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The Racial Feat Compendium This is a complete list of racial feats for every offical race in D&D Se. There is atleast 3 feats advalable to each race allowing for a diverce set of option to choose from, This was mainly designed with the idea of giving races a free racial feat at level 1, and since there wasn't feats for every race, | made them. Lhave also reworked many of the previous racial feats; none of the feats are on the power level ofa half feat. ‘New character creation options When you make a character, to increase build variety you may choose one racial feat atlevel 1 (Optional) Additionally when take a racial feat, you may increase of an ability of you choice by 1, to a maximum of 20. ‘Language Clarification In this document, may refer to a couple of terms that are ‘not in core DnD. This is just a clarification for what these ‘+ Critical Hit Range: the range of numbers that a character can critically hit on with an attck with, typically his is just 1, with most characters critting only (020. Champions Fighters however have a critical hit range of 2, crtting on a 19, or 20. Ifyour critical hit range increases, then lower the minimum number needed to crit by the increase. For example a Champion Fighter with a crit range increase of 1 would Crit on a 18, 19, or 20, for a total crit range of 3. Aarakocra ‘Aarakoca Elemental Magic Prerequisite: larakocra Your study of the air and winds has unlocked power that few other Aarakocra possess. Drawing on your ancestry, you can manipulate the air to create several effects. You gain the following benefits ‘= You learn the Gust cantrip. + Choose from either the Cloud of Daggers spell, the Dust Devil spell, or the Warding Wind spell. You. learn the chosen spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence, Wisdom or Charisma Is your spellcasting, ability for these spells = When you make an attack roll and hit, you can direct a force of wind toward the target and farce it to be pushed up to 5 feet away from you. A large or larger Creature or object is unaffected by this, ‘Wind Warden Prerequisite: Aarakocra or Owlin You are trained for both scouting the skies and aerial ‘combat. You gain the following benefits: + You gain proficiency in Wisdom (perception) checks. If you already have proficiency in Wisdom (perception) checks, then you gain expertise in them. + You gain proficiency with spears, javelins and nets. * Your flying speed no longer provokes opportunity attacks unless the attacker has advantage. + When you are flying and dive at least 10 feet towards 2 target before hitting itwith a melee weapon, you can, cause the attack to deal additional weapon damage equal to your proficiency bonus. Cormoranti Prerequisite: Aarakocra You are one of the cormoranti, aarakocra who have ‘adapted to life along the shores of the world. You gain the following benefits: * You gain the amphibious trait meaning you can breath normally in both air and water. + Your learn the shape water cantrip as well as the create or destroy water spell, You can cast create or destroy water once, without expending a spell slot. After you finish a short or long rest you regain the ability to cast create or destroy water in this way. Intelligence, Wisdom or Charisma is your spellcasting. ability for these spells, + You gain a swimming speed equal to your flying speed. Aasimar ‘Divine Warrior Prerequisite: Aasimar Your divine ancestry has gifted you with more spells typical to those strong of faith. You gain the following benefits: + Choose a cantrip from the cleric spelllist. You learn the chosen cantrip. * Choose a first level spell and a second level spell from the cleric or paladin spell lists. You learn the chosen spellsand can cast them once at their lowest level without expending a spell slot, You regain the ability to cast the spell in this way when you finish a short or long, rest, + Intelligence, Wisdorn, ar Charisma is your spellcasting abllty for al these spells. Divine Jfealth Prerequisite: Aasimar Your divine connection gifts you with better health and resistance to harm. You gain the following effects ‘= Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point, = You become imMrune disease + You become resistant to poison damage and you gain advantage on saving throws against being poisoned, ‘Enhanced Celestial Revelation Prerequisite: Aasimar Your celestial heritage is stranger than others of your kind, granting you more control over and benefit from your Celestial Revelation trait. You gain the following benefits: ‘+ You gain one additional use of your Celestial Revelation ability that is regained upon finishing a long rest. ‘+ While transformed via your Celestial Revelation trait, radiant damage or necrotic damage that you deal with the trait is doubled. ‘+ When you use your Celestial Revelation trait, you gain the following benefits depending on the chosen. revelation: © 4.Your necrotic shroud trait also makes creatures that fail the saving throw stunned until the end of your next turn = 2.When you use your radiant consumption feature, you can choose which creatures take radiant ‘damage at the end of each of your turns, ‘+ 3.While you are transformed via your radiant soul feature, at the start of each of your turns you can heal one creature that you can see within 10 feet cf you hit points equal to your proficiency bonus. Autognome Enhanced Armour Plating Prerequisite: Warforged or Autognome Your creator made you from an atypical material, or included your natural armour with protective magic that has enhanced your abilty o resist damage. Choose one of the following options: ‘+ Adamantine Plating. Your body has been reinforced ‘with Adamantine, granting you greater resistance to ks, Your armour class increases by 1 and you become immune to critical hits. fa hit was to be a critical one, it instead becomes a normal one. ‘+ Ironwood Body. Your bodys constructed from a light, organic wood that is as hard as steel that allows you to bbe more nimble without giving up protection. Your movement speed increases by 10 feet. When you make a dexterity saving throw to avold damage, you may reduce the damage you do take by half, + Elemental Warding. Your body is enchanted with magic that helps ward against the elements. When you finish a lang rest, you may choose a damage type: acid, cold, fire, lightning, or thunder. You gain resistance to ‘the chosen damage type until you next finish a long, rest, Additionally, when you take damage of one of those damage types, you may use your reaction and expend a hit dice to cast absorb elements. Squat ‘Nimbleness Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan You are uncommonly nimble for your race. You gain the following benefits: + Increase your walking speed by 5 feet. * You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice) * You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled, Jfealing Factory Prerequisite: Autognome Your creator designed you to benefit more from several spells and effects that preserve life; You gain the following, benefit. + You learn the mending cantrip. You can cast it using your bonus action once, after witch you must finish a short rest before you can do so again. Intelligence, Wisdom, or Charisma is your spelicasting ability for this, spell ‘+ When you use your ‘Healing Machine’ racial trait to expend your hit dice to heal when the mending cantrip is cast on you, you can expend a number of hit dice equal to your proficiency bonus, rather than just one: + When you reave healing, you can increase that healing by an amount equal to your proficiency bonus. + In addition to the healing spells present on your ‘Healing Machine’ trait, you are also effected by the following spells: Heal, Mass Heal, Power Word Heal, and Prayer of Healing ‘Bugbear Brutish Force Prerequisite: Bugbear Your strength on the battlefield is unmatched in its primal ferocity. You gain the following benefits: ‘= Your Critical Hit range increases by 1 ‘= When you make a melee weapon attack against a creature, you may choose to do so with advantage. If the attack hits, you roll one of the weapon's damage dice an additional time and ada it