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Character creation:

You create a Custom lineage very similar to Tasha’s cauldron to everything, you select a race to be you “skin” of what you look
like, and then purchase feature that fit your character, some of these feature can only be purchased at character creation (unless the
Dm can come up with a reason why the character would change that much)
You start by default with 30 point, and gain 2 point every level(except for Asi), and 4 point instead of normal ASIs

Custom lineage:
Creature type: humanoid, fey, construct, celestial, fiend, giant, aberration, elemental, beast, undead, dragon, ooze, plants, or
monstrosity you determine your appearance and what type of race you resemble
Size: Choose tiny, small, medium, or large
Speed: your default speed is 25 feet
ASI: you start with no ability score increase, you will gain them by spending your feature point
Feature point: you start with 30 feature point (26 if you are of a large size, or 33 if you are of a tiny size)(this is a little above a
normal race, usually, a race cost 26 points in average, so if you really want race to have the same importance as before, use 26, 29
for tiny and 22 for large size instead)
Language: you know Common and one other language

NOTE: some lineage feat has a type of prerequisite, if you think that a feat from another type would suit your character, feel free to
ask your dm for it!

Ideas : see https://www.dandwiki.com/wiki/5e_Races_by_Type, https://www.5esrd.com/races/ancestry-and-culture-an-alternative-


to-races/alternate-ancestries/ , https://www.gmbinder.com/search and the monster manual. for IDEAS, ask your dm first for
unusual concept

Point cost (unless specified, you can take multiple time a feat):
(x point) you must pay x point to get the benefits of the feat
(x point each) each bullet point cost x point
(variable) point cost is specified for each feat
(x+y point) This mean that you pay now x point, and each 3 level, you must pay one additional point, until you put x+y point in
total in this feat, for example a (3+2 points) : you could pay 5 point at character creation, you could pay 4 points at character
creation and pay the last point at 1st, 2nd or 3rd level, or you could pay 3 point at character creation and you will have to spend at
least one point during 1st,2nd and 3rd level, and if you still haven’t spend the last point by third level, you have to spend it before
level 6, if you don’t pay, you loose the benefits until you pay the appropriated cost.
If a lineage feat can be upgraded, you can upgrade it even after character creation, same if a feat has a prerequisite that is another
feat.

One example, a medium zombie, 30 points


 Ability Scores: Your Strength score increases by 1, your Constitution score increases by 2, your Intelligence score
decreases by 6, your Wisdom score decreases by 2, and your Charisma score decreases by 4.(-20 points)
 Age: Not counting their previous lives, Zombies can be nearly any age. Zombies don’t age, and won’t die of old age until
the magic keeping them alive collapses.
 Alignment: Most Zombies are made from humanoid remains. Necromantic magic, usually from spells, animates Zombies.
Some Zombies however rise spontaneously when dark magic saturates an area. They will usually mirror the alignment of
their summoner, and therefore can be of any alignment. Those that have risen of their own accord tend to be neutral evil.
 Size: Zombies are reanimated humanoid corpses and therefore mirror the size of the humanoid they were in life.
 Speed: Your base walking speed is 20 feet.( slow negative feat, -2 points)
 Deathless undead(28 points) If damage reduces a Zombie to 0 hit points, it must make a Constitution saving throw with a
DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the Zombie drops to 1 hit
point instead.
 Poison Immunity: Zombies are immune to poison damage and the poisoned condition.( Poison Immunity. (5+4 points)
 Darkvision(4 points): You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were
dim light. You can’t discern colour in darkness, only shades of grey.
 Undead Nature: Zombies don’t require air, food, drink or sleep.( Death feast: (3+2 points) Relentless Sentinel (2+1
points))
 Languages(0 point): Zombies understand all the languages they knew in life but can only speak a broken disjointed form
of Common.
 For a total of 26+1 points/30

CORE FEATS:
At higher level : if you dm is willing to reproduce the races that gain spell with level, like the tiefling, reduce the cost of a “learn a
x level spell” by 2 per level, up to half the original cost
Spell option:
Learn a cantrip (2 point)
You learn one cantrip that you can cast at will
Ritual caster (4 point)
You gain the ability to cast two 1st level spells or one 2nd level spell of your choice as ritual. The spells you choose must have the
ritual tag. Choose a spellcasting modifier that make sense (dm approval required, depend on the spell and the race)
Learn a 1nd level spell (4 point)
You can cast it once per long rest, choose a spellcasting modifier that make sense (dm approval required)
Learn a 2nd level spell (6 point)
You can cast it once per long rest, choose a spellcasting modifier that make sense (dm approval required)
Learn a 3rd level spell (10point)
You can cast it once per long rest, choose a spellcasting modifier that make sense (dm approval required), (yes, I know what
you’re thinking, ‘’you can choose 3 time fireball !!!!’’, but hey, you won’t have any Asi(unless you take negative asi), no
darkvision, no additional proficiency, no language, no other magic or martial ability …)
Additional option:
( if you increase an ability score, you can’t decrease it with another Asi, the inverse is true)

Saving throw proficiency (6points)


Gain 1 Saving throw Proficiency

Asi (4 point)
1 ability score increase

Asd (-4 points)


1 ability score decrease

Multi-Asi (15 point)


You increase each of your ability score by one

Mastery (9 points)
You increase your proficiency bonus by one point, you can choose this feat only once

Expertise (4 points)
Gain expertise in a skill you are already proficient in

Skill proficiency (2 point)


1 proficiency in a Skill

Martial weapon proficiency (1 point)


Choose 1 martial weapon to be proficient in

Weapon, tool, and language (2 point)


Choose 3 tools, simple weapon, and language to be proficient in

Simple weapon (7 point)


You gain proficiency with all simple weapon

Martial weapon(13 points)


You gain proficiency with all martial weapon

Lineage feat:
Are only available to character creation (unless if you have a good reason, like being a construct or a dragon, or coming across an
eldritch being that offer “upgrades”)
Free feat :
Some feat are free or should cost less, talk with your dm if you feel that you should get a free feat:

Specific spell ( variable)


Choose a spell and specific parameter, example : you could choose polymorph and only the rat form, you can only cast polymorph
for free to transform into a rat.

Special feat(variable)
You might sometime add restriction or bonus to feat, increasing or decreasing the price, for example you might say that in order
for you to use a shapeshifting ability, you must touch at least once the person, in order to get the creature’s DNA, or you might
want to have a longer fire form as a fire elemental.

Body frame:
Long-limbed (6 point)
Your reach increase by 5 feet when you make a melee attack on your turn
Powerful build (2 point)
You count as one size larger when determining your carrying capacity and the weight you can push, drag, and lift.

Jumper(2point)
You can make a running long or high jump after moving only 5 feet, instead of 10.

Soft landing(2point)
You take 0 fall damage from 20ft fall or lower, and half damage from 100ft fall or lower

Rabbit Hop (2 point).  As a bonus action, you can jump 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. You can use it a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a long rest.

Equine Build. (2 points)


You have 4 legs: You count as one size larger when determining your carrying capacity and the weight you can push or drag. In
addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a
climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. You also can only climb ladder and such to
the speed of 5 foot per turn, this cost you all your movement

Damage Dealer. (2 point)


 Like a hippopotamus in a crystal wareshop, you are naturally adept at damaging things. When you roll a 1 on a damage die for a
melee attack, you can reroll the die and use the new roll. You can do so no more than once per turn.

Hippo-like Build. (3 points)


You have advantage on Strength-based ability checks.

Mechanical call (4+2 points)


You use mechanical parts in your body, your type is also construct

Stone's Endurance (4+2 point)


You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your
Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of time equal to
your proficiency bonus each short or long rest

Relentless Endurance (4 points)


When you are reduced to 0 hit points but not killed outright, you can drop to I hat point instead. You can't use this feature again
until you finish a long rest

Tiny nimbleness (2 point each)


Requirement: small size or lower
1. Squirmy: you have advantage on any strength (Athletics), or dexterity (Acrobatics) check you make to escape (from
grapple or any similar condition)
2. Mask of the wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow,
mist, and other natural phenomena
3. Squeeze Through: you can move through the space of any creature that is of a size larger than yours.
4. Tiny hider: You can attempt to hide even when you are obscured by a creature that is at least one size larger than yours.

Fury of the small (3 points)


Requirement: small size or lower
When you damage a creature with an attack or a spell and the creature size is larger than you, you can cause the attack or spell to
deal extra damage to the creature. The extra damage equals to twice your level. Once you used this trait, you can’t use it again
until you finish a long or short rest.

Pack Tactics. (7 points)


Requirement: small size or lower
 You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't
incapacitated.

Breath in x and speeds :


Speeds : some beastly feat feature climbing speed
Of the sea: (3 point each)
1. Child of the sea: you have a swimming speed of 30 feet
2. Breath of the sea: You can breathe in water

Amphibious. (3 points)
Prerequisite: Dragon type
The dragon can breathe air and water.

Earth Glide (6 points)


Requirement: elemental type, earth elemental
 You gain a burrow speed equal to half your movement speed, you can burrow through nonmagical, unworked earth and stone.
While doing so, you don’t disturb the material you move through.

Spider Climb (5 points)


You gain a climbing speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.

Spider Climb. (4 points)


Requirement: construct type, ooze type, aberration or undead type
You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and
upside down along ceilings, while leaving your hands free.

Equine speed (2 points):


Requirement: fey type, equine build, speed of 35 or 40 ft
Your speed is increased by 5 feet, to a total of 40 feet or 45 feet

Movement speed increase :


Prerequisite: a 25 feet speed
+5 feet (2 point)
+10 feet (4 point)
+15 feet (6 points)

Flexible roots(4 points)


Requirement: plant type
You gain a speed of 15 feet, or 20 if you spend an additional point, or 25 feet if you instead spend two points

Tunnel Maker. (6+1 points)


You have a burrowing speed equal to your walking speed. For each additional point you spend, add 5 feet to your burrow speed,
up to 40 feet below level 3, and up to 80 feet below level 8, finally: up to 120 over level 8

Speak with x
Speech of Beasts and Leaf (2 point each)
You have the ability to communicate in a limited manner, with different forms of life. They can understand the meaning of your
words, though you have no special ability to understand them in return. You have advantage on all Charisma check you make on
them. Choose one:
 Beasts
 Plants
 Sea life

Union (2 point)
Prerequisite: plant type
You can speak with any plant while you touch it.

The construct that whisper to the ears of machines (3+1 points)


Requirement: construct type
While touching with a machine you can feel if it has a soul and dialogue with it, you also know how complex, aged, fine and how
big it is, if you touch something in contact with a machine, this effect still work if the machine and you are within 10 feet of each
other.

Speak with Trees. (2 points)


Requirement: fey type
 You may speak with trees as if you shared a language.

Beastly feature:

Aggressive. (4 points)
 As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this
move closer to the enemy than you started.

Grovel, Cower, and Beg/ Draconic Roar. (3 points)


As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain
advantage on attack rolls against enemies within 10 feet of you that can see you. you can use this trait a number of time equal to
your proficiency bonus+ your charisma score (min 1), you regain use of this feature again when you finish a long rest.

