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HALF FEATS HOUSE RULE

This rule takes all the feat and turn them into a “half” feats, reducing them in power but giving them in larger amounts
to compensate;

This is accomplished by removing the ability bonus increase from feats which implemented it, and by splitting the
other, more powerful feats, in two different, less powerful feats that can be selected individually

Some feats have also been reworked, especially the weaker ones, to put them on par with the others.

Feat assignment rule:

Ability score increase change:

When a level gives a character an ability score increase you can select either:

• Increase one ability score by 2, or 2 ability score by 1, up to a maximum of 20


• Increase one ability score by 1, up to a maximum of 20, and select one feat
• Select 2 feats

All classes also gain additional feats at levels: 2, 6, 10, 14, 18

Fighters are an exception as they gain additional feats at levels: 2, 5, 9, 13, 17, 20

You cannot select an ability score increase in place of these feats.

EXPANDED FEAT LIST

ACTOR • Other creatures don’t gain advantage on


attack rolls against you as a result of being
• You have an advantage on Charisma
unseen by you.
(Deception) and Charisma (Performance)
checks when trying to pass yourself off as a
different person.
ARTIFICIER INITIATE
• You can mimic the speech of another person
or the sounds made by other creatures. You • You learn one cantrip of your choice from the
must have heard the person speaking, or Artificer spell list, Intelligence is your
heard the creature make the sound, for at spellcasting ability for these spells.
least 1 minute. A successful Wisdom (Insight) • You gain proficiency with one type of artisan's
check contested by your Charisma tools of your choice, and you can use that
(Deception) check allows a listener to type of tool as a spellcasting focus for any
determine that the effect is faked. spell you cast that uses Intelligence as its
• You gain proficiency with the disguise kit. spellcasting ability.

IMPROVED INITIATIVE ARTIFICIER ADEPT


• You gain a +5 bonus to initiative. Prerequisite: Artificier Initiate

• You learn one 1st-level spell of your choice


from the Artificer. Intelligence is your
ALERT
spellcasting ability for these spells.
• You can’t be surprised while you are • You can cast this feat's 1st-level spell without
conscious. a spell slot, and you must finish a long rest
before you can cast it in this way again. You cook's utensils on hand. You can prepare
can also cast the spell using any spell slots enough of this food for a number of creatures
you have. equal to 4 + your proficiency bonus. At the
end of the short rest, any creature who eats
the food and spends one or more Hit Dice to
ATHLETE regain hit points regains an extra 1d8 hit
points.
• When you are prone, standing up uses only 5 • With one hour of work or when you finish a
feet of your movement. long rest, you can cook a number of treats
• standing up does not provoke attacks of equal to your proficiency bonus. These
opportunity. special treats last 8 hours after being made. A
• Climbing doesn’t cost you extra movement. creature can use a bonus action to eat one of
• You can make a running long jump or a those treats to gain temporary hit points
running high jump after moving only 5 feet on equal to your proficiency bonus.
foot, rather than 10 feet.

CROSSBOW EXPERT
BONTIFUL LUCK
• You ignore the loading quality of crossbows
Prerequisite: Halfling with which you are proficient.
• Being within 5 feet of a hostile creature
• Your people have extraordinary luck, which
doesn’t impose disadvantage on your ranged
you have learned to mystically lend to your
attack rolls.
companions when you see them falter. You're
not sure how you do it; you just wish it, and it
happens. Surely a sign of fortune’s favor!
When an ally you can see within 30 feet of HAND CROSSBOW MASTERY
you rolls a 1 on the d20 for an attack roll, an • When you use the Attack action and attack
ability check, or a saving throw, you can use with a one handed weapon, you can use a
your reaction to let the ally reroll the die. The bonus action to attack with a hand crossbow
ally must use the new roll. You can't use this you are holding.
ability again until you complete a short or a
• Increase the damage you do with an hand
long rest.
crossbow to 1d8.