as extra damage. You can use this ability a number of time equal to your, proficiency bonus, and you regain all expended uses when you finish a long rest. you land a critical hit, you regain one use of this feature, Grappling Limbs Prerequisite: Sugbear Your limbs are built to help you when it comes to Brappling, you gain the following benefits: ‘+ You have advantage when rolling to grapple a creature, and creatures have disadvantage when rolling to escape your grapples. ‘+ You can have up to two creatures grappled at atime. If you attempt to grapple a third, the other two are set free. ‘= You can add your proficiency bonus to the damage roll of any creature that you are grappling. ‘Warborn Prerequisite: Goblin, Verdan, Hobgoblin, or Bugbear ‘You were born during the conquest of a host and carried asa battle standard, You learned many things from watching the slaves of the host. You gain the following benefits: ‘Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a evel thereafter, your hit point maximum Increases by an additional 1 hit points. ‘You gain proficiency with one weapon, one tool, and you learn a language of your choice. + You gain advantage on saving throws against being. charmed or frightened, Centaur Grand Galloper Prerequisite: Centaur Your legs grow even stronger from hard training or ‘extended use, and you feel even faster than before. You gain the following benefits: ‘= You can take the dash action as a bonus action on each of your turns. ‘+ Opportunity attacks made against you are done so with disadvantage. + When you take the dash action, you may make one attack with your hooves. + Your hooves damage increases to 1d8 + your strength modifier. Additionally your hooves now count as ‘magical for the purposes of overcoming resistance. ‘Routing Charger Prerequisite: Centaur You are a dangerous foe to face for an unmounted ‘opponent, and your intimidating presence can cause ‘enemies to break ranks and flee. You remain relentless in your pursuit of a fleeing foe. You gain the following benefits: + You gain proficiency with the Charisma(Intimidation) skill. Fyou already have proficiency with the Charisma(Intimidation) skill, then you gain expertise in it * When you critically hit or reduce a creature to 0 hit points, you can attempt to frighten nearby foes who are your size or smaller. Creatures of your choice that can See or hear you that are within 20 feet must make a Wisdom saving throw. On a failure, they are frightened of you for 1 minute, At end ofits turn, a frightened creature may repeat the saving throw, ending the effect ona success, The DC for this save Is equal to your Strength or Charisma modifier + your proficiency bonus +8, ‘+ When a hostile creature provokes an attack of opportunity from you, or uses the dash, or disengage action within your melee attack range, you can move up. to half your speed after the attack, or movement of the other creature, This movement doesn't provoke attacks of opportunity, + You have advantage on attack rolls against creatures that are smaller than you if they are frightened of you. ‘Unicorn Magic Prerequisite: Centaur ‘Your family is one of the few lucky enough to have a bloodline with a unicorn ancestor. Once dormant magic now courses through your veins, providing you with spellcasting typical of unicorns. You gain the following benefits: + You can choose to grow a unicorn horn on your forehead. + You learn the druideraft cantrip. + You learn the detect evil and good spell and can cast, iat wil + You learn the entangle spell and the pass without trace spell. You can cast each once without expending a spell slot. Once you cast either of these spells in this way, you cant cast that spell in this way again until you finish a long rest + Intelligence, Wisdor, or Charisma is your spellcasting ability for these spells Changeling Dragonborn Chameleon Prerequisite: Changeling Your shapechanging is so complex, that itis hard to see through it even by magical means, You gain the following benefits: ‘You have advantage on any saving throws against spells or effects designed to reveal your true nature, including divination spells. + Once per short rest, ifyou fail a Charimsa (Deception) ability check, you can reroll the check; you must take the new roll + You can cast the nondetection, targeting yourself, at will. Charisma is your spellcasting ability for this spell Morphic Body Prerequisite: Changeling Your control aver your body allows you some control of your internal organs as well as your external appearance, You gain the following benefits + You gain resistance to poison damage and you gain advantage on saving throws made against being poisoned, ‘+ When you take damage, you can use your reaction to make yourself resistant to that damage unt! the start of your next turn, ‘© When you suffer a cirtical hit, you can instead make ita normal hit. You can use this ability a number of times equal to your Constitution modifier (minimum of once), after which you must finish a long rest before you can do so again. ‘Evasive Morphing Prerequisite: Changeling You have learned to use your physical ability to be able to more out of the way of certain attacks. You gain the following benefits: ‘= When you calculate your armour class, you can use your Charisma modifier, rather than your Dexterity modifier. + Ifyou are subjected to an effect that allows you to make a Dexterity saving thraw to take only half damage, you can use your reaction to reduce that damage by an amount equal to your Charisma modifier rmubkiplied by your Proficiency bonus (minimum of 1). Using this ability reveals your shapeshifting nature to ‘any creature that can see you. ‘+ When a creature within 30 feet you can see makes an k roll against you, you can use your reaction to shift your form to impose disadvantage on the roll. Using this ability reveals your shapeshifting nature to any creature that can see you. ‘Dragon Fear Prerequisite: Dragonborn When angered, you can radiate menace. You gain the following benefts: You gain proficiency in Charisma( Intimidation) checks. If you already have proficiency in Charisma (Intimidation, ‘then you gain expertise in them, ‘+ Whenever you can expend a use of your Breath Weapon trait, you can also let out a roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save fit can’t hear or see you, Ona failed save, a target becomes frightened of you for 1 minute, At the end of each of the frightened targets ‘turns, can repeat the saving throw, ending the effect on itself on a success. you wish, you can forgo using, your breath weapon and just roar. When you do any Creature that makes the save, does so with disadvantage. ‘Dragon Hide Prerequisite: Dragonborn You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: * Your scales harden. While you aren't wearing armour, you can calculate your AC as 13+ your Dexterity modifier. You can use a shield and still gain this benefit, * You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action, The claws are natural weapons, which you can Use to make unarmed strikes. you hit with them, you deal slashing damage equal to 1d4-+ your Strength or Dexterity modifier, instead of the normal bludgeoning, damage for an unarmed strike, ‘Dragon Sight Prerequisite: Dragonborn Your draconic ancestors grant you improved sight and detection as well as an eye for wealth. You gain the following benefits: + You gain proficiency in Wisdom (Perception) checks. If you already have proficiency in Wisdom (Perception), ‘then you gain expertise in them, + You gain advantage on Intelligence (Investigation) checks that are made to locate coins and other valuable items, and you gain advantage on skill checks to determine the value of an item, + You gain a darkvision out to a range of 60ft and blindsight out a range of 10ft. Dwarf Dwarven Fortitude Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: You gain advantage on death saving throws. ‘= Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points. ‘+ Whenever you take the Dodge action in combat, you can spend one or more Hit Die to heal yourself Rall the dle, add your Constitution modifier, and regain a number of hit points equal to the total minimum of 1). Squat