Bloodthirst. (4 points) You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated,
or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s
hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount.
The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Feast of Blood. (2 points) When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed
increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.

Saving Face. (2 points). If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll
equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it
again until you finish a short or long rest.

Cunning Artisan (1 point). As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon,
monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or
blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Lucky Footwork. (4 points) When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the
result, potentially turning the failure into a success.

Hare-Trigger. (2 point) 
You add your proficiency bonus to your initiative rolls.

Unarmed strike:

Unarmed strike (1 point)


Your unarmed strike deal 1d4+ str bludgeoning, slashing, or piercing damage, you decide if its your hands,hooves, claw, tusk, tail,
trunk or any of your body part ( as long that this make sense)

Hooves (2point each)


1. Hoofed feet. Your hooves are natural melee weapons, which you can use to make unarmed strikes, if you hit with them,
you can deal 1d6+strength mod. In bludgeoning damage, those attacks count as having the smash property. You can
upgrade the dice to a d8 and then d10 by spending three additional point each time
2. Hoof Punt If you land an attack with your hooves, the target must succeed on a strength saving throw (against your attack
roll) or be pushed 10 feet back
3. Heavy hooves. (You need hoofed feet first) Your natural hooves are way more destructive than average; you deal
1d8+Str mod. bludgeoning damage when you hit, instead of 1d6, and on a critical, the target is pushed 5 feet back (or 15
feet if you have hoof punt, and the target failed the save)

Claws (2point each)


1. Slashing claws. You have retractable claws that are natural weapons, which you can use to make unarmed strikes. If you
hit, you deal 1d6+ your dexterity or strength modifier in slashing damage. You can upgrade the dice to a d8 and then d10
by spending three additional point each time
2. Climbing claws. You gain a climbing speed of 30 feet

Teeth/Fangs (2 point each)

1. Bite Attack. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal
piercing damage equal to 1d6 + your Strength modifier. You can upgrade the dice to a d8 then a d10 by spending three additional
point each time
2. Hungry Jaws. in battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack
with your bite. If the attack ham, a deal its normal damage, and you gain temporary hit points (minimum of 1) equal to your
Constitution modifier, and you can’t use this trait again until you finish a short or long rest.

Tusks. (2 point) 
Your tusks are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals
1d6 + your Strength modifier bludgeoning damage. You can upgrade the dice to a d8 then a d10 by spending three additional point
each time

Talons. (2 point)
You are proficient with your unarmed strikes, which deal 1d4+ your strength modifier in slashing damage on a hit. In addition,
you can use your talons to make special grapple or shove attacks when you fly. You can upgrade the dice to a d6 then a d8 by
spending three additional point each time

Horns (2 point each)


1. Horns. Your horns are natural melee weapon, which you can use to make unarmed strikes. If you hit with them, you deal
piercing or bludgeoning damage (choose one when you choose this trait, you can choose this trait multiple time) equal to 1d6+
your Strength modifier You can upgrade the dice to a d8 then d10 by spending three additional point each time
2. Hammering Horns. your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be
within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal
to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Goring Rush. (3 points)


Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns
or tusks as a bonus action.

Poison. (5 points)
After an unarmed strike, you may choose to inject the target with your venom when you hit a creature with your fangs. The target
must make a constitution saving throw (DC = 8 + proficiency bonus + your Constitution modifier). On a failed save, the target
takes 2d6 poison damage and is poisoned until the start of your next turn. On a successful save, it takes half as much damage and
isn't poisoned. If the poison damage reduces the target to 0 Hit Points, the target is stable but poisoned for 1 hour, even after
regaining hit points, and is paralyzed while poisoned in this way. You can use this feature a number of time equal to your
Constitution modifier +1

Sedating Bite/Strike (5 points)


When you damage a creature with your unarmed strike, you can force it to make a constitution saving throw with a DC of 8 + your
Proficiency bonus + your Wisdom modifier or fall unconscious for 1 minute. If the creature is reduced to 0 hit points by this
attack, it becomes stable. You can use this feature a number of time equal to your Constitution modifier +1

Tail (variable)
 Prehensile Tail (4 points) You have a tail, you can use your tail to interact with objects, open and close doors, use
thieves’ tools, and hang upside down from an object. You can also draw or stow an object weighing up to 2 pounds with
your tail.
 Stealthy tail. (3 point) You have a tail, your tail can take objects, if stealing with it, you gain advantage on your Sleight of
Hand check. Gain advantage on Grapple checks
 strong tail (2 point). You have a tail; your tail can lift up to 10 pounds
 Dangerous Tail (2 points). You have a tail, your tail can attack, as a bonus action make an unarmed strike (you have
proficiency), if you hit, you deal 1d6 + Strength Bludgeoning, piercing or slashing damage (choose one when you choose
this trait, you can choose this trait multiple time). You can upgrade the dice to a d8 by spending an additional point
 Muscular Tail. (2 point) As a bonus action you can grapple or shove a creature within 10 feet of you with your tail.
While grappling a creature this way your speed is reduced to 0.
 Armed tail. (Prerequisite: Prehensile tail, this cost 4 points) your tail can use weapon to attack (one handed only)
 Stinging tail. (4 points). (Prerequisite: dangerous tail, this cost 4 points)
 Your unarmed strike deal 1d4 + your dexterity in piercing damage( unless it is higher), and the target must succeed on a
DC (8+ your prof. + your constitution) Constitution saving throw or become poisoned for 1 hour. If the saving throw fails
by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action
to shake it awake.
 Massive tail (4 point) (prerequisite: dangerous tail, this cost 4 points)
 Your unarmed strike deal 1d4 + your dexterity in piercing damage (unless it is higher), and the target must succeed on a
DC (8+ your prof. + your strength) Strength saving throw or be pushed 10 feet in a direction of your choice
 Long tail( 4 points) You increase the reach of your tail by 5 feet, up to 15 feet.

Draconic Bite. (2 points)


Prerequisite: Dragon type
1. Bite Attack. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal
piercing damage equal to 1d8 + your Strength modifier. You can upgrade the dice to a d10 then a d12 by spending an additional
point each time
2. Hungry Jaws. in battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack
with your bite. If the attack ham, a deal its normal damage, and you gain temporary hit points (minimum of 1) equal to your
Constitution modifier, and you can’t use this trait again until you finish a short or long rest.

Draconic Claw. (2 points)


Prerequisite: Dragon type
1. Slashing claws. You have retractable claws that are natural weapons, which you can use to make unarmed strikes. If you
hit, you deal 1d8+ your dexterity or strength modifier in slashing damage. You can upgrade the dice to a d10 and then a
d12 by spending an additional point each time
2. Climbing claws. You gain a climbing speed of 30 feet

Natural armor :

Shelled Armor (4 points each)


1.Hard Shell Due to your shell and the shape of your body you are well suited to wearing armor. Your shell provides. ample
protection, however, it gives you a base AC of 15(your Dexterity modifier doesn't affect this number) You gain no benefits from
wearing armors, but if you are using shield, you can apply the shield's bonus as normal
--You can increase this bonus to 17 by spending one point
2. Defensive Retreat You can withdraw in your shell an action. Until you emerge, you gain a +4 bonus to your AC, and you have
advantage on Strength and Constitution saving throws While in your shell you are prone, your speed is 0 and can't reaction, you
have disadvantage on Dexterity saving throws and the only action you can take is a bonus action to emerge from your shell

Natural Armor (variable points)


You have tough, scaly skin. When you aren't wearing armor, your AC is (x)+your Dexterity modifier. You can use your natural
armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply a normal while you
use your natural armor.
Point cost – x
2 pt. = 11
3pts = 12
4 pts= 13
6 pts= 14

Chameleon Carapace. (4 points)


Requirement: monstrosity type
While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you
can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity
(Stealth) checks made to hide in those surroundings.

Fiendish Blessing(4 points)


Requirement: fiend type
While you are not wearing any armor or shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier,
you can have a natural armor but you can only have up to 12 starting AC thanks to your natural armor.

Construct armor(variable)
Requirement: construct type
You have a composite armor; your AC is equal to:
11 + dex/con + proficiency (2 point)
13 + dex/con (max 2) + proficiency (require medium armor proficiency) 4 points
16+ proficiency (require heavy armor proficiency) 6 points
Armored Casing. (4 points)
Requirement: construct type
You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 +
your Dex or Con modifier.

Fly:

Winged (4 points)
Your wings can help you to propulse yourself through the air, but they are too weak to maintain you in flight for an extended
period of time. Your jump distance is equal to your walking speed, even without a running start.

Fly (6+4 points)


You have, while you aren’t encumbered, a flying speed of 30 feet. You can't use this flying speed if you're wearing medium or
heavy armor. However, as your hands are on the extremities of your wings (your wings are your arms), you can't use actions
or bonus actions that require you to use your hands when you are flying such as casting a spell with somatic or material
components, attacking with a weapon or using an object.
You can spend additional point, for each additional point, your flying speed increase by 10 feet, up to 50 feet

Powerful Wings. (4 points)


Requirement: fly
If you take the Dash action while flying and move at least 20 feet, you can land forcefully and sweep with your wings. Each
creature within 10 feet of where you land must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your
Constitution modifier). On a failed save, the creature takes 2d6 bludgeoning damage and are pushed back 10 feet. On a successful
save, it takes half as much damage and isn't pushed.

Sprite form. (5 points)


Requirement: fey type
As an action, you may take on the form of a tiny sprite. While in this form, your size becomes Tiny, you gain a flying speed of 20
ft., and you can fit into any space no smaller than 4 inches. However, you cannot attack or cast spells while in this form. If you are
hit with an attack or spell in this form, you revert to your normal form if you have space to do so. Your equipment is melted into
your new form. You can use this feature a number of time equal to your Charisma OR Proficiency bonus

Fairy Flight. (7 points)


Requirement: fey type
You have a flying speed equal to your walking speed and can hover. This flight is magical and does not require the use of your
wings (if you have wings). If you wear any armor, you instead have a hover speed equal to your walking speed ( hover speed
mean that you can fly, up to you hover speed in altitude from the ground( for example, you can’t fly over a 30 ft high wall if you
have a hover speed of 20 ft, but you can if you have a hover speed of 30ft) If you touch water, you can’t use this feature until you
take a long rest.

Fly (7 points)
Prerequisite: Dragon type
You have a flying speed of 20 feet, for each point spend, add 10 feet to your fly speed, up to 40 feet below level 3, and up to 80
feet below level 8, finally: up to 120 over level 8

Other :

Keen Smell(3point)
You have advantage on Wisdom (Perception), Wisdom(survival) and Intelligence(investigation) checks that rely on smell.

Silent Feathers/steps. (2 point)


You have advantage on all Dexterity (Stealth) checks made to hide.

