Prerequisites: Dex. or Str. 13+''
 * Increase your Strength or Dexterity score by 1, to a maximum of 20.
 * While wielding at least one melee weapon of which you are proficient with, you may choose to suffer disadvantage on all attacks in a round in order to force all opponents to suffer disadvantage on melee attacks against you. You are unable to cast spells besides Cantrips during your turn when you use this feature.

Hunter of the Night

 * You gain proficiency in Arcana or Religion.
 * You gain a +1 bonus to your attack and damage rolls made against Aberrations, Fiends, Undead, and Monstrosities, and a +1 bonus to your AC against their attacks.
 * You may reroll a failed save against an ability used by one of these types of creatures. You may only use this ability a number of times per long rest equal to your proficiency bonus.
 * Your critical threat range against these types of creatures increases by 1.

Beast Slayer

 * You gain proficiency in Survival.
 * You gain a +1 bonus to attack rolls and damage made against Beasts, Fey, Dragons, and Giants, and a +1 bonus to AC against their attacks.
 * You may reroll a failed save against an ability used by one of these types of creatures. You may only use this ability a number of times per long rest equal to your proficiency bonus.
 * Your critical hit range against these types of creatures increases by 1.

Rapid Response
''Prerequisites: Dex. or Wis. 13+''
 * Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
 * After rolling for initiative but before the first turn of combat, you may draw and make a single attack with a ranged or finesse weapon of which you are proficient with. If multiple creatures are present who have the ability to act before initiative begins, these actions resolve in initiative order.

Defensive Duelist
''Prerequisites: 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.

Prowess
Prerequisites: Dex. or Str. 13+
 * Increase your Dexterity or Strength score by 1, to a maximum of 20.
 * You learn one Fighting Style of your choice.
 * This feat can be taken a maximum of twice.

Actor

 * Increase your Charisma score by 1, to a maximum of 20.
 * You gain 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.

Athlete

 * Increase your Strength or Dexterity score by 1, to a maximum of 20.
 * When you are prone, standing up uses only 5 feet of your movement.
 * Climbing doesn’t cost you extra movement.
 * You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Alert

 * You can’t be surprised while you are conscious.
 * You gain a +5 bonus to your initiative modifier.
 * Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Charger

 * When 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).

Dual Wielder

 * 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. Note: This does not allow for dual wielding Heavy weapons.
 * You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

 * You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
 * You have advantage on saving throws made to avoid or resist traps.
 * You have resistance to the damage dealt by traps.
 * You can search for traps while traveling at a normal pace, instead of only at a slow pace.

Healer
Prerequisites: Medicine proficiency
 * When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
 * As an action, you can spend one use of a healer’s kit to tend to a conscious creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Inspiring Leader
''Prerequisites: 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 1d8 + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. The amount of temporary hit points gained increases to 1d10 at 5th level, 2d6 at 10th level, and 4d4 at 15th level.

Keen Mind
''Prerequisites: Int. 13+''
 * Increase your Intelligence score by 1, to a maximum of 20.
 * You always know which way is north.
 * You always know the number of hours left before the next sunrise or sunset.
 * You have advantage on Intelligence checks made to recall information.

Linguist

 * Increase your Intelligence score by 1, to a maximum of 20.
 * You learn two languages of your choice.
 * You can ably 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.

Mage Slayer

 * When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
 * When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
 * You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Magic Initiate
Prerequisites: Casting stat of 13+
 * Choose a class: Bard, Cleric, Druid, 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.
 * Your spellcasting ability for these spells depends on the class you chose: Charisma for Bard or Warlock; Wisdom for Cleric or Druid; or Intelligence for Wizard.
 * This feat can be taken a maximum of twice.

Martial Adept
''Prerequisites: Str. or Dex. 13+''
 * You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).


 * If you already have superiority dice, you gain one more; otherwise, you have two superiority dice, which are d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Observant

 * Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
 * 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 Intelligence (Investigation) scores.

Ritual Caster
''Prerequisites: Int. or 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.

Skulker
''Prerequisites: Dex. 13+''
 * 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.

Tough
''Prerequisites: Con. 13+''
 * Your hit point maximum increases by 1d4 per level.

Firearm Proficiency
''Prerequisites: Int. 15+''

You have learned the essentials of firearm upkeep and creation, and can use them to a reasonable degree.
 * Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
 * You gain proficiency with firearms and tinker's tools.
 * You learn basic firearm crafting recipes.

Mobile
''Prerequisites: Dex. 15+''

You are exceptionally speedy and agile. You gain the following benefits:
 * Your speed increases by 5 feet.
 * While you are wearing light or no armor, your speed increases by an additional 5 feet.
 * When you Dash during your turn, attacks of opportunity against you are made with disadvantage.

Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
 * You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
 * You can force an attack targeted at your mount to target you instead.
 * If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Resilient
Choose one ability score. You gain the following benefits:
 * Increase the chosen ability score by 1, to a maximum of 20.
 * You gain proficiency in saving throws using the chosen ability.

Savage Attacker

 * Once per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.
 * Critical hits with melee weapon attacks deal additional damage equal to your proficiency bonus.

Skilled
You gain proficiency in any combination of 3 skills or tools of your choice.

Medium Armor Mastery
Prerequisites: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:
 * Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
 * When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Heavy Armor Mastery
Prerequisites: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:
 * Increase your Strength score by 1, to a maximum of 20.
 * While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Weapon Mastery
You have practiced extensively with a variety of weapons, gaining the following benefits:
 * Increase your Strength or Dexterity score by 1, to a maximum of 20.
 * You gain proficiency with four simple or martial weapons of your choice.

Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
 * When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
 * Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
 * When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Racial Feats
These are feats available only to specific races. You cannot take a feat if you aren't the prerequisite race.

Aarakocra, Andra, Dragonborne, Drake, Dwarf, Fey Elf, Feyfolk, HalfDBorne, HalfElf, HalfOrc, HalfTief, Human, Khyberi, Kobold, Naga, Proniscan Elf, Ravenfolk, Ruri, Sahalia, Skaven, Tabaxi, Tiefling, Cambion, Corvian, Dhampir, Fe'anaam, Kimaera, Lacertia, Mirashai, Orc, Reinling

Dragon Wings
Prerequisites: Dragonborne or Half-Dragonborne, chosen at 1st level
 * You sprout draconic wings. With your wings, you have a lesser flying speed equal to your walking speed while not over encumbered or wearing heavy armor.

Dragon Breath-
Prerequisites: Dragonborne, chosen at 1st level
 * Increase your Constitution score by 1, to a maximum of 20.
 * (wip)

Elven Accuracy
Prerequisites: Half-Elf, Proniscan Elf, or Fey Elf
 * Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
 * Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the attack roll dice once.

Everybody's Friend
Prerequisites: Half-Elf
 * Increase your Charisma score by 1, up to a maximum of 20.
 * You gain proficiency in the Deception and Persuasion skills, or Expertise if already proficient.

Winds of Cocytus
Prerequisites: Central Tiefling or Half-Central Tiefling

When casting a spell dealing damage affiliated with your fiendish heritage (cold for Central Tieflings, fire for Shrubland), you can cause some additional power to linger shortly thereafter.
 * Increase your Intelligence or Charisma score by 1, to a maximum of 20.
 * When you roll Cold damage for a spell you cast, you can reroll any roll of 1 on the damage dice, but you must use the new roll, even if it is another 1.
 * Whenever you cast a spell that deals Cold damage, you can cause flames or luminous flurries to wreathe you until the end of your next turn. The summoned elements don't harm you or your possessions. While the cloak is present, you gain an amount of temporary hit points equal to your level.

Hellfire
Prerequisites: Shrubland Tiefling or Half-Shrubland Tiefling
 * Increase your Intelligence or Charisma score by 1, to a maximum of 20.
 * When you roll Fire damage for a spell you cast, you can reroll any roll of 1 on the damage dice, but you must use the new roll, even if it is another 1.
 * Whenever you cast a spell that deals Fire damage, you can cause flames or luminous flurries to wreathe you until the end of your next turn. The summoned elements don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the cloak is present, when any creature hits you with a melee weapon attack, the flames lash out, dealing Fire damage equal to your proficiency bonus.

Determination
Prerequisites: Human or Half-Human

You can occasionally draw on your humanity to overcome great odds.
 * Increase an ability score of your choice by 1, to a maximum of 20.
 * Once per long rest, when you make an attack roll, saving throw, or ability check, you can do so with advantage. Rolls that would have been made at disadvantage prior to using this ability are still made with advantage on use.

Aggression
Prerequisites: Half-Orc
 * Increase your Strength or Constitution score by 1, up to a maximum of 20.
 * As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
 * Immediately after you use your Relentless Endurance trait, you can make one weapon attack.

Prodigy
Prerequisites: Human or Half-Human
 * You gain Expertise in one skill or tool with which you are proficient.
 * You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.

Squat Nimbleness
Prerequisites: Andra, Kobold, or Dwarf
 * Increase your Strength or Dexterity score by 1, to a maximum of 20.
 * Increase your walking speed by 5 feet.
 * You gain proficiency in the Acrobatics or Athletics skill (your choice).
 * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Nocturnal Pursuit
Prerequisites: Dhampir
 * Increase your Intelligence or Charisma score by 1, to a maximum of 20.


 * As a bonus action, you can vanish into a cloud of black smoke, becoming invisible until the start of your next turn. While invisible, your ground movement speed is doubled, and you can make weapon attacks without breaking invisibility. You can use this ability once per long rest.

Woodfolk
Prerequisites: Fé'anaam 
 * Increase your Wisdom score by 1, up to a maximum of 20.


 * You learn the magic of the primeval woods, which are revered and protected by your people. You learn two Druid cantrips of your choice. You also learn the Longstrider, Animal Friendship and Pass without Trace spells, each of which you can cast once per long rest without expending a spell slot. Wisdom is your casting stat for these spells.

Infallibility
Prerequisites: Khyberi
 * Increase your Constitution or Wisdom score by 1, up to a maximum of 20.


 * Once per short rest, you can grant yourself advantage on a saving throw against being frightened, stunned, charmed, deafened, blinded, or petrified.

Channel Bloodline
Prerequisites: Kimaera

Prerequisites: Wisdom 13+
 * Increase your Wisdom score by 1, up to a maximum of 20.


 * You gain one of the following Channel Divinity options, and can use them twice per long rest: Invoke Duplicity, Cloak of Shadows, Path to the Grave.

Aerial Warden
Prerequisites: Aarakocra
 * Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
 * You gain proficiency in the Perception skill, or Expertise if already proficient.
 * Once per turn, if you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.

Residuum of Tiamat
Prerequisites: Mirashai


 * Your unarmed strikes now deal 1d4 + your Strength modifier damage with a type determined by your Mirashai ancestry type.
 * When you cast a spell that deals damage of the type associated with your Mirashai ancestry, you can add your Constitution modifier to that damage. This damage bonus applies to one damage roll of a spell, not multiple rolls.