Nimbleness Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, ar Verdan You are uncommonly nimble for your race. You gain the following benefits: ‘= Increase your walking speed by 5 feet. + You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skil (your choice), + You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled. ‘= You can take the disengage action, and the dodge action as a bonus action, on each of your turns. ‘The Unshaken Mountain Prerequisite: Dwarf or Rock Gnome You the blood of the old heroes makes you fearless in the face of grave danger and challenge. You gain the following benefits + You have advantage on saving throws against being frightened, ‘+ When fighting a creature thats larger than you, Ifyou fall a saving throw you can instead chose to succeed. ‘Once you use this ability, you must finish a long rest bbefore you can do so again, tf ‘Elven Accuracy Prerequisite: Ef, or Hat it The accuracy of elves is legendary, especially that of elf archers and spelicasters. You have uncanny aim with attacks that rely on precision rather than brute force, You gain the following benefits: ‘+ Whenever you hit with an attack that isnt a critical hit, your critical hit range increases by 1. This benefits stacks until you land a critical hit, miss an attack, or enter or exit combat, after which itresets to your default + Whenever you have advantage on an attack roll, you can reroll one of the dice once. ‘Drow High Magic Prerequisite: Drow You learn more of the magic typical of dark elves. You gain the following benefits: + 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 short or long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability forall three spells. + When another creature succeeds on a saving throw against your spell save DC, you can force that creature to re-roll their save. It must then take the second roll. Once you use this ability, you cannot use it again until you finish a short or long rest. ‘Drow Shadow Magic Prerequisite: Drow You learn to blend into the shadows. You gain the following benefits: + You can attempt to hide even if you are only lightly obscured, + You learn the darkness spell and you can cast it at will Intelligence, Wisdom, or Charisma is your spelleasting ability for this spell + While you are in complete darkness you become ‘magically invisible. You remain invisible until you enter light, attack or casta spell; at which point you become visible until the start of your next turn, ‘Eladrin Seasons Prerequisite: Fladrin You are more intouch with the season that others of your kind, You gain the following benefits: + You are in touch with the forces of nature giving you proficiency in intelligence (nature) checks. + You gain a benefit depening on your current season: 1, Autumn: You are an Eladrin that is associated with ‘Autumn. You are a peaceful soul who is good willed towards people. You often share what you don't need. with others and think the best of people. Your appearance changes to represent the colours of autumn with colours such as orange, red and yellow. You also gain the following benef + The cycle of life ends with autumn when the plants start to die and animals begin to stockpile for the winter. This familiarity gives you resistance to necrotic damage. + You also learn the powers that dictate the power of decay. You learn the chill touch cantrip and the bane spell, which you can cast at 1st level once per short rest, Your spelleasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. 2. Spring: You are an Eladrin that is associated with Spring, You are upbeat and cheerful. You lke people and you make a lot of friends and most people look Unto you for your natural leadership skils. Your appearance changes to represent the colours of Spring with colours such as green, yellow and blue, You also gain the following benefits: ‘+The storms of spring bring new life into the land. This familiarity gives you resistance ta lightning damage. ‘+ You also learn to harness the power of some storms, You learn the lightning lure cantrip and the thunderwave spell, witch you can cast at 1st level once per short rest, Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma, 3, Summer: You are an Eladrin that is associated with Spring. You are bold and a natural leader. You are you a natural leader and your leadership is highly valued. You also are aggressive towards people you don't trust. Your appearance changes to represent the colours of Summer with colours such as yellow. You also gain the following benefits: ‘© The heat of summer is well followed by you, This familiarity gives you resistance to fire damage. ‘You also learn to harness the power of summer and is. heat. You learn the produce flame cantrip and the burning hands spell, which you can cast at 1st level once per short rest. Your spellcasting ability modifier for these spells is intelligence, Wisdom, or Charisma. 4, Winter: You are an Eladrin that is associated with Winter. You are a quiet person who overly frank with others, You don't keep the company of many though your not hostile towards others. Your appearance changes to represent the colours of winter with colours such as white and blue, You also gain the following benefits: ‘+ You are comfortable with cold and frigid temperatures. This familiarity gives you resistance to cold damage. + You learn to cool water into ice, You learn the ray of frost cantrip and the frost fingers spell, which you can cast at 1st level once per short rest. Your spelicasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. Fey Spirit Magic Prerequisite: Eladrin You are more in touch with the fickle magics of the Feywild than others of you kind, allowing you to alter your form. You gain the following benefits: ‘+ You learn to speak, read, and write Sylvan. Ifyou already know Sylvan, you can learn a different language, + You learn the alter se/fspell and can cast it at will. You also learn the faerie fire spell and the charm person ‘spell. You can cast each of these spells once without expending a spell sot and you regain the ability to do so once you complete a short or long rest. Your spelicasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. Fey Teleportation Prerequisite: Elf (high), Elf (Aereni high), or Ef (Valenar 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 + You learn to speak, read, and write Sylvan. Ifyou already know Sylvan, you can learn a different language. + You learn one of the following cantrips: produce flame, ray of frost, lightning lure, or chill touch. Your spelicasting ability modifier for the cantrip is. Intelligence, Wisdom, or Charisma, + Asa bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see, You can use ‘his trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. High Elf Magic Prerequisite: Elf(high Elf Aereni high) or Elf(Valenar high) Your study of high elven divination lore has unlocked ‘magical power that few other elves possess. Drawing on your innate spelicasting, you can cast spells at will that ‘others would have to use power to, You gain the following, benefits: * You learn the identify spell and the comprehend languages spell that you can cast at will. Your spelicasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. + When you cast a spell that deals damage, you can add your proficiency bonus to the damage. Wood Elf Magic Prerequisite: Eif wood), Elf- Valenar Wood Elf, or Elf. Aereni Wood Elf You learn the magic of the primeval woods, which are revered and protected by your people. You gain the following benefits + 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 short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. + When you cast a spell that applies a buff to target. ithe duration is 1 minute or longer, you can cause the duration to be doubled for this casting. Once you use this ability, you cannot do so again until you finish a short or long rest Magic of the Grove Prerequisite: Elf (wood), Eif- Valenar Wood Elf or if- Aereni Wood Elf There are few as attuned to the forest as you. You gain the following benefits ‘+ You learn Druidic, the secret language of druids. + You learn the barkskin spell and can castit at will. ‘+ You learn the entangle