Barbed Hide (2 point)


As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract, At the start of each of your
turns while the barbs are out, you deal Id6 piercing damage to any creature grappling you or any creature grappled by you. You
gain advantage on Intimidation checks while barbs are out (Strength or Charisma based Intimidation).
Daunting Roar (3 point)
As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet, that can hear you must
succeed on a Wisdom saving throw or become frightened of you until the end of your next turn (DC equals your proficiency bonus
+ your Constitution modifier). Once you use this trait, you can't we it again until you finish a short or long ret

Trunk (4 points)
You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds
equal to five times your Strength score. You can use it to do the following simple to lift, drop, hold, push, or pull an object or a
creature, open or close a door or a container grapple someone; or make an unarmed strike. Your DM might allow other simple
tasks to be added to that list of options Your trunk can't wield weapons or shields or do anything that requires manual precision,
such as usage of tools or magic ins or performing the somatic components of a spell

Animal Enhancements. (5 point each, if you choose one, you can spend four points at level five or more to gain one of the level 5
animal enhancement (you can do this once for each animal enhancement you chose at character creation)
Manta Glide (1st level). You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and
are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally
2 feet for every 1 foot you fall.
Nimble Climber (1st level). You have a climb speed equal to your walk speed, can climb flat and vertical walls and gain
advantage on athletics check outside of combat.
Underwater Adaptation (1st level). You can breathe air and water, and you gain a swim speed equal to your walking speed.
Grappling Appendages (5th level). You have two special appendages growing alongside with your arms. Choose whether they're
both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you
can use to make an unarmed strike with. If you hit, they do 1D6 + your strength modifier bludgeon damage. Immediately after
hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic
weapons, and other specialized equipment.
Carapace (5th level). Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armor.
Acid Spit (5th level). As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see
within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your
Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at
17th level. You can use this up to your Constitution modifier's worth of times per long rest.

Breath Weapon (4 points)


You can use your action to exhale destructive energy. Your ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is
determined by your ancestry (DC equals 8+ your Constitution modifier + your proficiency bonus). A creature takes 2d6 damage on
a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at
16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest

Add Breath Weapon Charges (4 points)


You can use your breath weapon trait a number of times equal to your constitution modifier per short or long rest
Add Breath Weapon Charges (4 points)
You can use your breath weapon trait a number of times equal to your proficiency bonus per short or long rest

FEY FEATURE
Fey Gift. (1 point)
Requirement: fey type
You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency
bonus. You regain all expended uses when you finish a long rest If you spend 3 additional point on this feature, choose one of the
options below each time you take the Help action, whether as a bonus action or an action:
Hospitality. You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency
bonus.
Passage. You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn.
Spite. Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that
creature has disadvantage on the next attack roll that it makes within the next minute.

Pixie Dust. (3 point)


Requirement: fey type
Each day you can generate magical pixie dust from your wings. You can generate one dose of pixie dust after a long rest. Pixie
dust lasts for 24 hours before losing its magical properties. Pixie dust can be stored in a vial or pouch and used as an action by any
creature, or shaken directly from the wings as an action on a creature within the pixie’s reach. When pixie dust is sprinkled on a
creature, they gain one of the following effects, determined when the pixie dust was created. A pixie can sprinkle pixie dust on
themselves.
o Flight. The creature gains a fly speed of 10 feet for 1 minute.
o Invisible. The creature becomes invisible. The invisibility lasts until the end of the next turn of the creature that
activated it. A creature invisible from this effect can use their action to maintain the invisibility for another round,
for up to 1 minute. The invisibility ends if the invisible creature makes an attack, deals damage, or forces a
creature to make a saving throw.
o Reveal. An invisible creature becomes visible and unable to become invisible for 1 minute.

Fey Step. (3 point)


Requirement: fey type
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't
do so again until you finish a short or long rest. If you spend 1 more point, your Fey Step gains an additional effect based on your
season, which you choose each time you use this trait; if the effect requires a saving throw, the DC equals 8 + your proficiency
bonus + your Charisma, Intelligence or Wisdom modifier. The effects are as follows:
 Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of
you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal
any damage to it.
 Winter. When you use your Fey Step, each creature of your choice that you can see within 5 feet of you before you
teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
 Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports
instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
 Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you
takes fire damage equal to your proficiency bonus.

Fairy Darkness. (2 points)


Requirement: fey type
As an action, you can emit a field of darkness around you, heavily obscuring the area in a 10-foot-radius and lightly obscuring the
area for an addition 10-foot-radius. This darkness lasts for 1 minute before dissipating. You must complete a long rest before you
can use it again.

Equine Build. (0 points)


Requirement: fey type
You have 4 legs: You count as one size larger when determining your carrying capacity and the weight you can push or drag. In
addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a
climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. You also can only climb ladder and such to
the speed of 5 foot per turn, this cost you all your movement

Flyby. (3 points):
Requirement: fey type
 You may perform the Disengage action as a bonus action.
Sense Alignment. (4 points)
Requirement: fey type
You can touch a creature and magically knows the creature's current emotional state. If the target fails a Charisma saving throw,
the sprite also knows the creature's alignment. The DC of this saving throw is 8 + your proficiency bonus + your Charisma bonus.
Celestials, fiends, and undead automatically fail the saving throw. 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.

Tree Stride. (3 points)


Requirement: fey type 
As a bonus action, you may enter a tree at least one size larger than you and emerge from another tree within 30 feet of it. You
emerge 5 feet from the tree in an unoccupied space of your choice. You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.
CONSTRUCT FEATURE:
Constructs are mechanical beings, most of healing spell are useless on them, and as they are mechanical, they easily can alterate
their body, you can still take lineage feat of construct after character creation, provided you have the necessary tools and materials.
Most of them have the following ability : vulnerability to lightning damage, don’t need to sleep, eat, drink, breath, immune to
poison, poisoned condition, can’t be put to sleep, resistant to psychic damage.

True Life. (4 point)


Requirement: construct type
If the Mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your
Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from common spells that
preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying.

Robotkin. (5 points)
Requirement: construct type
Your creature type is both humanoid and construct.

Sink not Swim ( -2 point)


Requirement: construct type
Your body is watertight, pressure regulated, and made of non-corroding material, but is very heavy. Your swim speed is 5ft and
you sink when not moving.

Construct-friendly (4 point)
Requirement: construct type
Each healing spell you cast can heal construct, even if it said that construct is immune to the effect of the spell

Turbo Servos (4 point)


Requirement: construct type
As a bonus action, you ramp your servos and actuators into overdrive. You increase your base speed to 60 feet and take no
opportunity attacks. This effect lasts for 15 secs (or 3 rounds). After that time, your speed is reduced to 25ft, and you cannot make
reactions for 30 seconds (5 Rounds). You can use this feature a number of time equal to 1 + Your CON modifier per long rest.
Additional power: for four additional point, the speed in increased to 80 feet, you reset the number of uses on a short rest and the
speed reduction is instead 20 feet.

Accessory Appendage (7 points)


Requirement: construct type
You have an additional manipulator installed.
 The arm can lift a number of pounds equal to 10 times your STR or CON modifier, whichever is higher.
 Any non-attack action now only takes a bonus action (opening a pack and pulling an item, administering a healer’s kit,
using, or throwing a potion, etc.).
 You can also use this appendage to make an additional melee attack as part of a melee attack (giving you a free attack)
with a weapon or make an unarmed melee attack for 1d6 + your STR modifier bludgeoning damage. You can make an
attack in this way only 3 + your CON modifier before the arm becomes nonfunctional and needs self-repair during a long
rest.

Weapon Of War. (7 point)


By taking 1 minute doing nothing with a limb, you can transform that part of your body into a replica of one weapon or tool that
you are proficient with, including a shield, or back to your original form. All weapon properties apply, but you cannot create a
two-handed melee weapon in this way, and a shield must be formed from one of your arms. In addition, you cannot wear armor.
Your head, chest, each arm, and legs can become different things. If you have attuned a magic item on a limb, it cannot transform
with this trait.

Composite Strength:(3 points)


Requirement: construct type
Your chassis has the ability to enhance certain parts of its system for a short time. You can apply one of the following
enhancements 1 + your CON modifier per long rest. The effect lasts for 15 seconds (3 rounds) and after you lose your reactions for
15 seconds (3 rounds) once the effect has ended.
 Reinforce Casing: Your outer shell material hardens, giving you +2 AC for the duration
 Lock-Out Actuators: You lock out your powerful servo motors. A grappled target has disadvantage on all STR
checks/saves. You also cannot be knocked prone or pushed for the duration.
 Piston Power: You increase power to your appendage pistons, giving you an additional 1d6 to your unarmed strike per
attack.
Power Surge. (1 point)
While you are adjacent to a creature, you can give that creature advantage on all die rolls until the end of their next turn as a move
action. You can use this feature once per long rest, or a number of time equal to your proficiency bonus if you spend an additional
feat point.

Maintenance. (3 point)
Requirement: construct type
Whenever you are reduced to 0 hit points you can choose to deactivate and fall unconscious, you are resistant to all damage, and
you are immune to psychic and poison damage. in this state but must receive maintenance to regain consciousness. Healing magic
can be used to jump start your system and cause you to regain consciousness, however, you take a level of exhaustion until
repaired which can be done over a short rest, you can choose to take a long rest at any moment, if you don’t take any damage
during this time, you awake at the end of the rest. Alternatively, a creature may make a DC 18 engineering check to repair you
over the course of a short or long rest, if successful you gain 1d6 hit point and regain consciousness

Auto-repair (5 point)
Requirement: construct type
As a bonus action, you may expend a hit die to regain hit points. Roll the die, add your Constitution modifier, and add the total to
your hit points.

Built for Success. (2 points)


Requirement: construct type
You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 but before the
effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Reassemble. (1 point)
Requirement: construct type
If you lost a limb, you could reattach it by spending a long rest in contact with the limb and with 50gp x your level worth of
material.

Medical Bot. (9 points)


Requirement: construct type
You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit
points equal to your level x 5. As an action, you can touch a creature and expend 5 hit points from your pool of healing to restore a
number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit
points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple
diseases and neutralize multiple poisons with a single use of healing, expending hit points separately from each use.

Immutable Form. (3+2 points)


Requirement: construct type
You are immune to any spell or effect that would alter your form.

Magic Diffusion. (2 point)


Requirent : construct type
When you take damage from a spell, you may count as resistant to the damage. You can do this once and regain the use after a
long rest.