CHARGER
CRUSHER
• When you use your action to Dash, you can
• Once per turn, when you hit a creature with
use a bonus action to make one melee
an attack that deals bludgeoning damage, you
weapon attack or to shove a creature. If you
can move it 5 feet to an unoccupied space,
move at least 10 feet in a straight line
provided the target is no more than one size
immediately before taking this bonus action,
larger than you.
you either gain a +5 bonus to the attack’s
• When you score a critical hit that deals
damage roll (if you chose to make a melee
bludgeoning damage to a creature, attack
attack and hit) or push the target up to 10
rolls against that creature are made with
feet away from you (if you chose to shove
advantage until the start of your next turn.
and you succeed).

DEFENSIVE DUELIST
CHEF
Prerequisite: Dexterity 13 or higher
• You gain proficiency with cook’s utensils if
you don’t already have it. • When you are wielding a finesse weapon with
• As part of a short rest, you can cook special which you are proficient and another
food, provided you have ingredients and creature hits you with a melee attack, you
can use your reaction to add your proficiency • You learn more of the magic typical of dark
bonus to your AC for that attack, potentially elves. You learn Levitate and Dispel Magic,
causing the attack to miss you. 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
DRAGON FEAR finish a long rest. Charisma is your
spellcasting ability for both spells. expending
Prerequisite: dragonborn a spell slot. Charisma is your spellcasting
ability for this spell.
• Instead of exhaling destructive energy, you
can expend a use of your Breath Weapon trait
to roar, forcing each creature of your choice
within 30 feet of you to make a Wisdom DUAL DEFENDER
saving throw (DC 8 + your proficiency bonus +
• You gain a +1 bonus to AC while you are
your Charisma modifier). A target
wielding a separate melee weapon in each
automatically succeeds on the save if it can’t
hand.
hear or see you. On a failed save, a target
becomes frightened for 1 minute. If the
frightened target takes any damage, it can
repeat the saving throw, ending the effect on DUAL WIELDER
itself on a success. • You can use two-weapon fighting even when
the one handed melee weapons you are
wielding aren’t light.
DRAGON HIDE • You can draw or stow two one-handed
weapons when you would normally be able
Prerequisite: dragonborn
to draw or stow only one.
• Your scales harden. While you aren't wearing • Attacking with your off hand weapon no
armor, you can calculate your AC as 13 + your longer uses your bonus action, but it’s
Dexterity modifier. You can use a shield and considered part of the attack action.
still gain this benefit.
• You can grow retractable claws from the tips
of your fingers. Extending or retracting the DUNGEON DELVER
claws requires no action. The claws are
natural weapons, which you can use to make • You have advantage on Wisdom (Perception)
unarmed strikes. If you hit with them, you and Intelligence (Investigation) checks made
deal slashing damage equal to 1d4 + your to detect the presence of secret doors.
Strength modifier, instead of the normal • Travelling at a fast pace doesn't impose the
bludgeoning damage for an unarmed strike. normal -5 penalty on your passive Wisdom
(Perception) score.
• You have advantage on saving throws made
to avoid or resist traps.
DROW MAGIC
• You have resistance to the damage dealt by
Prerequisite: drow traps.

• You learn more of the magic typical of dark


elves. You learn the Detect Magic spell and
DURABLE
can cast it at will, without expending a spell
slot. Charisma is your spellcasting ability for • When you roll a Hit Die to regain hit points,
this spell. the minimum number of hit points you regain
from the roll equals twice your Constitution
modifier (minimum of 2).
DROW HIGH MAGIC

Prerequisite: drow magic


DWARVEN FORTITUDE • You gain one skill proficiency of your choice
• Choose one skill in which you have
Prerequisite: Dwarf
proficiency. You gain expertise with that skill,
• Whenever you take the Dodge action in which means your proficiency bonus is
combat, you can spend one Hit Die to heal doubled for any ability check you make with
yourself. Roll the die, add your Constitution it. The skill you choose must be one that isn't
modifier, and regain a number of hit points already benefiting from a feature, such as
equal to the total (minimum of 1). Expertise, that doubles your proficiency
bonus.