spell and the spike growth. You can cast each of these spells once without expending a spell slot. You regain the ability to cast the spell in this way after finishing a short or long rest. + Your spelicasting ability modifier for these spells is Intelligence, Wisdom, or Charisma, Aguan Magic Prerequisite: Triton or Sea if You are more attuned to the magic of the Elemental Plane ‘of Water than others of your kind. You gain the following. benefits: + You learn the shape water cantip. = You learn the create or destroy water spell, and the warding wind spell. You may cast each at there lowest level, once without expending a spell slot. You regain Use to cast each spell after you finish a short or long rest. Your spelicasting ability modifier for these spells is, Intelligence, Wisdom, or Charisma. ‘+ Whenever you start your turn fully submerged in water, ‘you gain temporary hit points equal to your level. These temporary hit points are lost ifyou end your turn not submerged in water. Aquan Magic Prerequisite: Sea Elf Your time deep beneath the waves has toughened your body. You gain the following benefits: = You gain immunity to cold. You gain advantage on Strength and Dexterity skil check while underwater. + You are resistant to the effects of extreme pressure, ‘© While submerged in water, you can take the dash action as a bonus action on your turn, Shadow Spirit Magic Prerequisite: Elf (Shadar-kal) You are more in touch with the magics of the Shadowfell than others of you kind. You gain the following benefits: ‘+ Your ‘Blessing of the Raven Queen’ feature now recharges on a shart or long rest. Additionally, if you have no uses this feature, you can expend a spell slot of ‘st level or higher to use this ability again + You learn the Invisibility spell and the bane spell. You can cast each of these spells once without expending a spell slot and you regain the ability to do so once you complete a short or long rest. Your spelicasting ability modifier for these spells is Intelligence, Wisdom, or Charisma, Shadow Constitution Prerequisite: Elf(Shadar-kai) The magic of the shadowfell runs strong in you, unlocking. a resilience greater than most of your kind. You gain the following benefits: * Your ht point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum, increases by an additional 1 hit points. + You gain immunity to necrotic damage and resistance to poison damage. + You have advantage on saving throws against being Poisoned. ‘Lunar Fortitude Prerequisite: Pallid Eif Your attunemnt and blessings fram the Moon Weaver have increased your fortitude, You gain the following benefits + You gain resistance to radiant damage. + Your hit point maximum increases by an amount equal ‘to your level when you gain this feat, Whenever you gain a level thereafter, your hit point maximum, increases by an additional 1 hit points. + Asan action, you can call upon the Moon Weavers ‘magic to rapidly aid in the regeneration of your body. For the next minute, or until you fall unconscious, you heal hit points eqilal fa yourprafilency bonusat the end of each of your turns. Once you use this ability, you ‘must finish a long rest before you can do so again. ‘Lunar ‘Weaver Magic Prerequisite: Pod Eit You are closer to the magic and blessing of your lunar patron. You gain the following benefits: * You learn celestial. Ifyou already know celestial you learn another language of your choice. + You learn the guiding bait and the moonbeam spells, both of witch you can cast at there lowest level ance, You regain the ability to cast itn this way when you finish a short or long rest. Your spellcasting ability ‘modifier for these spells is Intelligence, Wisdom, or Charisma + Whenever you roll to heal hit points, you can increase that healing by an amount equal to the spellcasting ability modifier for that spell (minimum of 0) Step of the Astral Sea Prerequisite: Astral Elf You have adapted yourself with the magic of the astral sea, using it to bolster your Astral Step trait. The range of your Astral Step trait doubles and after you finish a long rest, you can attune yourself to one of the forces of the stars until you next finish a long rest. When you teleport with your Astral Step feature you gain a benefit depending, ‘on your attunement: ‘+ Solar. Until the start of your next turn you can add half your proficiency bonus (rounded down to your amour Class and to your saving throws, as a fiery barrier protects you from harm, ‘+ Nebular. Until the start of your next turn you can deal additional force damage equal to your proficiency bonus when you roll for damage, as bolts of energy leap from you to your target to cause harm, ‘= Vortex. Until the start of your next turn you become invisible as astral energy protects you from sight. While invisible in this way your critical hit range increases by {an amount equal to half your proficiency bonus. + Stardust. Choose a number of creatures equal to your, proficiency bonus that are within S feet of you, Ifthey are willing you can bring them along with you when you teleport, as space warps in the area close to you. Astral Magic Prerequisite: Astral Elf Your connection to the astral sea has granted you innate magics that few others possess. You gain the following benefits: ‘+ Choose an additional cantrip from your ‘astral fire! racial trai, you learn the chosen cantip. ‘+ You learn the faerie fire spell and can cast it at will, without concentration. When you castit in this way, It appears as multi-coloured sparkling stars ‘= You learn the guiding bolt and the bless spells. You can cast each spell once, after which you must finish a short or long rest before you can do so again. ‘Intelligence, Wisdom or Charisma is your spellcasting ability modifier for these spells, Firbolg Friend of the Forest Prerequisite: Firbolg or Forrest Gnome When entering your forest homeland, or another safe space within the forest you are greeted with pleasure. You gain the following benefits: ‘+ You gain a bonus to your initiative equal to your proficiency bonus. ‘+ While inside a forest you gain advantage on Wisdom siill checks. + You learn the speak with animals and the speak with plants spells, and you can cast them at will, without expending material components. Your spelicasting ability modifier for these spells is Inteligence, Wisdom, or Charisma. Advanced Firbolg Magic Prerequisite: Firbolg You learn the advanced druidic magic that a select few of your race unlock access to, You gain the following benefits: + You learn one druid cantrip of your choice. You also learn the animal friendship and faerie fire spells each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells inthis way when you finish a short or long rest. Your spelicasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. + You gain the ability to magically assume the shape of a beast you have seen before similar to the wildshape feature from the druid class + © Asanaction you can assume the form of a beast of CR 1/4 or less. The beast you transform into cannot have a fiying or swimming speed, +» Youremain in beast shape for 1 hour, after which you revert back to your normal form. You can revert to your normal form earlier by using a bonus action on your turn, + © While you are transformed, the all of the regular rules for wildshape apply, as listed in the druid class. + © You gain one use of the wildshape feature. Ifyou already posses this feature, you can use wildshape 1 additional time and you can abide by the normal rules for wikishape rather than the Cones outlined above. (Including using wildshape for to fuel features like symbiosis or summon wilafire spirit) You regain the expended use when you finish a short or long rest. ‘Protector of Nature Prerequisite: Firbolg You have learned to use Fey charms to prevent others: from tampering with the areas you protect. You gain the following benefits: + You gain proficiency in Persuasion. Ifyou are already proficient, you can add double your proficiency bonus to your persuasion checks. + Asan action, you can beguile those who would damage the natural world. Choose one creature within 30 feet of you, It must succeed on a Wisdom saving throw (DC 8 + proficiency bonus + your