Soul Transfer. (6 points)


Requirement: construct type, animated armor or similar
False Appearance. While you remain motionless, you are indistinguishable from a normal suit of armor.
You can transfer your consciousness into another suit of armor over the course of a short or long rest. During that time, you or
another creature performs an hour-long ritual. Over the course of that hour, you must remain within 5 feet of the armor, or the
ritual fails. This change may alter your subrace accordingly, based on the desired armor's type. If you are not proficient in the
armor you transfer yourself into, you will receive all the detriments that someone normally would by wearing a set of armor they
are not proficient with, as well as a -2 penalty to your Armor Class.
Innate Light Armor.: Light-Footed. Your base walking speed is 35 feet. Light armor :The armor your soul inhabits is leather
armor, making your Armor Class 11 + your Dexterity modifier+ your proficiency . If you use your Soul Transfer trait to transfer
yourself to another piece of light armor then the formula for calculating your Armor Class becomes that of the armor you transfer
yourself to. You are also affected by any other additional properties of the armor such as a Strength requirement, a disadvantage
on Stealth checks, a bonus to your Armor Class or even a curse.
Innate Medium Armor: Speed. Your base walking speed is 30 feet. Medium armor :The armor your soul inhabits is scale mail,
making your Armor Class 14 + your Dexterity modifier+ your proficiency, to a maximum Dexterity bonus of 2. If you use
your Soul Transfer trait to transfer yourself to another piece of medium armor then the formula for calculating your Armor Class
becomes that of the armor you transfer yourself to. You are also affected by any other additional properties of the armor such as
a Strength requirement, a disadvantage on Stealth checks, a bonus to your Armor Class or even a curse.
Innate Heavy Armor. Heavy-Footed. Your base walking speed is 25 feet. Heavy armor: The armor your soul inhabits is chain
mail, making your Armor Class 16+ your proficiency. If you use your Soul Transfer trait to transfer yourself to another piece
of heavy armor then the formula for calculating your Armor Class becomes that of the armor you transfer yourself to. You are also
affected by any other additional properties of the armor such as a Strength requirement, a disadvantage on Stealth checks, a bonus
to your Armor Class or even a curse.

Killswitch. (3 point)
Requirement: construct type
 Because of the dangerous nature of your existence your creators built in a failsafe to ensure that if you are neutralized your body is
not lost. When you drop to 0 hit points you may choose to activate your Killswitch. This ability creates a burst of energy within 10
feet of you doing Xd6 damage, where X is your proficiency bonus + your Wisdom or constitution modifier. The damage type is
fire, lightning, thunder, or acid (you choose one when you take this feat). Affected creatures must make a Constitution save, and on
a successful save they take half damage. The DC for this saving throw is 8 + your proficiency bonus + your Constitution modifier.
You then become unconscious for 1d4 round, even if healed. You cannot use this ability again until the end of your next long rest.

Animated object (4 point)


Requirement: construct type, you can’t have appendage or similar upgrade
You take the form of an object, like a book or a lantern, this provides the following benefits:
Move (2 point)
you have a walking speed of 5, that can’t be upgraded and a hover speed of 30 foot
Hardback Binding. You gain the following traits:
• Your AC is equal to 13 + your Dexterity modifier. (4 points)
• You are unable to wear armor fitted for humanoids. (-4 point)
• You have advantage on saving throws against being poisoned, and resistance to poison damage. (4 points)
• You are immune to disease. (4 points)
• You have vulnerability to fire damage. ( -4 points)
Natural Spellcaster. (2 point)
Even if you can’t cast spell, you are considered as both an Arcane Focus and Spellbook for yourself and anyone holding you. You
have a voice and can perform Verbal components, and you can perform somatic components even if you choose an object that
don’t have moving part.
No Hands. (-4 point) 
You are unable to wield weapons or wear shields, nor can you use items that require manipulation.
You know the Mage Hand cantrip and can make its spectral hand invisible, Intelligence is your spellcasting ability for this spell.
While this spell is active, you may use items that only require a single hand.
Slam. (2 point)
 You are proficient with your unarmed strikes, which deal 1d6 bludgeoning damage on a hit. You may use your Dexterity instead
of Strength for this attack.
False Appearance. (2 point)
While motionless, you appear indistinguishable from a regular object. You must spend one round motionless before this ability
takes effect. You must maintain concentration during that time, as if you were casting a spell.
Antimagic Susceptibility. (-4 points)
 While in the area of an Antimagic field, you are Blinded, and your fly speed is reduced to 0.

UNDEAD(&construct) FEATURE:
There are many different types of undead. Most undead fall into one of three general categories: cadaverous, ghostly, and skeletal,
I recommend choosing one upon character creation, this only allow you to take specific feat, and may have in game consequences,
like a skeleton might be indifferent to torture but will have a hard time hiding in a crowd.

Almost dead (2 point)


Requirement: undead type
If the “spare the dying” or “Decompose” cantrip is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points
equal to the roll plus your Constitution modifier (minimum of 1 hit point).

Almost alive (2 point)


When a spell providing healing is cast on you and this spell say that it can’t heal undead, you can heal at disadvantage, if a fixed
amount of hit point is restored, divide it by two (rounded up).

Vampiric Bite. (5 points)


Requirement: undead type
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your
Constitution modifier to the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit.
While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you use
your bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your
choice:
• regain hit points equal to the damage dealt by the bite
• gain a bonus to the next ability check or attack roll you make (can stack up to three time, reset on a long rest); the bonus equals
the damage dealt by the bite You can empower yourself with your bite a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.

Won’t go down easy (5 points)


Requirement: undead type
If you are below half your hit point maximum at the start of your turn, you regain 1 hit point

Cursed Blow. (1 points)


Requirement: undead type
You can bestow a curse on a creature, dealing extra necrotic damage to one target when you deal damage to it with an attack or a
spell. The extra necrotic damage equals half your level (rounded up). The target must succeed on a Constitution saving throw or be
unable to regain hit points for 1 hour. The DC for this saving throw equals 8 + your Constitution or charisma modifier + your
proficiency bonus. After you use this ability, you can’t use it again until you complete a long rest. This ability reset on a short rest
too if you spend one additional point.

Dreadful Glare. (5 points)


Requirement: undead type
As an action, you target one creature you can see within 60 feet. If the target can see you, they must make a Wisdom saving
throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, they
are frightened of you until the end of your next turn. If the saving throw fails by 5 or more, they are paralyzed for the same
duration. This ability can’t be used again until you finish a short or long rest.

Disassembly. (5+2 points)


Requirement: undead type, skeleton
Necromantic energy holds your form together, but each piece of you can operate independently. As a free action, you can detach
any of your limbs, which continue to operate as normal. You can reattach limbs as a free action on your turn. The actions you can
take are limited by the limbs that you have available. Your limbs have no additional abilities or features and are limited by what
they can logically do. For example, a leg can hop and an arm can crawl. You have telepathic control over your limbs, but only your
head can see and hear. Detached appendages can act on their own, but can only make attacks or cast spells if you spend the
appropriate action to do so. You can replace any lost or destroyed appendages during a short rest as long as you have a
replacement. If you replace an appendage, you lose connection to the old one.

Vulnerable to Bludgeoning Damage: (-5 points).


Requirement: undead type, skeleton
 Bludgeoning damage against skeletons is doubled after all other modifiers to damage are applied. (you have vulnerability to
bludgeoning damage in other word)

Bones don’t rust (22 points).


Requirement: undead type, skeleton, immune to exhaustion
When you walk or are doing simple activities, like cooking or reading a book, you add the time to a variable called your rest
reserve, each day your rest reserve is set to 0. You can use, as a one minutes ritual, your rest reserve to take any rest, subtracting
the time of the rest to your rest reserve if you have enough, you then gain the benefits of the rest, during the 1 minutes ritual, if you
have trance or similar feature, you subtract the appropriate time for your long rest, same for short rest and any rest.

Immune to Exhaustion: (10 points).


Requirement: undead type
You are immune to the exhaustion condition.

Relentless: (40 points).


Requirement: undead type, cadaverous
You are immune to the blinded(6), deafened(5), petrified(11), charmed(5), frightened(5), paralyzed(4), stunned(4) condition. You
can choose to remove certain condition to lower the price of this feat

Almost Relentless: (14 points).


Requirement: undead type
You have advantage against the blinded(2), deafened(2), petrified(4), charmed(2), frightened(2), paralyzed(1), stunned(1)
condition. You can choose to remove certain condition to lower the price of this feat

Necromantic knowledge (variable).


Requirement: undead type
A humanoid slain by you rises 24 hours later as a zombie or skeleton under your, unless the humanoid is restored to life or its body
is destroyed. You can have no more than x under your control at one time. X depend on the point you put on this ability, the base
cost is 8 point for x=1, and you must pay 5 points to increase x by one, up to x= twelve, you can as well rise the following
monster : warhorse skeleton shadow(count as 2 zombie).ghoul, specter (count as 4 zombie). Ghast, minotaur skeleton, ogre
zombie, will’o’wisp, (count as 8 zombie). Mummy, Wight(can’t control zombie) (count as 12 zombie)

Rotting Fist. (4 points).


Requirement: undead type
Your body is filled with necrotic energy, which you can focus into a physical force when making unarmed attacks. If you hit with
an unarmed attack, you deal 1d4 necrotic damage instead of the bludgeoning damage normal for an unarmed strike. You can use
your Strength or Dexterity modifier for the attack and damage roll. Your rotting fist is considered to have the Light weapon
property.

Noble. (3 points).
Requirement: undead type, cadaverous
You have advantage on Charisma (Persuasion) checks when dealing with someone who is swayed or cowed by those of noble birth
or when interacting with other nobles.

Never die (4 points)


Requirement: undead type, cadaverous
You can never fall unconscious because of injury, but you might have disadvantage and other penalty depending on your injury.

Almost Insubstantial (7 points).


Requirement: undead type, ghostly
You can use your action to become insubstantial. While insubstantial, you can move through other creatures and objects as if they
were difficult terrain. You take 1d10 force damage if you end your turn inside an object or creature. You can remain insubstantial
for up to 1 minute, or until you revert back to your ectoplasm form as a free action on your turn. After you use this ability, you
can’t use it again until you complete a short or long rest.

Insubstantial (26 points)


Requirement: undead type, ghostly
As an action, you can become insubstantial, while insubstantial, you can move through other creatures and objects as if they
were difficult terrain, you have immunity to all damage except psychic and force, you can’t interact with your environment while
in this form, meaning that all your possession fall to the ground when you become insubstantial. Once per long rest, you can
choose to be invisible for 1 minutes while in this form. You can exit this form with an action.

Possess (9 points).
Requirement: undead type, ghostly
As an action you can take control of a creature you can see within 30 feet of you and until the end of its next turn, if the creature
fail a DC (8+ your intelligence, wisdom or charisma modifier + your proficiency bonus). The target can repeat the saving throw at
the start of its next turn and when the target inflict damages to allie or take damage. The target completely forget about what
happened when the effect end if you spend 12 point instead of 9 on this ability. Once you used this feature, you can’t do so until
you take a long rest.

Relentless Nature. (17 points)


Requirement: undead type
If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at
a spot determined by the DM. If your equipment was also destroyed, you do not regain it. Once you benefited from this feature,
you can’t use it again for (25+5d6- Your Constitution score –twice your proficiency bonus) days. You can reduce the time you
can’t use this feature to (25-Your constitution score- your constitution modifier) by spending 11 points

Rejuvenation. (17 points)
Requirement: undead type
If you die, you gains a new body in 24 hours if your heart is intact (Hardness 5, 10 hit point, immunity to psychic and resistance to
all other damage exept magical bludgeoning, slashing and piercing), regaining all your hit points and becoming active again. The
new body appears within 5 feet of your heart, or forms around it. You must complete 3+1d4 long rest to be able to use this feature
again

Deathless undead(28 points)


Requirement: undead type
Each time you take damage while being under 1 hit point, you can make a DC (5+ damage taken) Constitution save, on a success,
negate the damage. At 10th level, you can spend 12 points to make the dc being the damage taken instead.