ELDRITCH ADEPT
FADE AWAY
• Studying occult lore, you have unlocked
eldritch power within yourself: you learn one Prerequisite: gnome
Eldritch Invocation option of your choice from
• Immediately after you take damage, you can
the warlock class. If the invocation has a
use a reaction to magically become invisible
prerequisite, you can choose that invocation
until the end of your next turn or until you
only if you're a warlock and only if you meet
attack, deal damage, or force someone to
the prerequisite.
make a saving throw. Once you use this
ability, you can't do so again until you finish a
short or long rest.
ELEMENTAL RESISTANCE

• When you gain this feat, choose one of the


following damage types: acid, cold, fire, FEY TELEPORTATION
lightning, or thunder.
Prerequisite: elf (high)
• You can select this feat multiple times. Each
time you do so, you must choose a different • You learn to speak, read, and write Sylvan.
damage type. • You learn the Misty Step spell and can cast it
once without expending a spell slot. You
regain the ability to cast it in this way when
ELEMENTAL ADEPT you finish a short or long rest. Intelligence is
your spellcasting ability for this spell.
Prerequisite: The ability to cast at least one spell

• Spells you cast ignore resistance to damage of


the chosen type. In addition, when you roll FEY TOUCHED
damage for a spell you cast that deals
• You learn the Misty Step spell and one 1st-
damage of that type, you can treat any 1 on a
level spell of your choice. The 1st-level spell
damage die as a 2.
must be from the Divination or Enchantment
• You can select this feat multiple times. Each
school of magic. You can cast each of these
time you do so, you must choose a different
spells without expending a spell slot. Once
damage type.
you cast either of these spells in this way, you
can’t cast that spell in this way again until you
finish a long rest. You can also cast these
ELVEN ACCURACY spells using spell slots you have of the
appropriate level. The spells’ spellcasting
Prerequisite: elf or half-elf
ability is the ability increased by this feat.
• Whenever you have advantage on an attack
roll using Dexterity, Intelligence, Wisdom, or
Charisma, you can reroll one of the dice once. FIGHTING INITIATE
EXPERT Prerequisite: Proficiency with a martial weapon
• Prerequisite: human, half-elf, half-orc
• Your martial training has helped you develop
a particular style of fighting. As a result, you
POWER ATTACK
learn one Fighting Style option of your choice
from the fighter class. If you already have a Prerequisite: Strength 15 or higher
style, the one you choose must be different.
• Whenever you reach a level that grants the • Before you make a melee attack with weapon
Ability Score Improvement feature, you can that you are proficient with, you can choose
replace this feat's fighting style with another to lose your proficiency bonus to the attack
one from the fighter class that you don't roll. If the attack hits, you add double your
have. proficiency bonus to the attack’s damage.
• This feat cannot be used with light or finesse
weapons.
FLAMES OF PHLEGETHOS

Prerequisite: thiefling GUNNER


• When you roll fire damage for a spell you • You gain proficiency with firearms.
cast, you can reroll any roll of 1 on the fire • You ignore the loading property of firearms.
damage dice, but you must use the new roll, • Being within 5 feet of a hostile creature
even if it is another 1. doesn’t impose disadvantage on your ranged
• Whenever you cast a spell that deals fire attack rolls.
damage, you can cause flames to wreathe
you until the end of your next turn. The
flames don’t harm you or your possessions,
HEALER
and they shed bright light out to 30 feet and
dim light for an additional 30 feet. While the • When you use a healer's kit to stabilize a
flames are present, any creature within 5 feet dying creature, that creature also regains 1
of you that hits you with a melee attack takes hit point.
1d4 fire damage. • As an action. you can spend one use of a
healer's kit to tend to a creature and restore
1d6 + 4 hit points to it, plus additional hit
GRAPPLER points equal to the creature's maximum
number of Hit Dice. The creature can't regain
Prerequisite: Strength 13 or higher hit points from this feat again until it finishes
• You have advantage on attack rolls against a a short or long rest.
creature you are grappling.
• You can use your action to try to pin a
creature grappled by you. To do so, make HEAVILY ARMORED
another grapple check. If you succeed, you
Prerequisite: Proficiency with medium armor
and the creature are both restrained until the
grapple ends. • You gain proficiency with heavy armor.
• Creatures that are one size larger than you • You gain proficiency with martial weapons.
don't automatically succeed on checks to
escape your grapple.
HEAVY ARMOR MASTER