Charisma modifier) or become charmed by you for 1 hour. A creature makes this saving throw with disadvantage if ithas harmed a beast or plant in the past round. ithe target takes any damage, it may repeat the saving throw, ending the effect on a success, You can do this once, and regain ‘the ability to do it again after you finish a short or lang rest Genasi ‘Primordial Constitution Prerequisite: Genasi ‘Asa plane touched humanoid, your body is hardier than many others. You gain the following benefits: ‘Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points. ‘+ You gain resistance to poison damage and you gain advantage on saving throws against being poisoned, ‘You become immune to critical hits, Ifa hit was to be a critical one, itinstead becomes anormal hit. Abyssal Corruption Prerequisite: Genasi Your elemental ancestor was tainted by the power of the Abyss, corrupting your Genasi form. You gain the following benefits: ‘You learn Abyssal, the language of creatures from the abyss. Ifyou already know Abyssal, you can instead Tearna different language of your choice. + You gain resistance to psychic damage, and you gain advantage on saving throws against being frightened. ‘= You learn the chaos bolt spell as well as the hideous laughter spell. You can cast these spells once per short rest, without expending a spell slot. Your spelicasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. Emissary of the Air Prerequisite: Air Genasi The quickness of wind guides your movements You gain the following benefits: ‘+ Your walking speed increases by 5 feet. ‘+ In response to being hit with an attack, you can use ‘your reaction to transform your body into wind, Instantly reappearing in an unoccupied space within 30 feet causing the attack to miss. You regain use of this ability after you finish a short or long rest Grasp of the Earth Prerequisite: Earth Genasi You use the power of the earth to impede your enemies. Once per turn, as apart of the attack action, you can strike the ground, causing soil and rocks to leap up around another creature within 30 feet, This creature must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or take bludgeoning damage equal {o your level and be restrained until the end of your next turn. On a success, the creature takes bludgeoning damage equal to half your level (rounded down) and suffers no additional effect. Additionally, ifthe creature is within range, you may use a bonus action to make a melee attack against it after this attack. You can use this ability a number of times equal to your proficiency bonus and you regain all uses of it when you finish a short or long rest ‘The Eternal Flame Prerequisite: Fire Genasi A flame burns within you, and you've learned how to. harness it. As an action, you surround yourself with aa wreath of flames which lasts for one minute. While this Is. active you gain the following benefits: * The flames don't harm you or your possessions, and ‘they shed bright ight out so 30 feet and aim light for an additional 30 feet, Any creature that hits you with a melee attack from within 5 feet of you takes fire damage equal to your, proficiency bonus. + When you roll fire damage while this wreath is active, you may deal bonus fire damage equal to your proficiency bonus. + Any creature that is grappling you or being grappled by you takes fire damage equal to your proficiency bonus at the start of each itits turns. + Asa bonus action on each of your turns, you can cause a streak of fire to emit from the wreath. Make a ranged spell attack against a target within 30ft of you. Ona hit, the target takes 1410 fire damage. Your spellcasting ability modifier for this attack is Intelligence, Wisdorn, or Charisma, You can use this ability a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest. Guardian of the ‘Waves Prerequisite: Water Genasi You are attuned to the oceans and the deep places of t world, gracing you with powers. As an action, you give yourself a watery form: + Any equipment you are carrying can either merge with your form or you can continue to wield it Armour still counts while merged with your form but weapons do not). 10 ‘You gain temporary hit points equal to your half your level multiplied by your proficiency bonus. Ifyou lose these temporary hit points, your watery form ends early, ‘+ While in this form, you can pass through another creatures space, however you cannot end your turn there. ‘© You may also pass through gaps as small as 1 inch. ‘You gain a swimming speed double that of your walking speed and while fully submerged in water you become invisible although equipment that you are carrying does not. + You become resistant to fire damage and poison damage as well as becoming immune to the grappled, restrained, and poisoned conditions. The watery form lasts for one minute, until you lose the temporary hit points granted by this ability, or untl you end itas a bonus action, You can use It an amount of times equal to your proficiency bonus and you regain all uses after you finish a long rest. Gif Astral Resilience Prerequisite: Hadozee, Gift Plasmold, or Thrikreen Your exposure to the Astral Sea has hardened you, and as such your body is hardier than many others. You gain the following benefits ‘+ Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points. ‘= You gain resistance to psychic damage and to force damage, ‘You gain advantage on constitution checks and saving throws. Sparksplitter Prerequisite: Gif Your natural proficiency and experience in battle has granted you greater prowess that few other in your race achieve, You gain the following benefits: ‘© Your critical hit range for attacks increases by 1 ‘© Ifyou land a critical hit, you regain 1 use of your ‘astral spark’ tral. ‘= When you make an attack and use your ‘astral spark’ trait, you can cause a second creature that is within a number of feat equal to your proficiency bonus multiplied by five to take force damage equal to half the damage that the attack dealt Close Quarters Specialist Prerequisite: Gif You have partaken in special training, honing your sis in close quarters combat. You gain the following benefits: + Ifyou are within § feet of an enemy, your attacks with firearms do not suffer disadvantage, + When you make a melee weapon attack with a weapon you are wielding in one hand, you can fire a loaded firearm that isin your other hand at the same target. You can only do this once per turn, + When you are within melee range of a target and you miss with an attack, you gain a communitive +1 bonus ‘to your attack rolls. This bonus stacks until you hit, or enter or exit combat. Gith Astral Constitution Prerequisite: Githyanki, or Githzerai Your exposure to the Astral Sea has hardened you, and as such your body is hardier than many others. You gain the following benefits: + Your ht point maximum increases by an amount equal ‘to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum, increases by an additional 1 hit points. + You gain immunity to psychic damage and you gain advantage on saving throws against having your mind read, + You become immune to critical hits, fa hitwas to be a critical one, instead becomes a normal hit. ‘Planar Perception Prerequisite: Githyanki, or Githzerai You have improved visual sight that is atypical for others ‘among your race. You gain the following benefits: + You gain darkvision of 120 ft and blindsight of 10 ft. + You gain proficiency in Wisdom (perception) or Inteligence (investigation), + Dim light doesn't impose disadvantage on your Wisdom (perception) or Intelligence (investigation) checks relying on sig Amproved Gith Psionics Prerequisite: Githyank, or Githzerai Your Psionic power is greater than others of your kind. You gain the following benefits: + You learn more of the psionic disciplines of your people. You learn the cantrips Encode Thoughts and ‘Mind Sliver. You also learn the Intellect Fortress spell, which you can cast once without expending a spell slot, You regain the ability to cast this spell in this ‘way when you finish a short or long rest. Your spelicasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. + Additionally, none of these spells or your racial abilities require