Magic Token. (2 points)


Requirement: undead type
 As an action, you can harmlessly pull out one of your nails, a tooth, or a lock of hair. This token is imbued with magic until you
finish a long rest. While the token is imbued in this way, you can use an action to send a telepathic message to the creature holding
or carrying the token, as long as you are on the same plane of existence and are within 10 miles of it. The message can contain up
to twenty-five words.
In addition, while you are within 10 miles of the token, you can use an action to enter a trance for 1 minute, during which you can
see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are
blinded and deafened in regard to your own surroundings. Afterward, the token is harmlessly destroyed.
Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part
regrows.

o
Knowledge from a Past Life. (4 point)
Requirement: construct type or undead type
You temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you
make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number
of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest and one use per short rest.

MONSTROSITY & BEAST FEATURE:


Beasts are nonhumanoid creatures that are part of the natural world. Some beasts have magical powers, but are generally low in
intelligence
If your type is humanoid, you can choose monstrosity or beast features, but for every 3 feats (rounded up) chosen, you must pay an
additional point

Regeneration. (1 point)
Requirement: beast type
If you are below half of your maximum hit points (rounded down), you can use a bonus action to regain hit points equal to your
total level plus your proficiency bonus. Once you use this feature, you cannot use it again until you finish a long rest.

Fury. (5 points)
Requirement: beast type
As a bonus action, you can gain resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you use this trait, you
can't do use it again until you finish a short or long rest.

Quill Defense (5 points)


Requirement: monstrosity or beast type
When you are hit with a melee attack while not wearing armor, your attacker takes 2d4 piercing damage from your coat of quills.
Additionally, creatures that grapple you take this damage upon a successful grapple, and at the start of each of their turns while
they maintain the grapple. You can upgrade the damage as follow:
2d6 (3 point)
2d8(2 point)
2d12(3 point)

Poisonous Skin. (4 points)


Requirement: monstrosity type
Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving
throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.
You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison
reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
You can make the dc to instead be (8+ Your Con + your prof) for an additional point

Standing Leap. (2 point) 


Requirement: monstrosity or beast type
Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start (unless it is higher).

Adhesive. (2 point)
Requirement: monstrosity type, you can’t have the slippery feat
Due to the sticky nature of your body, ability checks made to escape your grapple have disadvantage.
Slippery. (2 point)
Requirement: monstrosity type, you can’t have the adhesive feat
You have advantage on skill checks and saving throws you make to escape being grappled or restrained.

Grappler. (4 points)
Requirement: monstrosity type & object Shapechanger feat
You have advantage on grapple checks. In addition, whenever a large or smaller creature interacts with you or enters a space
within 5 feet of you, while you have shape changed into an object, you can use your reaction to attempt to grapple that creature.

Stink. (2 point)
Requirement: monstrosity type
Your odorous body stench makes others cringe with a whiff. As an action, you may force any creature that can smell within 5 feet
of you to make a Constitution saving throw or be poisoned until the start of their next turn. You may use this trait once, regaining
use after finishing a short or long rest. Your stink, however, causes others to be irritable to even be near you. You have
disadvantage on Charisma (Persuasion) checks against creatures who can smell you.
CELESTIAL AND FIEND FEATURE:

Necrotic Shroud (6 points)


Requirement: fiend type or Celestial type
You can use your action to unleash the divine energy within yourself, causing your eyes to turn into pois of darkness and two
skeletal, ghostly, flightless wings to sprint from your back. The instant you transform, other creatures within 10 feet of you that
can see you, must each succeed on a Charisma saving throw (DC8+ your proficiency bonus + your Charisma modifier] or become
frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action.
While transformed, once on each of your turns you can deal extra necrotic damage to one target when you deal damage to it with
an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a
long rest.

Radiant Soul (6 points)


Requirement: Celestial type
You can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal
wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. While transformed,
you have a flying speed of 30 feet and once on each of your turns you can deal extra radiant damage to one target when you deal
damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again
until you finish a lang rest.

Radiant Consumption (4 points)


Requirement: Celestial type
You can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your
eyes and mouth, that threatens to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. While
transformed you shed bright light in a 10-foot radius and dim light for an additional 10 feet. and at the end of each of your turns
you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of
your turns you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant
damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

Healing Hands. (2 point)


Requirement: Celestial, fiend type
 As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait,
you can't use it again until you finish a long rest.

Fiend Darkness. (5 points)


Requirement: fiend type
As a bonus action, you can emit a field of darkness around you, heavily obscuring the area in a 10-foot-radius and lightly
obscuring the area for an addition 10-foot-radius. This darkness lasts for 10 minutes before dissipating. You must complete a short
or long rest before you can use it again. For three additional point, you can use this feature a number of times equal to your
proficiency bonus or your charisma modifier (you can take this a second time to use both)

Flames Of Phlegethos (4 points)


Requirement: fiend type
you can cause flames to wreathe you for one minute. The flames don’t harm you or your possessions, and they shed bright light
out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you
with a melee attack takes 1d4 fire damage. You can use this feature once per short or long rest, you can spend one additional point
to instead be able to use this feature a number of time equal to your proficiency per short or long rest

ELEMENTAL FEATURE:
When a feat requires a specific type of elemental, if you have the associated quasi-type, you count as having the elemental type,
unless it is a para planar type ( smoke, magma, ooze and ice) in which case, both type are already determined
Air = Lightning = Vacuum
Earth = Dust = Mineral
Fire = Radiance = Ash
Water = Steam = Salt
Air + Fire = Smoke
Fire + Earth = Magma
Earth + Water = Ooze
Water + Air = Ice

Elemental breath (4 points)


Requirement: elemental type
Choose a breath weapon, the available type are :
 Lightning or cold for Air elementals
 Magical bludgeoning or non-magical bludgeoning that bypass resistance and transform immunity in resistance for Earth
elementals
 Fire or force for air elemental
 Poison or acid for water elemental

Whirlwind. (6 points)
Requirement: elemental type, air elemental
Creatures in your space must make a DC (8+your dex mod+ your proficiency) Strength saving throw. On a failure, a target takes
3d8 magical bludgeoning damage and is flung up 20 feet away from you in a random direction and knocked prone. If a thrown
target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the
target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be
knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or
knocked prone. You can use this feature a number of time equal to your proficiency per short or long rest.

Siege Monster (2 point)


Requirement: elemental type, earth elemental
You deal double damage to objects and structures.

Dust Breath.( 2 point)


Requirement: elemental type, earth elemental, breath weapon
When you use your breath weapon, a target that fails its saving throw is blinded for 1 minute. An affected creature can repeat its
saving throw at the end of each of its turns, ending the effect on a success.

Sandy Sight.( 2 point)


Requirement: elemental type, earth elemental
You have advantage on saving throws made against being blinded.

Fire Form. (12+8 points)


Requirement: elemental type, fire elemental
Your elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you
with a melee attack while within 5 feet of you takes 1d10 fire damage if it fails a DC (8+your constitution modifier + your
proficiency) dexterity save, it automatically fails if the creature hit you. In addition, your elemental can enter a hostile creature's
space for an additional 5feet of movement and stop there. The first time you enter a creature's space on a turn, that creature takes
1d10 fire damage, in addition, for every 5 feet you move in water, or for every gallon of water splashed on you, you take 1d10 cold
damage. You can spend 2 points to increase by 1d10 the damage, up to 3d10.

Volcanic Strikes. (2 points)


Requirement: elemental type, fire elemental
Whenever you make an unarmed strike, you can choose to change the damage type from slashing to fire.
Illumination. (0 points)
Requirement: elemental type, fire elemental
Your elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Touch (2 point)
Requirement: elemental type, fire elemental
Your unarmed strike deal 1d6+ your constitution fire damage. You can spend four additional point to add:
If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes
1d10 fire damage at the start of each of its turns. You can use this feature a number of times per long rest equal to twice your
Constitution score

Whelm (7 points)
Requirement: elemental type, water elemental
Each creature in you must make a DC (8+you Constitution modifier + your proficiency) Strength saving throw. On a failure, a
target takes 2d8 magical bludgeoning damage. If it is Large or smaller, it is also grappled (same DC to escape). Until this grapple
ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed
out of your space, taking 2d8 magical bludgeoning damage and landing prone. You can use this feature a number of times per
short rest equal to twice your proficiency. If you spend two additional point, you also have “+twice your Constitution modifier”
number of uses

Water restraint (10 points)


Requirement: elemental type, water elemental
You can grapple one large creature or up to two medium or smaller creatures at one time. At the start of each of you turns, each
target you grappled takes 2d8 bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it
by taking an action to make a DC (8+your strength modifier + your proficiency) Strength check and succeeding.

Go home (3+3 points)


Requirement: elemental type
You know the plane shift spell, you can cast it once per week for free and only to go to the material plane or the plane you are
from, in addition, you can only transport yourself and can’t use this spell to banish an unwilling creature.

OOZE FEATURE:
Each ooze have the following feat:
Moving matter :
Ooze character don’t suffer from injury, instead they loose one size or loose one AP for each 5 wound point lost. To stabilize an
ooze, you don’t need bandage, but liquid like water, alcohol and such, food will also help. By default, ooze are blind, mute, and
deaf, they gain 8 points from those disability (instead of 9)
Ooze can’t have additional appendage or any organic modification of their body, unless it have the requirement of ooze.
All ooze are either a ooze cube( or any simple shape) or an amorphous being, you must take the ooze cube feat or the amorphous
feat. I Highly recommend the pseudopod feat for ooze cube as they don’t have (and can’t create) hands.
Due to your amorphous or cubic nature, you cannot benefit from armor, though you can use a shield.
Ooze don’t eat normally, as an ooze, you can eat almost anything, but I recommend choosing a matter for your ooze, see below

Ooze diet: (1 point)


Requirement: ooze type
You can choose one matter, if you eat this matter in the quantity marked, this count as having ate for this day
Ooze cube : fresh meat( as normal).
Alchemical : you eat sulfur, 1 ounce a day
Blood/ flesh ooze : 1 pint of blood (10 lb of meat contain one pint of blood)
Ale ooze : you need 1 gallon of any alcoholic beverage. ( some beverage might give more or less alcohol)
Black pudding : 2 lb of any metal.
Stone pudding: 4 lb of any stone, this take 5 minutes

One Size Fits All. (5 points)


Requirement: ooze type
You can wear armor or clothing that is sized for a Small, Medium, or Large creature without it needing to be reshaped. You only
gain the benefits of armor worn this way if you are proficient with it.

Ooze dexterity (0 points)


Requirement: ooze type
You always reduce your AC and EC by 6 points, and increase your hp by 5 for each level you have, and will increase hp gained
with level by 5 additional hp.