CLEAVE Prerequisite: Proficiency with heavy armor

• On your turn, when you score a critical hit • While you are wearing heavy armor,
with a melee weapon or reduce a creature to bludgeoning, piercing, and slashing damage
0 hit points with one, you can make one that you take from nonmagical attacks is
melee weapon attack as a bonus action. reduced by 3.
• This feat cannot be used with light or finesse
weapons.
INFERNAL CONSTITUTION choose which of the d20s is used for the
attack roll, ability check, or saving throw.
Prerequisite: thiefling
• You can also spend one luck point when an
• You have resistance to cold damage and attack roll is made against you. Roll a d20 and
poison damage. then choose whether the attack uses the
• You have advantage on saving throws against attacker's roll or yours.
being poisoned. • If more than one creature spends a luck point
to influence the outcome of a roll, the points
cancel each other out; no additional dice are
rolled.
INSPIRING LEADER
• You regain your expended luck points when
Prerequisite: Charisma 13 or higher you finish a long rest.
• You can select this feat multiple times, each
• You can spend 10 minutes inspiring your
time it gives an additional 1 luck point
companions, shoring up their resolve to fight.
When you do so, choose up to six friendly
creatures (which can include yourself) within
MAGE SLAYER
30 feet of you who can see or hear you and
who can understand you. Each creature can • When a creature within 5 feet of you casts a
gain temporary hit points equal to your level spell, you can use your reaction to make a
+ your Charisma modifier. A creature can't melee weapon attack against that creature.
gain temporary hit points from this feat again • When you damage a creature that is
until it has finished a long rest. concentrating on a spell, that creature has
disadvantage on the saving throw it makes to
maintain its concentration.
KEEN MIND

• You always know which way is north.


MAGIC RESISTANCE
• You always know the number of hours left
before the next sunrise or sunset. • You have advantage on saving throws against
• You can accurately recall anything you have spells cast by creatures within 5 feet of you.
seen or heard within the past month.

MAGIC INITIATE
LINGUIST
• Choose a class: bard, cleric, druid, sorcerer,
• You learn three languages of your choice. warlock, or wizard. You learn two cantrips of
• You can ably create written ciphers. Others your choice from that class's spell list.
can't decipher a code you create unless you • Your spellcasting ability for these spells
teach them, they succeed on an Intelligence depends on the class you chose: Charisma for
check (DC equal to your Intelligence score + bard, sorcerer, or warlock; Wisdom for cleric
your proficiency bonus), or they use magic to or druid; or Intelligence for wizard.
decipher it.
• You gain proficiency in forgery kit
MAGIC ADEPT

LUCKY Prerequisite: Magic Initiate feat of the same chosen


class
• You have 1 luck points. Whenever you make
an attack roll, an ability check, or a saving • Choose a class: bard, cleric, druid, sorcerer,
throw, you can spend one luck point to roll an warlock, or wizard. Choose one 1st-level spell
additional d20. You can choose to spend one to learn from that same list. Using this feat,
of your luck points after you roll the die, but you can cast the spell once at its lowest level,
before the outcome is determined. You and you must finish a long rest before you
can cast it in this way again.
• Your spellcasting ability for these spells but can be used only on Metamagic). You
depends on the class you chose: Charisma for regain all spent sorcery points when you
bard, sorcerer, or warlock; Wisdom for cleric finish a long rest.
or druid; or Intelligence for wizard. • You can choose this feat multiple times, each
time you add one Metamagic option of your
choice and you gain 2 additional sorcery point
MARTIAL ADEPT