verbal or somatic components, and they require no material components unless they are consumed by the spell Gnome Fade Away Prerequisite: Gnome Your 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: ‘+ You gain proficiency in Dexterity (stealth) checks. If you already have proficiency in Dexterity (stealth) checks then you gain expertise in them. ‘+ Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn. You can do this a number of times equal fo your proficiency bonus, and you regain all expended uses whenever you finish a short or long rest Squat Nimbleness Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan You are uncommonly nimble for your race. You gain the following benefits: + Increase your walking speed by 5 feet, + You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice) ‘You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled. ‘You can take the disengage action, and the dodge action as a bonus action, on each of your turns. Svirfneblin Magic Prerequisite: Gnome (deep gnome) You have inherited the innate spellcasting ability of your ancestors, You gain the following benefits + You can cast nondetection on yourself at wil, without, heeding a material component. You can also cast each lof 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 Short or long rest, + Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma, Friend of the Forest Prerequisite: Firbolg or Forrest Gnome When entering your forest homeland, or another safe space within the forest you are greeted with pleasure. You gain the following benefits: ‘You gain a bonus to your initiative equal to your proficiency bonus. ‘= While inside a forest you gain advantage on Wisdom siill checks. + You learn the speak with animals and the speak with plants spells, and you can cast them at will, without expending material components. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. ‘The Unshaken Mountain Prerequisite: Dwarf or Rock Gnome You the blood of the old heroes makes you fearless in the face of grave danger and challenge. You gain the following benefits: + You have advantage on saving throws against being frightened, ‘+ When fighting a creature that is larger than you, ifyou fail a saving throw you can instead chose to succeed. Once you use this ability, you must finish a long rest before you can do so again Goblin and Verdan Squat Nimbleness Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halling, Harengon, Kobold or Verdan You are uncommonly nimble for your race. You gain the following benefits: Increase your walking speed by 5 feet. + You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice) + You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled, + You can take the disengage action, and the dodge action as a bonus action, on each of your turns. ‘Warborn Prerequisite: Goblin, Verdan, Hobgoblin, or Bugbear You were born during the conquest of a host and carried asa battle standard. You learned many things from watching the slaves of the host. You gain the following benefits: + Your hit point maximum increases by an amount equal ‘to your level when you gain this feat, Whenever you gain a level thereafter, your hit point maximum. increases by an additional 1 hit points. * You gain proficiency with one weapon, one tool, and you learn a language of your choice. + You gain advantage on saving throws against being charmed or frightened. ‘Trickster Spirit Prerequisite: Goblin or Verdan ‘Atone point you were possessed by the spirit of a Nilbog, land though it has since passed on to another host, it has left its mark on you. You gain the following benefits: *+ You gain proficiency in Charisma (persuasion) and Charisma (deception) checks. (QB. E 2 ‘+ When you take damage, you may use your reaction to roll a hit dice and reduce the damage taken by the ‘amount rolled + your Constitution modifier. If this reduces the damage taken to zero, you gain a number of temporary hit paints equal to your Constitution modifier. = You learn the mirror image spell and you can ca: once per short rest without expending a spell slot. Your spelicasting ability modifier for this spell is Intelligence, Wisdom, or Charisma, Goliath Athletic Perfection Prerequisite: Goliath The time spent competing with your peers has helped to shape your body to a near perfect state. You gain the following benefits ‘You gain expertise in Strength (Athletics) skill checks, ‘= When you take the dash action, you can move up to three times your speed, rather than twice your speed, + You have advantage on Strength based skill abilty checks, Mountains Blessing Prerequisite: Goliath ‘The markings that cover your body expand, Indicating your. blessing by a mountain spirit. You gain the following benefts ‘+ You gain proficiency in Wisdom (religion), Ifyou already hhave proficiency in Wisdom (religion) checks, then you can expertise with them, + You learn the mold earth cantrip. You also learn the earth tremor spell, You can cast this spell once per short or long rest withaut expending a spell slot. Your spelicasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. ‘= When you make a saving throw against a magical effect, you may reroll the dice. You can do this after you see the roll, but before you know the result. You regain use of this feature after you finish a short or long rest. Berserker's Fury Prerequisite: Goliath, or Minotaur Your people's rage and wild fighting style has left its mark ‘on you. AS a action, you can enter a fury while in combat. This state lasts for 1 minute, and confers the following benefits: ‘= When you make a melee weapon attack using Strength, you add your profficency bonus to the damage dealt, ‘+ Asa reaction to taking bludgeoning, piercing, or slashing damage, you can reduce that damage by half. ‘You may only do this three times, and then your fury ends. ‘Your speed increases by 5 feet if you aren't wearing heavy armour. + Ifyou drop to 0 hit points but do not die outright, you may instead drop to 1 hit point. Regardless of weather you choose to drop to 1 hit point or not, your fury then ends, + Ifyou are able to cast spells, you can’t cast them or concentrate on them while in your fury. Your fury lasts for 1 minute, You can also end your fury on your tura as a bonus Action, You may use this ability once per short or long rest $fadozee Astral Resilience Prerequisite: Hadozee, Giff, Plasmoid, or Thrickreen Your exposure to the Astral Sea has hardened you, and as such your body is hardier than many others. You gain the following benefits: + Your hit point maximum increases by an amount equal ‘to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum, increases by an additional 1 hit points. + You gain resistance to psychic damage and to force damage + You gain advantage on constitution checks and saving throws. Squat Nimbleness Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan You are uncommonly nimble for your race. You gain the following benefits: * Increase your walking speed by 5 feet. + You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice) * You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled. + You can take the disengage action, and the dodge action as a bonus action, on each of your turns. Master Glider Prerequisite: Hadozee You have spent your time mastering gliding and how to maximise your ability to do so, By magickly manipulating. air currents, you can give gained areal manoeuvrability unmatched by many of your race. You gain the following benefits: + While gliding you can keep yourself aloft temporarily While you are gliding, you can choose to only fall maximum of § feet. * While using your gliding, your movement doesn't provoke attacks of opportunity unless the attacker ‘would have advantage. {B_ + Asan action you can create an updraft of air around you. You create a 15 foot diameter, 60 foot higher ylinder of updraft centred on yourself. Any creature that completely enters the updraft it pulled up by it Unless they succeed on a strength saving throw (DC: 8 + 2 your proficiency bonus). A creature can choose to fail the saving throw, On a failure they are flung 60 feet into the air inside the colurnn of air at no cost to their ‘own movement. Unless the creature has