Disguise (5 points)
Requirement: ooze type, amorphous
You choose one of the following type and gain it, your amorphous normal form must resemble the chosen type: humanoid, beast,
plant

False Appearance. (2+2 points)


Requirement: ooze type
Choose one :
The metallic ooze is indistinguishable from a pile of coins as long as it remains motionless.
False Appearance. While the ooze remains motionless, it is indistinguishable from a pile of rubies.
While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Aura of Darkness. (7+3 points)


Requirement: ooze type
The ooze devours all natural and magical light within 30 feet of it. This area is heavily obscured by darkness for all creatures ex-
cept you. You can turn this effect off and on with 1 minutes of concentration, as for a spell, if your concentration is disrupted, you
must try again. You can choose to pay two additional point to be able to choose any number of creature abe to see in the darkness
you created

Fire Hazard. (7+4 points)


Requirement: ooze type
You are resistant to fire damage, if you ever gain vulnerability or immunity, or you loose your resistance to fire, you loose this
trait.
When the ooze takes fire damage, it bursts into flame. The ooze continues burning until it takes cold damage or is immersed in wa-
ter (or 6 gallon of water are spilled on the ooze). A creature that touches the ooze or hits it with a melee attack while within 5 feet
of it while it is burning takes 1d10 fire damage. While burning, the ooze’s weapon attacks deal an extra 1d10 fire damage. The
ooze itself take a number of damage equal to its proficiency bonus (or half of it, as you have resistance to fire) Each round.

Mirage (6+2 points)


Requirement: ooze type
As a bonus action, you can create a mirage around yourself to lure victims toward you while disguising your true nature. This
functions as the mirage arcane spell (save DC 8+your wisdom+ your proficiency) but is nonmagical, and therefore can’t be
detected using detect magic or similar magic and can’t be dispelled. Once you used this feature, you can’t do so for 2d8+8 days.

Vapors of Tranquility or Turmoil. (9+2 points)


Requirement: ooze type
You sublimates your waters into a vapor that fills a disk centered on, 60 feet in radius, and 10 feet thick. All creatures in the area
are affected by either the calm emotions spell or the confusion spell (save DC8+wis+ prof ). You chooses which effect to use, and
it must be the same for all creatures. Once you used this feature, you must drink at least 2 gallon of water and end a long rest
before being able to use this feature again.

Absorb Potion. (1 points)


Requirement: ooze type
The ooze can absorb any potion, oil, tincture, or alchemical draught that touches it, choosing to be affected by the substance or to
nullify it.

Produce Potion. (5 points)


Requirement: ooze type
The alchemical apprentice can produce one common potion, oil, tincture, or alchemical draught each day. If no creature is there to
bottle, or otherwise collect, the substance when it is produced, it trickles away and is wasted.

Perishable. (-6 points)


Requirement: ooze type
These oozes don’t fare well in sunlight and don’t easily endure the rigors of travel. You take one level of exhaustion for each hour
you are exposed to direct sunlight, dim light is not included, if its raining, or if you drink 1 gallon of water each hour, you don’t
gain a level of exhaustion.

Alchemist's Glow. (2 point)


Requirement: ooze type
As an action, you can make yourself glow the color of your skin. This provides you with 10 feet of bright light, and 10 feet of dim
light in all directions. This trait produces no light while in magical darkness. You need one minutes to turn off the effect
Maddening Form. (4+2 points)
Requirement: ooze type
When a creature with an Intelligence of 3 or higher that can see you starts its turn within 30 feet of the ooze, you can force it to
make a DC (8+int+ prof) Wisdom saving throw if you aren’t incapacitated and can see the creature. If the creature fails, it takes
2d6 psychic damage and is incapacitated until the end of its turn. Unless surprised, a creature can avert its eyes to avoid the saving
throw at the start of its turn. If the creature does so, it can’t see you until the start of its next turn, when it can avert its eyes again.
If the creature looks at the ooze in the meantime, it must immediately make the saving throw, the effect end if the creature take a
short or long rest. You can use this feature once per short or long rest, for two additional point, you instead can make use of this
feature a number of time equal to your intelligence before having to take a short or long rest.

Devour Corpse. (6+1 points)


Requirement: ooze type
You consumes the dead body of a creature at least Small in size. You gains a cumulative +1 to attack and damage rolls for 10
minutes and regains hit points equal to twice your proficiency bonus. Any points beyond its hit point maximum are treated
as temporary hit points.

Tumorous Form. (4+2 points)


Requirement: ooze type
Any creature who touches you or hits you with a melee attack while within 5 feet of you must succeed on a DC (8 + your
constitution+ your prof) Constitution saving throw or contract a tumorous disease which manifests immediately. The diseased
creature suffers disadvantage on Charisma checks and -2 on attack rolls, and its hit point maximum is reduced by 2 for every 24
hours that elapse. Magic such as a lesser restoration spell cures the disease, or the target can try to fight the disease, the target
must be in the same condition that for a long rest for 1d4+1 day, at the end of this period, the creature can repeat the saving throw,
with the DC being one point lower each time, if you succeed, the disease is cured. If the disease reduces the target’s hit point
maximum to 0, the target dies and reanimates in 2 (1d4) hours as a flesh pudding.

Reactive Regeneration. (4+2 points)


Requirement: ooze type
When you are exposed to piercing or slashing damage, you regains hit points equal to your proficiency bonus. This can take you
over the hit point you have before the attack only twice per short rest.

Pseudopod. (4 points)
Requirement: ooze type
If you are a ooze cube, a pseudo pod allow you to use weapon and do everything a hands can do, you can have multiple
pseudo pod, each pseudo pod can be anywhere on your body
Your unarmed strike deal 1d8 + your strength acid damage. In addition, nonmagical armor worn by the target is partly dissolved
and takes a cumulative −1 penalty to the AC it offers, magical armor takes this malus if you roll a 1 on a d10. The armor is broken
if the penalty reduces its AC to 10, it takes 1lb of whatever material the armor is made of 5 minutes and a set of smith tool to repair
the armor.

Enhanced Pseudopod. (8 points)


Requirement: ooze type
Your unarmed strike deals 1d10 bludgeoning damage OR the target is exposed to a random toxin generated by the slime mold.
You determine the toxin and its effect, you know 2toxin, but you can learn 2 toxin for 1 point(you can take this multiple times).
The DC for saving throw is 8 + your constitution mod + your proficiency bonus
1. Caustic Toxin. The target takes 2d8 acid damage.
2. Paralytic Poison. The target must succeed on a Constitution saving throw or be poisoned until the end of its next
turn. As long as it is poisoned, it is also paralyzed.
3. Nauseating Toxin. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. At the
end of each of the target’s turns, it makes another Constitution saving throw, ending the poisoned condition on a
success.
4. Pain Agent. The target must make a Constitution saving throw, taking 4d6 poison damage on a failed save, or half
as much damage on a successful one.
5. Disorienting Poison. The target must succeed on a Constitution saving throw or be poisoned for 3 rounds. While
the poisoned condition lasts, the target can’t take reactions or bonus actions. At the start of each of its turns, the
target makes another saving throw, ending the poisoned condition on a success.
6. Hallucinogen. The target must succeed on a Wisdom saving throw or be incapacitated until the start of your next
turn. The GM controls the target’s movement, which is erratic, until then.

Split. (8 points)
Requirement: ooze type
If you are Small or larger you can, as an action splits into two new oozes. Each new ooze has hit points equal to half your original
hit points, rounded down. New ooze is one size smaller than the original ooze. You control both oozes. One of those ooze is
destroyed if they are at more than 10 miles from each other (if you have more than two ooze, each one must be within 10 miles of
at least one ooze) (or on different plane), you choose which. If one of those ooze is destroyed, the ooze that is still alive will start
growing, over the course of 3d6 hours, and consuming 10lb of food and/ or water, the ooze will regrow one size larger. As an
action, two adjacent oozes can fuse into a one size larger ooze, if they are from the same original ooze.

Bludgeoning Bounce. (0 points)


Requirement: ooze type
Whenever you are subjected to bludgeoning damage, you are pushed up to 10 feet away from the source of the bludgeoning
damage. If you are subjected to bludgeoning damage while attached to a creature, you must succeed on a DC 13 Strength saving
throw or detach from the creature and be pushed up to 5 feet away.

Acid/ poison Body. (4 points)


Requirement: ooze type
Your body is acidic or poisonous , you deal acid or poison ( choose 1 upon character creation) damage equal to
your Constitution modifier (minimum 1) to any creature that starts its turn grappling or grappled by you.

Corrosive/ petryfying Form. (9 points)


Requirement: ooze type, anamorphous
Choose one for 3+1 points or two for 5+3 points, or three for 7+5

Corrosive form. Up to three time per short rest : A creature that touches you or hits it with a melee attack while within 5 feet of it
takes 1d8 acid damage.
Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a cumulative −1
penalty to damage rolls. If its penalty drops to −5, the weapon is broken. Nonmagical ammunition made of metal or wood that hits
you are destroyed after dealing damage. it takes 1lb of whatever material the armor is made of 5 minutes and a set of smith tool to
repair the armor.

Petrifying Form. Up to three time per short rest : A creature that touches you or hits it with a melee attack while within 5 feet of it
must make a Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. If it used
a nonmagical weapon made of wood or other organic material to hit the pudding, that weapon turns to stone. The creature must
repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until You are
more than 10 miles away for more than 1 day, or 1 day after you die. Nonmagical ammunition made of wood or other organic
material that hits you is turned to stone after dealing damage. Nonmagical ammunition made of stone that hits the pudding is
destroyed after dealing damage.

Irritating Fumes. Up to three time per short rest : If you takes fire, force, lightning or thunder damage, you can emanates a cloud
of semi-transparent vapor that irritates the eyes and respiratory system of living creatures within 10 feet of you. All creatures other
than undead , ooze or constructs within the area must succeed on a Constitution saving throw or take 3d6 acid damage and
be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a
success. The cloud disperses in 1 minute, or can be dispersed by a moderate or greater wind.

You can choose one for 1 point or both for 2 points:


You can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
You can eat through 2-inch thick, nonmagical stone, including petrified creatures, in 1 round.

Ink form (10 points)


Requirement: ooze type, anamorphous
Your lifespan is 3 days, and you own a indestructible and tiny bottle, you can retrieve in this bottle by spending one round without
being harmed, to take any rest, and if you take a long rest inside the bottle, you rejuvenate at the end of the rest, inside the bottle
you can see, and hear as normal, you also can talk with anyone holding the bottle .While inside your bottle you can gain 5 feet of
truesight for 10 minutes at the cost of one level of exhaustion. When you want to get out of your bottle, you can do it as a full
round action, you can do it stealthily, and you never make a sound while you are getting out of your bottle, when you exit the
bottle, your size is tiny, and you grow by one size up to your normal size each round. In addition, you can choose when you attack
with an unarmed strike to only use your ink, in which case you can only damage flesh, you leave wood, metals, paper completely
clean and unharmed. You always know where your bottle is and you can teleport it to you by burning 10gp worth of paper or sand
as a 1 hour ritual, even if the bottle is on another plane. If you are amorphous, you can still exit your bottle even if there is a cap on
it.