• You learn one maneuver of your choice from MOBILE


among those available to the Battle Master
archetype in the fighter class. If a maneuver • Your speed increases by 10 feet.
you use requires your target to make a saving • When you use the Dash action, difficult
throw to resist the maneuver's effects, the terrain doesn't cost you extra movement on
saving throw DC equals 8 + your proficiency that turn.
bonus + your Strength or Dexterity modifier
(your choice).
• You gain one superiority die, which is a d6 SPRING ATTACKER
(this die is added to any superiority dice you
have from another source). This die is used to • When you make a melee attack against a
fuel your maneuvers. A superiority die is creature, you don't provoke opportunity
expended when you use it. You regain your attacks from that creature for the rest of the
expended superiority dice when you finish a turn, whether you hit or not.
short or long rest.
• You can select this feat multiple times, each
time you add one maneuver of your choice MODERATELY ARMORED
and one superiority die
• You gain proficiency with light and medium
armor.
• You gain proficiency with shield.
MEDIUM ARMOR MASTER

Prerequisite: Proficiency with medium armor


MOUNTED COMBATANT
• Wearing medium armor doesn't impose
disadvantage on your Dexterity (Stealth) • You have advantage on melee attack rolls
checks. against any unmounted creature that is
• When you wear medium armor, you can add smaller than your mount.
3, rather than 2, to your AC if you have a • You can force an attack targeted at your
Dexterity of 16 or higher. mount to target you instead.
• If your mount is subjected to an effect that
allows it to make Dexterity saving throw to
METAMAGIC ADEPT take only half damage, it instead takes no
damage if it succeeds on the saving throw,
Prerequisite: Spellcasting or Pact Magic feature and only half damage if it fails.
• You learn one Metamagic option of your
choice from the sorcerer class. You can use
only one Metamagic option on a spell when OBSERVANT
you cast it, unless the option says otherwise.
• If you can see a creature's mouth while it is
Whenever you reach a level that grants the
speaking a language you understand, you can
Ability Score Improvement feature, you can
interpret what it's saying by reading its lips.
replace one of these Metamagic options with
• You have a +5 bonus to your passive Wisdom
another one from the sorcerer class.
(Perception) and passive Intelligence
• You gain 2 sorcery points to spend on
(Investigation) scores.
Metamagic (these points are added to any
sorcery points you have from another source
ORCISH FURY POLEARM MASTER

Prerequisite: half-orc • When you take the Attack action and attack
with only a glaive, halberd, pike, quarterstaff,
• When you hit with an attack using a simple or
or spear, you can use a bonus action to make
martial weapon, you can roll one of the
a melee attack with the opposite end of the
weapon’s damage dice an additional time and
weapon. This attack uses the same ability
add it as extra damage of the weapon’s
modifier as the primary attack. The weapon's
damage type. Once you use this ability, you
damage die for this attack is a d4, and it deals
can't use it again until you finish a short or
bludgeoning damage.
long rest.
• Immediately after you use your Relentless
Endurance trait, you can use your reaction to
HOLD THE LINE
make one weapon attack.
• While you are wielding a glaive, halberd, pike,
quarterstaff, or spear, other creatures
PIERCER provoke an opportunity attack from you
when they enter the reach you have with that
• Once per turn, when you hit a creature with weapon.
an attack that deals piercing damage, you can
re-roll one of the attack’s damage dice, and
you must use the new roll.
PRODIGY
• When you score a critical hit that deals
piercing damage to a creature, you can roll Prerequisite: human, half-elf or half-orc
one additional damage die when determining
the extra piercing damage the target takes. • You gain two skill proficiencies of your choice,
one tool proficiency of your choice, and
fluency in one language of your choice.
Resilient Choose one ability score. You gain
POISONER
the following benefits:
• You gain proficiency with the poisoner's kit if • You gain proficiency in saving throws using
you don't already have it. With one hour of the chosen ability.
work using a poisoner's kit and expending 50
gp worth of materials, you can create a
number of doses of potent poison equal to RESILIENT
your proficiency bonus. Once applied to a
weapon or piece of ammunition, the poison • You gain proficiency in saving throws using
retains its potency for 1 minute or until you the chosen ability.
hit with the weapon or ammunition. When a • You can choose this feat multiple times,
creature takes damage from the coated choosing a different ability score
weapon or ammunition, that creature must
succeed on a DC 14 Constitution saving throw
or take 2d8 poison damage and become RITUAL CASTER NOVICE
poisoned until the end of your next turn.
Prerequisite: Intelligence or Wisdom of 13 or higher