some way to ‘move itself through the air, such as fight, it cannot move while suspended inside of the column. The column last until the start of your next turn, after which any creature not held aloft by other means falls towards the ground, taking fall damage as normal. You can use use this ability 3 times and you regain all expended uses of it when you finish a short or long Sfalf-EIf ‘Elven Accuracy Prerequisite: for Hal it The accuracy of elves is legendary, especially that of elf archers and spelicasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits ‘+ Whenever you hit with an attack that isnt a critical hit, ‘your critical hit range increases by 1. This benefits Stacks untilyou land a critical hit, miss an attack, or enter or exit combat, after which it resets to your default ‘= Whenever you have advantage on an attack roll, you can reroll one of the dice once. ‘Prodigy Prerequisite: Half-elf Halforc or Human You have a knack for learning new things. You gain the following benefits; ‘+ You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. ‘+ Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it ‘= You can attune to up to 4 magic items rather than the normal 3, Friend to All Prerequisite: Half-elf Your Human and Elven descent makes you well liked ‘amang most people. You gain the following benefits: ‘+ You learn the friends cantrip. Charisma is your spelicasting ability for this canteip. + You learn a language of your choice. + You gain proficiency with Charisma (deception) checks and Charisma (persuasion) checks, If you already have proficiency with Charisma (deception) checks or Charisma (persuasion) checks, you instead gain expertise with the respective sill. + You gain advantage on Charisma skill checks with anyone who isn't hostile toward you, guarded towards you, or afraid of you. (DM's Descension) $falf-Ore Orcish Fury Prerequisite: Half-orc Your inner fury burns tirelessly. You gain the following benefits + When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the. weapon's damage type. You can use this a number of times equal to your proficiency bonus, and you regain Uses of this ability when you finish a short or long rest. + When you hit a creature with a weapon attack, you gain temporary hit points equal to your proficiency bonus. + Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack, ‘Prodigy Prerequisite: Half-elf, Half-ore, or Human You have a knack for learning new things. You gain the following benefits: + You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language ‘of your choice. + Choose one still in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it + You can attune to up to 4 magic items rather than the normal 3, Body of Steel Prerequisite: Half-Orc, Orc, or Orc of Ebberon Your Orcish bloodline make you more endurable than the average humanoid, You gain the following benefits: * You gain advantage on Constitution saving throws. * Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum, increases by an additional 1 hit points, + When an attacker that you can see hits you with an attack, you can use yaur reaction to half the bludgeoning, piercing, and slashing damage, for that attack. (QB. = 4 gfalfling $farengon ‘Bountiful Luck, Trigger Jfoppy Prerequisite: Halfling Your people have extraordinary luck, which you have learned to mystically lend to you and your companions when you see them falter. You gain the following benefits: ‘+ You have a pool luck points equal to your praficiency bonus. Whenever you, or an ally you can see within 30 feet of you make an attack roll, an ability check, or 2 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. Ifyou have advantage or disadvantage, resolve them, first. ‘+ You regain your half your expended luck points (rounded down) when you finish a long rest. Second Chance Prerequisite: Halting Fortune favours you people of your race, and you have learned to utilise some magic to further tip the scales in your favour: ‘+ You learn the silvery barbs and fortune's favour spells. You may cast each of these spells once, without expending a spell slot, after which you must take a short or long rest before you can do so again. ‘Additionally you learn the bless or bane spell, You can cast the chosen spell once, as a bonus action, without concentration, and without expending 2 spell slot. After ‘which you must finish a long rest before you can do so again. ‘+ Intelligence, Wisdom, or Charisma is your spelicasting is. your spelicasting ability for these spells. Adcitionally Jyou do not need to provide the material components for any of these spells, Squat Nimbleness Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan You are uncommonly nimble for your race. You gain the following benefts: ‘= Increase your walking speed by 5 fect. ‘You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice) ‘You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled. + You can take the disengage action, and the dodge action as a bonus action, on each of your turns. Prerequisite: Harengon You unusually quick to act than others of your kind, you gain the following benefits: * When you roll initiative, you can treat a roll of 9 or lower as a 10, + When you roll for initiative, you may use your reaction ‘to move up to your speed and then take an action, or bonus action. if you cast a spell, it must be one with a casting time of 1 action that targets only one creature. If you target another hostile creature, the target must have an initiative lower than yours. When you move in this way, you don't provoke opportunity attacks. You can do this a number of times equal to your proficiency bonus, after which you must finish a long rest before you can do so again. Escape Reflex Prerequisite: Harengon You are especially nimble while in situations that threaten your life. You gain the following benefits: + Ifyou roll for initiative with no uses of your ‘Rabbit Hop" feature, you regain one use of it. + Ifyou have half your maximum hit point or less, your movement speed increases by half your waking speed. (both rounded down) * When a creature moves within Sft of you, you may use your reaction and expend one use of your ‘Rabbit Hop’ feature to jump up to a number of feet equal to five times your proficiency bonus without provoking ‘opportunity attacks: You can use this trait only if your speed Is greater than 0. Squat Nimbleness Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan You are uncommonly nimble for your race, You gain the following benefits: + Increase your walking speed by 5 feet. + You gain proficiency in the Dexterity (acrobatics) or Strangth (athletics) skill (your choice), * You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled. + You can take the disengage action, and the dodge action as a bonus action, on each of your turns. gfobgoblin Martial Prowess Prerequisite: Hobgoblin You become much better at displaying your martial power con the battlefield. You gain the following benefits: ‘You gain proficiency with one martial weapon of your ‘+ When attacking with a martial weapon, your critical hit range increases by one. ‘+ Whenever you have advantage on an attack roll using a ‘martial weapon, you can reroll one of the dice once. ‘Warborn Prerequisite: Goblin, Verdan, Hobgoblin, or Bugbear You were born during the conquest of a host and carried asa battle standard, You learned many things from watching the slaves of the host. You gain the following benefits ‘Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points. ‘You gain proficiency with one weapon, one tool, and you learn a language of your choice. ‘You gain advantage on saving throws against being, charmed or frightened. ‘Natural ‘Leader Prerequisite: Hobgoblin You have been trained since birth to be a leader on the battlefield. You gain the following benefits: ‘+ Once per turn, you can deal an extra 2d6 damage to a creature that you with a weapon attack if that creature is within § ft. of anally that isn't incapacitated ‘+ Asa reaction, you can can utter a special command or warning whenever an ally you can see within 30 feet makes an attack roll or saving throw. This creature can ‘add a da to the roll provided it can hear and Understand