Fluid Movement.( 4 points)


Requirement: ooze type
You can move through the spaces of other creatures, and you can end your turn in the space of any creature.
Ooze Cube. (-2 points)
Requirement: ooze type, can’t take amorphous
You always take up your entire space. Other creatures can enter your space, but a creature that does so is subjected to your Engulf
and has disadvantage on its saving throw.
You cannot wield any weapon
You cannot don armor made for bipeds; armor specifically made for whatever shape you are, that is, barding, needs obtained if you
wish to wear it. (Any armor you get as part of starting a new character can be considered barding.) You are unable to wield
weapons or wear shields, nor can you use items that require manipulation (unless you have a pseudopod or appendage gained with
other mean).
Creatures inside you can be seen but have total cover.
A creature within 5 feet of you can take an action to pull a creature or object out of the cube. Doing so requires a successful DC
(your constitution score) Strength check. Then the creature pulling the creature or object take 1d6 acid damage
You can hold only one creature of the same size as you or up to four creatures one size smaller than you inside you at a time.
Engulf
You can enter your size or small creatures' spaces. Whenever you enter a creature's space, the creature must make a DC 10
Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be
pushed suffers the consequences of a failed saving throw.
On a failed save, you enter the creature's space, and the creature is engulfed. The engulfed creature is restrained, When the cube
moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 10 Strength check. On a success, the creature escapes and
enters a space of its choice within 5 feet of the cube.
If your engulf, secretion, mineralize or encase ability use a saving throw, the DC is 8+ your con mod. + your prof
If you have more than one of the following ability, you must choose which one to use when you engulf a creature :
Engulf, Enhanced Engulf, Secretion, Encase, Planar portal

Enhanced Engulf. (8+2 points)


Requirement: ooze type, Ooze cube
You can enter your size or small creatures' spaces. Whenever you enter a creature's space, the creature must make a Dexterity
saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be
pushed suffers the consequences of a failed saving throw.
On a failed save, you enter the creature's space, and the creature takes 1d6 acid damage and is engulfed. The engulfed creature
can't breathe, is restrained, and takes 2d6 acid damage at the start of each of the cube's turns. When the cube moves, the engulfed
creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC (8+ your con + your prof) Strength check. On a success,
the creature escapes and enters a space of its choice within 5 feet of the cube.

Secretion. (8+2 point)


Requirement: ooze type, Ooze cube
You can occupy another creature’s space, and vice versa. A creature that starts its turn in the ooze’s space is subject to its
secretion.. The ooze’s space is difficult terrain.
Whenever you enter a creature's space, the creature must make a Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be
pushed suffers the consequences of a failed saving throw.
On a failed saving throw, the creature is engulfed by you, and must succeed at a Dexterity saving throw or become restrained for
one minute. A creature that spends an action trying to remove the resin is entitled to another saving throw at the end of its turn.
After 1 minute the resin hardens into stone, and requires either magic or an hour’s labor with appropriate tools to remove. The
creature, while engulfed by you must repeat the saving throw to avoid the same effect at the start of each of its turn.

Encase.( 8+2 points)


Requirement: ooze type, Ooze cube
You encases a Medium or smaller creature grappled by you. The encased target is blinded, restrained, and unable to breathe, and it
must succeed on a Constitution saving throw at the start of each of the ooze’s turns or take 2d6 acid damage. If you moves, the
encased target moves with you. You can have only one creature encased at a time. An encased creature can try to escape by taking
an action to make a Strength check. The creature has disadvantage on this check if you are mineralized (see below). On a success,
the creature escapes and enters a space of its choice within 5 feet of the ooze. Alternatively, a creature within 5 feet of the ooze can
take an action to pull a creature out of the ooze. Doing so requires a successful DC 12 Strength check, and the creature making the
attempt takes 7 (2d6) acid damage. The creature making the attempt has disadvantage on the check if the ooze is mineralized.
Mineralize. As a bonus action when you have encased a creature, you hardens the minerals in your body, turning the surface of
your body into a stone-like material. While mineralized, you have a walking speed of 5 feet you are unable to take reaction or
bonus action, and you have resistance to bludgeoning, piercing, and slashing damage. You remains mineralized until the creature it
has encased dies, or until you takes a bonus action to end it.

Planar Portal. (8+2 points)


Requirement: ooze type, Ooze cube
You have a portal to the Void at your core. A creature no larger than you that starts its turn grappled by you must make a
Strength saving throw. On a success, the creature takes 2d6 force damage but isn’t pulled toward the portal. On a failure, the
creature takes no damage but is pulled closer to the portal. A creature that fails three saving throws before escaping the grapple
enters the portal and is transported to the Void. This transportation works like the banishing an unwilling creature aspect of
the plane shift spell.

Transparent. (3 points)
Requirement: ooze type
Even when the cube is in plain sight, it takes a successful DC(8+ proficiency+ stealth skill bonus) Wisdom (Perception) check to
spot a transparent ooze that has neither moved nor attacked. A creature that tries to enter your space while unaware of you is
surprised by the cube.

GIANTS FEATURE:
Giants can’t be of a small size or lower

Powerful Build. (2 point)


Requirement: giant type
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Thick Skin (1 point)


Requirement: giant type
 Instead of adding your Dexterity modifier, you may add your Constitution modifier when determining your Armor Class.
Powerful Fists. (9 points) 
Requirement: giant type
Your fists are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 2d6
+ your Strength modifier bludgeoning damage.

Hidden Step. (4 points)


Requirement: giant type
 As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or
force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain
all expended uses when you finish a long rest.

Stony Skin. (2 point)


Requirement: giant type
You have advantage on ability checks to hide in rocky terrain. When you make a Dexterity (Stealth) check to hide in rocky terrain,
you are considered proficient in the Stealth skill if you aren't already, and add double your proficiency bonus to the roll, instead of
any proficiency bonus you would normally apply.

Mental Regeneration. (2 point)


Requirement: giant type
Your mind is able to quickly recover from outside influence and has built up a resistance to it. If you fail an Intelligence, Wisdom,
or Charisma saving throw against an effect that lasts for more than one turn, you can repeat the saving throw at the start of your
next turn, ending the effect on yourself on a successful save. Once you used this feature, you can’t do so until you finish a long rest

Regenerative Fortitude. (5+2 point)


Requirement: giant type
Your maximum amount of hit dice is increased by your Constitution modifier. This does not increase your amount of hit points,
just the amount of hit dice that are available for healing.

Burly. (2 point)
Requirement: giant type
When you successfully hit with a melee weapon, an unarmed strike, or a ranged weapon with the Thrown quality, you may choose
to roll twice as many dice when determining how much weapon or unarmed strike damage you deal. Once you use this ability, you
can't use it again until you complete a short or a long rest.

Regeneration. (3 points)
Requirement: giant type
As a bonus action on your turn, you can expend one Hit die and recover hit points equal to the roll plus your Constitution modifier,
unless you have taken acid or fire damage since the end of your last turn. You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.

Regeneration, II. (3 point)


Requirement: giant type
You can tap stave off damage. As a reaction, when you take damage, you can expend a Hit Die to reduce the damage by the
amount rolled. You cannot reduce the damage if it is acid or fire damage. You can use this trait a number of times equal to half
your level (rounded up), and you regain all expended uses when you finish a long rest.

Glacial Native. (2 point)


Requirement: giant type
While you are traveling through arctic terrain, you add twice your proficiency bonus
to Intelligence (Nature) and Wisdom (Perception and Survival) checks related to your immediate surroundings, instead of any
proficiency bonus that you would normally apply. Additionally, you ignore difficult terrain while in arctic terrain.

Storm Bolt. (2 point) 


Requirement: giant type
You can generate a bolt of lightning in your hand, which you can use to make attacks in combat. This is a ranged spell attack that
you can use with the Attack action. The attack has a range of 60 feet, an attack bonus equal to your Intelligence modifier + your
proficiency bonus, and deals lightning damage on a hit equal to 1d6 + your Intelligence modifier. You can change the modifier by
spending one point

Earth Shaper. (2 point)


Requirement: giant type
 You can shape and move around nonmagical earth or stone as per the effects of the mold earth cantrip. However, you do so
nonmagically.

Ogre Toughness. (4 point)


Requirement: giant type
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Each time you select this feat, its price
goes up by one point, example : if you buy this feat 3 time, you must pay 4+(4+1)+(4+2)=15 point, up to 8 point for each time you
take it.

Earthen Movement. (2 point) 


Requirement: giant type
As an action, you can move through 10 feet of nonmagical unworked sand, earth, mud, stone, or similar material. While doing so,
you don't disturb the material you move through and gain 10 feet of tremor sense until the end of your turn. If you end your turn
within an object or material, you are moved to the spaced you entered it from. You can use this trait once per long rest, or if you
spend an additional point, you can instead use this trait a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

ABBERATION FEATURE:
Aberrations are alien entities, often with powers drawn from their minds
Beholder Form. (10+4 points, or 13+4 if you are not a beholder)
Prerequisite: Aberration type
In 1 minute, you can switch your form to resemble a beholder. Your eyes become one, your body bloats in size, your teeth sharpen
to a point, with various eyestalks protruding from your significantly larger head (if you already are a beholder ignore the previous
sentences). if you are not originally a beholder this effect ends if you falls unconscious or if you end it ( this take 1 minute).
While in this form you gain the following racial traits:
Hover (1 point). While in beholder form, you hover up to 5 feet off the ground and you are immune to being knocked prone .
Aberrant.(-1 point) While in this form, you have disadvantage on all Charisma based skill checks except Intimidation 
Beholder Eye(9 points). While in beholder form, you can draw out the power of the beholders most well-known weapon, its eye
beam. As an action you roll a d6 and target a creature you can see within 60 feet of you. The DC for this saving throw is equal to 8
+ your proficiency bonus + your Intelligence modifier.
No arm no chocolate. (-4 points) You don’t have any arm, you can’t make melee weapon attack, wear armor, you can have up to
two backpacks on you, or a special backpack created for your shape. You can only cast spell with somatic components if you
succeed on a DC 10 Arcana check each time you cast a spell
D Eye Ray Table
6
1 Disintegration Ray. You fire a blast of destructive energy. Make a ranged spell attack, dealing 1d10 force damage on a
successful hit. If a creatures hit points are reduced to 0 by this attack, the creature is disintegrated. A disintegrated creature
and everything it are wearing and carrying, except magic items, are reduced to a pile of fine grey dust.
2 Fear Ray. You awaken the sense of mortality in one creature you can see within range. Constructs and undead are immune
to this effect. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute.
The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3 Petrification Ray. You make eye contact with a creature, forcing the target within range to make a Wisdom saving throw.
On a failed save, the creature's speed is reduced to 0 and its legs, if any, have turned to stone for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4 Telekinetic Ray. You can mentally hold a creature in place. The creature must make a Strength saving throw. On a failed
save, the creature is restrained, and using a bonus action you may move them up to 30 feet in any direction. The effect ends
at the end of your next turn. You can lift up to 300 pounds. you can also exert fine control on objects with this ray, such as
manipulating a simple tool or opening a door or a container
5 Paralyzing Ray. You fire a bolt of lightning from your eye, the creature must make a Dexterity saving throw. On a failed
save, the target is paralyzed. The effect ends at the end of your next turn.
6 You may pick an eye ray of your choice.