• You have learned a spell that you can cast as


EXPERT POISONER rituals. This spell is written in a ritual book,
which you must have in hand while casting it.
Prerequisite: poisoner
• When you choose this feat, you acquire a
• When you make a damage roll, you ignore ritual book holding two 1st-level spell of your
resistance to poison damage. choice. Choose one of the following classes:
• You can coat a weapon in poison as a bonus bard, cleric, druid, sorcerer, warlock, or
action, instead of an action. wizard. You must choose your spell from that
class's spell list, and the spell you choose
must have the ritual tag. The class you choose
also must have the ritual tag. The class you
RETALIATOR
choose also determines your spellcasting
ability for this spell: Charisma for bard, • When a creature makes an attack against a
sorcerer, or warlock; Wisdom for cleric or target other than you (and that target doesn't
druid; or Intelligence for wizard. have this feat), you can use your reaction to
make a melee weapon attack against the
attacking creature.
RITUAL CASTER ADEPT

Prerequisite: Ritual caster of the same class


SHADOW TOUCHED
• You add 2 1st-level spells to your ritual book
• You learn the Invisibility spell and one 1st-
• If you come across a spell in written form,
level spell of your choice. The 1st-level spell
such as a magical spell scroll or a wizard's
must be from the Illusion or Necromancy
spellbook, you might be able to add it to your
school of magic. You can cast each of these
ritual book. The spell must be on the spell list
spells without expending a spell slot. Once
for the class you chose, the spell's level can
you cast either of these spells in this way, you
be no higher than half your level (rounded
can't cast that spell in this way again until you
up), and it must have the ritual tag. The
finish a long rest. You can also cast these
process of copying the spell into your ritual
spells using spell slots you have of the
book takes 2 hours per level of the spell, and
appropriate level. You can choose between
costs 50 gp per level. The cost represents the
intelligence, wisdom and charisma as the
material components you expend as you
spells' spellcasting ability.
experiment with the spell to master it, as well
as the fine inks you need to record it.

SHARPSHOOTER
SAVAGE ATTACKER • Attacking at long range doesn't impose
disadvantage on your ranged weapon attack
• Once per turn when you roll damage for a
rolls.
melee weapon attack, you can reroll the
weapon's damage dice and use either total. • Your ranged weapon attacks ignore half and
three-quarters cover.

SECOND CHANCE
DEADLY SHOOTER
Prerequisite: halfling
Prerequisite: dexterity 15 or higher
• When a creature you can see hits you with an
attack roll, you can use your reaction to force • Before you make an attack with a ranged
that creature to reroll. Once you use this weapon that you are proficient with, you can
ability, you can't use it again until you roll choose to lose your proficiency bonus to the
initiative at the start of combat or until you attack roll. If that attack hits, you add double
finish a short or long rest. your proficiency bonus to the attack's
damage.

SENTINEL
LETHAL ACCURACY
• When you hit a creature with an opportunity
Prerequisite: dexterity 15 or higher
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 you make an attack with a melee
before leaving your reach. weapon with the finesse property that you
are proficient with, and you are using your • You gain proficiency in any combination of
dexterity as the bonus to attack and damage, two skills or tools of your choice.
you can choose to lose your proficiency
bonus to the attack roll. If that attack hits,
you add double your proficiency bonus to the SKULKER
attack's damage.
• You can try to hide when you are lightly
obscured from the creature from which you
SHIELD MASTER are hiding.
• Dim light doesn't impose disadvantage on
• If you aren't incapacitated, you can add your your Wisdom (Perception) checks relying on
shield's AC bonus to any Dexterity saving sight.
throw you make against a spell or other • When you are hidden from a creature and
harmful effect that targets only you. miss it with a ranged weapon attack, making
• If you are subjected to an effect that allows the attack doesn't reveal your position.
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 SLASHER
saving throw, interposing your shield
between yourself and the source of the • Once per turn when you hit a creature with
effect. an attack that deals slashing damage, you can
reduce the speed of the target by 10 feet
until the start of your next turn.
SHIELD BASH • When you score a critical hit that deals
slashing damage to a creature, you grievously
• If you take the Attack action on your turn, wound it. Until the start of your next turn, the
you can use a bonus action to try to shove a target has disadvantage on all attack rolls
creature within 5 feet of you with your shield.
• Alternatively, when you take the Attack
action on your turn, you can make one attack SPELL SNIPER
with your shield as a bonus action. Attack
deals d4 bludgeoning damage. Use strength Prerequisite: The ability to cast at least one spell
for attack and damage bonuses. Magical
• When you cast a spell that requires you to
bonus to AC from shield is also used as a
make an attack roll, the spell's range is
bonus to attack and damage roll when doing
doubled.
this attack.
• Your ranged spell attacks ignore half cover
and three-quarters cover.