you, A creature can only benefit from one such die at a time, This dice increases as you level: a D6 at level 5,2 D8 at level 11 and a D10 at level 17. §fuman ‘Prodigy Prerequisite: Half-lf, Half-orc, or Human You have a knack for learning new things. You gain the following benefts ‘= You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Choose one skill in which you have proficiency. You ain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it You can attune to up to 4 magic items rather than the normal 3. $fuman Determination Prerequisite: Human You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can Use this a number of times equal to your proficiency bonus and you regain all uses when you finish a short or long rest. Whenever you roll a 20 on a D20 roll, you gain one point of inspiration, Discipline of the Legion Prerequisite: Human Asa citizen and soldier of The Imperium your conviction ‘and discipline is exceptional. You know haw to stand your ground. You gain the following benefits You gain proficiency with ight armour, medium armour and shields, You gain proficiency with three weapons of your choice. On your turn you can use your action to end one of the following conditions affecting you: frightened, stunned, or charmed, and you get immunity against the removed condition for 1 minute, Additionally, when you use this ability, you regain 1d8 + your Constitution modifier hit points if you removed a condition or if there was no, condition you regain 2d8 + Constitution modifier hit points, Once you use this ability, you can't use it again Until you finish a short or long rest. ‘Kalasbtar ‘Lingering Connection Prerequisite: Kalashtar You have honed your mental connection to other creatures to greater acuity. You gain the following benefits: While a creature remains inside the range of your Mink Link, the duration of your Mind Link i infinite. When that creature leaves your Mind Link range, the duration lasts for a number of hours equal to your proficiency bonus. (QB. = 16 ‘= Ifany creature that you have ever communicated with Using your Mind Link ability comes within your range of that ability you becorne aware of their proximity. You know exactly how far that creature is from you and also inwnat direction and as such that creature cannot benefit from invisibility against you nor does it gain any bonus for being hidden from you. You simply recognize them as a creature with whom you've communicated before, and not there identity ‘Psychic Support Prerequisite: Kalasttar You're able to tap into others’ psychic energies to affect their concentration. You gain the following benefits: ‘= When you have @ Mind Link with an ally, and that ally fails @ Concentration, Wisdom, Intelligence or Charisma saving throw, you can use your reaction to make the same save against the same DC; if you succeed, that ally succeeds on their saving throw as well, Regardless of, the outcome of your saving throw, using this ablity breaks the Mind Link with your ally ‘= When you have a Mind Link with an ally, and that ally s concentrating on a spell, you can use a bonus action to take over concentration for that spell (as long as the ally is willing); leaving your ally able to concentrate on a different spell. The target of the spell doesn't change and you must stil abide by the normal concentration rules and the duration of the spell carries aver. Ifyou lose concentration, or your Mind Link breaks, then you both take 2d6 psychic damage. ‘= When you have a Mind Link with an opponent, and that ‘opponent has to make a Concentration, Wisdom, Intelligence or Charisma saving throw, you can impose disadvantage on that saving throw. If they succeed thelr saving throw, your Mind Link with them is broken, Mental Assault Prerequisite: Kalashtar You are able to focus your rage and anger through your mental connection to another creature in order to harm them, You gain the following benefits: + You learn the mind sliver cantrip. Your spellcasting ability modifier for this spell is Intelligence, Wisdom, or Charisma, ‘Asa bonus action, you can bombard a creature that is, connected to your Mind Link with psychic power. That creature must make succeed on a Wisdom Saving. ‘Throw (OC 8+your proficiency bonustyour inteligence/wisdom/charisma bonus), taking psychic damage equal to your level on a failure, or half as much ona success. Ifthe creature succeeded the save, you Jose your Mind Link with that creature. ‘= Whenever you deal psychic damage to a creature that is connected to you mind link, you can increase the damage dealt by your proficiency bonus times two. ‘Kenku Arcane Plagiarist Prerequisite: Kenku You have learned to rimic the magical abilities of others. You gain the following benefits: * You learn the minor illusion cantrip. You learn the silent image spell and the disguise self and may cast each once at first level without expending a spell slot. You regain use of this ability after you finish a short or long rest. + Once per long rest, when a creature that you can see casts a spell, you can use your reaction to memorise that spell. You learn the spell and can cast it with any spell slots you have, The maximum level of a spell you can memorise equals one third of your level (rounded Up), and you can only have one spell memorised at 2 time. + Your spelleasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. Arcane Plagiarist Prerequisite: Kenku You have spent so long copying others, i's second nature to you naw. You gain the following benefits, + You gain proficiency with the forgery kit and the disguise kit + During a long rest, you can spend time observing a wiling ally. From this, you can mimic their proficiency in a specific skill or tool, gaining proficiency in this skill until the end of your next long rest, or until you use this feature again, Curse of the O10 One Prerequisite: Kenku You have learned to draw power from the Old One that has cursed your people, You gain the following benefits: + You learn the Comprehend Languages spell and can cast itat will. You also learn Shadow Blade and Hunger of Hadar, 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 short or long rest. Your spelicasting ability modifier for these spells is Intelligence, Wisdom, or Charisma, + Additionally, using the magic of the Old One, you gain a limited ability to tap into creatures’ minds, After concentrating on a creature (like on a spell) for 1 minute, the target must make a Wisdom save (DC 10 + your proficiency bonus + your Charisma modifier), on a failed save you steal their voice and you can use itto talk normally, without needing to hear them talk, on a success, you won't gain anything and they will Know. their minds have been taped into. You can have a number of voices stored in your mind equal to your proficiency bonus. ‘Kobold Squat Nimbleness Prerequisite: Autognome, Dwarf, Gnome, Goblin, Hadozee Halfling, Harengon, Kobold, or Verdan You are uncommonly nimble for your race. You gain the following benefts: ‘+ Increase your walking speed by 5 feet. You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice) ‘You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled. ‘+ You can take the disengage action, and the dodge action as a bonus action, on each of your turns. ‘Draconic Blessing Prerequisite: Kobold Either you or your ancestors received a boon from a chromatic dragon, granting you a spark of their power. You gain the following benefits + You gain blindsight out to a range of toft. ‘+ Choose one of the following draconic bloodlines. Your spelicasting ability for the cantrips is Intelligence, ‘Wisdom, of Charisma, You gain the benefits associated with it jack: You gain resistance to acid damage and learn the acid splash cantrio, ++ Blue: You gain resistance to lightning damage and learn the shocking grasp cantip. + # Green: You gain resistance to poison damage and earn the poison spray cantrip. +» Red: You gain resistance to fire damage and learn the produce flame cant. +» White: You gain resistance to cold damage and learn the ray of frost canttip. ‘Urd ‘Wings Prerequisite: Kobold You gain the ability to manifest a pair of leathery, almost

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