SKILL EXPERT

• You gain proficiency in one skill of your SQUAT NIMBELNESS


choice.
Prerequisite: dwarf or any small race
• Choose one skill in which you have
proficiency. You gain expertise with that skill, • Increase your walking speed by 5 feet.
which means your proficiency bonus is • You gain proficiency in the Acrobatics or
doubled for any ability check you make with Athletics skill (your choice).
it. The skill you choose must be one that isn't • You have advantage on any Strength
already benefiting from a feature, such as (Athletics) or Dexterity (Acrobatics) check you
Expertise, that doubles your proficiency make to escape from being grappled
bonus.

TAVERN BRAWLER
SKILLED
• You are proficient with improvised weapons.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed
WAR CASTER
strike or an improvised weapon on your turn,
you can use a bonus action to attempt to Prerequisite: The ability to cast at least one spell
grapple the target.
• You have advantage on Constitution saving
throws that you make to maintain your
concentration on a spell when you take
TELEKINETIC
damage.
• You learn the Mage Hand cantrip. You can • You can perform the somatic components of
cast it without verbal or somatic components, spells even when you have weapons or a
and you can make the spectral hand invisible. shield in one or both hands.
If you already know this spell, its range
increases by 30 feet when you cast it. Its
spellcasting ability is the ability increased by BATTLE CASTER
this feat.
• As a bonus action, you can try to Prerequisite: The ability to cast at least one spell
telekinetically shove one creature you can see
• When a hostile creature's movement
within 30 feet of you. When you do so, the
provokes an opportunity attack from you, you
target must succeed on a Strength saving
can use your reaction to cast a spell at the
throw (DC 8 + your proficiency bonus + the
creature, rather than making an opportunity
ability modifier of the score increased by this
attack. The spell must have a casting time of 1
feat) or be moved 5 feet toward or away from action and must target only that creature.
you. A creature can willingly fail this save.

WOOD ELF MAGIC


TELEPATIC
Prerequisite: elf (wood)
• You can speak telepathically to any creature
you can see within 60 feet of you. Your • You learn the magic of the primeval woods,
telepathic utterances are in a language you which are revered and protected by your
know, and the creature understands you only people. You learn Druidcraft and one other
if it knows that language. Your druid cantrip of your choice. Wisdom is your
communication doesn't give the creature the spellcasting ability for these spells.
ability to respond to you telepathically.
• You can cast the Detect Thoughts spell,
requiring no spell slot or components, and IMPROVED WOOD ELF MAGIC
you must finish a long rest before you can
cast it this way again. Your spellcasting ability Prerequisite: elf (wood)
for the spell is the ability increased by this
• You learn the magic of the primeval woods,
feat. If you have spell slots of 2nd level or
which are revered and protected by your
higher, you can cast this spell with them.
people. You also learn the Long Strider and
Pass without Trace spells, each of which you
can cast once without expending a spell slot.
TOUGH You regain the ability to cast these two spells
in this way when you finish a long rest.
• Your hit point maximum increases by an
Wisdom is your spellcasting ability for these
amount equal to your level when you gain
spells.
this feat.
• Whenever you gain a level thereafter, your
hit point maximum increases by an additional
1 hit points.
• You can choose this feat multiple times.

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