True beholder (7+7 points)


Prerequisite: Aberration type, beholder form
You gain the following benefits:
Reserve. You require 10 lb. of food per day, your stomach can stock up to 200lb of food
Silent Intellect. You don't hide as creatures of the dark normally would, through camouflage and silence, but forcing other
creatures’ minds to pass over you. Whenever you make a Stealth check, you can use your Intelligence in place of your Dexterity.
Your Beholder eye feature is replaced by:
Eye Rays. Roll a d10 and target a creature you can see within 60 feet of you. The DC for this saving throw is equal to 8 + your
proficiency bonus + your Intelligence modifier. You can use your ray on object, and you can choose the ray
1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by the beholder for 1 hour, or
until the beholder harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target’s speed is
halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its
turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success.
5. Enervation Ray. The targeted creature must make a constitution saving throw, taking 1d8 necrotic damage on a failed
save, or half as much damage on a successful one
6. Telekinetic Ray. You can mentally hold a creature in place. The creature must make a Strength saving throw. On a failed
save, the creature is restrained, and using a bonus action you may move them up to 30 feet in any direction. The effect
ends at the end of your next turn. You can lift up to 300 pound you can also exert fine control on objects with this ray,
such as manipulating a simple tool or opening a door or a container.
7. Sleep Ray. The targeted creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1
minute. The target awakens if it takes damage, or another creature takes an action to wake it. This ray has no effect on
constructs and Undead.
8. Petrification Ray. The targeted creature must make a Dexterity saving throw. On a failed save, the creature begins to turn
to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a
failure, the creature is petrified for 10 minutes.
9. Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw or take 2d6 force damage. If
this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller
non-magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a huge or larger
object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray. The targeted creature must succeed on a Dexterity saving throw or take 2d10 necrotic damage.
You can spend more point to inflict more damage:
Point cost Enervation Disintegration Death
2 points (level 2) 2d8 3d8 3d10
2 points (level 4) 2d8 4d8 3d12
2 points (level 6) 3d8 4d10 4d12
2 points (level 8) 4d8 5d8 5d10

Enslave (11+7 points)


Prerequisite: Aberration type
Once per long rest You targets one creature it can see within 30 feet of it. The target must succeed on a DC (8+ your int modifier+
your proficiency bonus) Wisdom saving throw or be magically charmed by you until you dies or until you are on a different plane
of existence from the target. The charmed target is under your control and can't take reactions, and you and the target can
communicate telepathically with each other over any distance.
Whenever the charmed target takes damage or inflict damage to a target that he is not hostile to, the target can repeat the saving
throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at
least 1 mile away from you. Someone can guess that your target is charmed if they succeed on a wisdom(insight) or
wisdom(arcana) check on the target, the DC is your intelligence score.

Phantasms (8+2 points)


Prerequisite: Aberration type
Once per long rest You magically creates three illusory duplicates of yourself if you aren’t in bright light. The duplicates move
with you and mimic your actions, shifting position so as to make it impossible to track which you are the real one. If you are ever
in an area of bright light, the duplicates disappear.
Whenever any creature targets you with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to
determine whether it targets you or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies
on senses other than sight.
A duplicate has your AC and uses your saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an
effect that deals damage, the duplicate disappears.

Aberrant Ground. (2+3 points)


Prerequisite: Aberration type
The ground in a 10-foot radius around you is difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10
Strength saving throw or have its speed reduced to 0 until the start of its next turn. You can turn this effect off and on by spending
18 seconds ( 3 rounds) concentering on you, as if you were casting a spell, your concentration can be disrupted.

Weird Insight. (3 points)


Prerequisite: Aberration type
As an action You targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against
your Wisdom (Insight) check. If you win, you magically learn one fact or secret about the target. The target automatically wins if it
is immune to being charmed. The target know that you probed its mind and know what facts you learned if you succeed.

Great Size. (3+2 points)


Prerequisite: Aberration type
 Your size is considered Large for the purposes of grappling, tumbling, and shoving, as well as other combat moves and actions

Element of Surprise. (2 points)


Prerequisite: Aberration type
You are opportunistic and strike easily at those too slow to react. You have advantage in attack rolls against creatures that
are surprised.

Inexhaustible. (4 points)
Prerequisite: Aberration type
You are a tough creature, able to tank attacks and also take offense for long periods of time. You have advantage on saving throws
against exhaustion.

Overdrive. (3 points)
Prerequisite: Aberration type
At any moment, without action, you change your eyes and force its powers to amazing limits momentarily. You gain 60 feet
of truesight until the end of your next turn. When this effect ends, you take a level of exhaustion . You cannot use this trait again
until you finish a long rest.

Devour Brain. (3 point)


Prerequisite: Aberration type
you must consume at least one brain a day, or one intelligent, (humanoid, dragon, aberration, or any creature with 10+ int) brain
per week. In a minute, you can extract the brain of an unconscious creature within 5 feet of you. You instantly kill the target by
devouring its brain.
Devouring a brain with this feature or the "Extract Brain" psionic ability provides you with 5 temporary hit points until you take a
rest, then roll 1d20.
 1-5. You learn 1 piece of useless information
 6-10. You learn 2 pieces of useless information
 11-15. You learn 1 piece of useful information
 16-20. You learn 2 pieces of useful information
Tentacles (7 points)
Prerequisite: Aberration type, tentacles
As you become used to your tentacles, they become stronger and more coordinated. Your tentacles become a natural weapon
which you can use to make unarmed strikes. If you hit with them, you deal psychic damage equal to 1d4 + your Intelligence
modifier instead of the bludgeoning damage normal for an unarmed strike. When you attempt to grapple a creature, you can use
your tentacles for it. If the grapple succeeds, the target must make an Intelligence saving throw. On a failed save, it is restrained as
long as it’s grappled. By spending 5 additional point, you increase the damage of your tentacle to 3d4

Long Tentacles. (5 points)


Prerequisite: Aberration type, tentacles
When you make a melee attack on your turn with your tentacle, your reach for it is 5 feet greater than normal.

Extract Brain. (5 points)


Prerequisite: Aberration type
As an action, you can attempt to extract the brain of an incapacitated or restrained creature within 5 feet of you if no other hostile
creatures are within 5 ft. Make a melee weapon attack with a bonus equal to your proficiency bonus + your intelligence modifier.
On a hit, the target takes Xd10 piercing damage, with X equal to half your level (rounded up). If that reduces the target to 0 hit
points, you instantly kill the target, devouring its brain. You can use this feature a number of times equal to your Constitution
modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Mind Blast. (2 points)


Prerequisite: Aberration type
As an action, you emit psychic energy to destroy your foes. Each creature in a 15-foot cone originating from you must make an
Intelligence saving throw (DC 8+int mod+ prof). On a failed save, it takes 2d6 psychic damage and is stunned until the end of its
next turn, or half as much damage and is not stunned on a successful one. The damage and size of this ability increases to 3d6, 30
feet for +1 point, 4d6, 45 feet for +1 point, and 5d6 and 60 feet for 1 point. After you use this feature, you can’t use it again until
you finish a short or long rest.

Water Vulnerability. ( -4 point)


Prerequisite: Aberration type
You do not need to drink and are in fact incredibly frail when it comes to water. Whenever you make contact with water, be it
from drinking a glass, falling into a lake, getting caught out in the rain, or what have you, you may use a reaction to expend one
use of your Teleportation feature to reach an unoccupied dry space. Otherwise, you take 1 acid damage at the start of each of your
turns for as long as you maintain contact.
This trait does not apply to water vapor or ice.

Ender Pearl Teleportation. (5 points)


Prerequisite: Aberration type
You have the ability to warp short distances. As a bonus action, you may teleport to an unoccupied space within 30 feet that you
can see. You may use this a number of times equal to your Wisdom modifier (minimum 1) before completing a short or long rest.
You may not use this ability if you do not have an ender pearl on your person.
Ender pearl: You may spend 1 hour performing a secret ritual to form an ender pearl, the source of your teleportation power.
Without it, you cannot use your teleportation trait. This item has the thrown (60/120) property. When thrown by you or another
creature, the pearl will shatter, and teleport the thrower to the nearest unoccupied space next to where it landed. A creature that
teleports this way takes 1d6 force damage that cannot be reduced or negated by any means. You can have a number of active pearl
equal to your Wisdom modifier
Performing this ritual with the max number of active pearls to create a new pearl will destroy an old one.

DRAGON FEATURE :
Dragon typical stats : 15/10/13/10/11/13, darvision, blindsight, burrow speed, fly speed, walking speed
If you select the dragon type, you must take the following feat:

Draconic shape:
If you have feat to gain appendage, they cost one additional points
If you start as a large creature, instead of having 26 starting points you only have 18 points
Your forepaws have opposable thumbs, allowing you to manipulate objects like your peers; however, your stance definitely makes
many tasks harder for you. You cannot properly wield any weapons made for bipedal folk. Weapon proficiency bonuses do not
apply to your attacks with such weapons. You cannot use two-handed weapons or dual-wield in combat. You cannot
don armor made for bipeds; armor specifically made for quadrupeds, that is, barding, needs obtained if you wish to wear it. (Any
armor you get as part of starting a new character can be considered barding.) Wielding shields does not grant AC bonuses. Finally,
many actions are harder for you because you normally don’t have free hands. Actions like loading a weapon, drinking a potion, or
casting any spells with material or somatic components, requires you to retrieve them from one of your pack bags, around your
neck, or something similar. These tasks cost 5 feet of movement.
You have a set of wings and four legs, which give you the following feature:
You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb
that requires hands and feet is especially difficult for you because of your legs. When you make such a climb, each foot of
movement costs you 4 extra feet, instead of the normal 1 extra foot. You also can only climb ladder and such to the speed of 5 foot
per turn, this cost you all your movement
Dragon Tail: If you have a tail your maximum tail size depends on your size, if you are tiny, it is 5 feet, for each size above tiny
you increase the length by 5 feet

Fighter (4 points)
Prerequisite: Dragon type
You can apply their proficiency bonuses to a single one-handed weapon, by wielding it with their mouth. This does not affect their
ability to speak (although they might sound funny while trying to speak).

Caster (4 points)
Prerequisite: Dragon type
You can fulfill somatic components by waggling their tail around, and may fulfill material components by merely having them on
their person. No longer do movement speed penalties gained via Feral Stance apply.

The bigger they are… (variable)


Prerequisite: Dragon type
You can select this feat after the character creation and only when you have an Asi. This feat allows you to grow in size, giving
you access to better breath weapons.
Tiny->Small (1 point)
Small->Medium (2 point)
Medium->Large (8 point) (level 3+)
Large->Huge (15 point) (level 6+)
Huge->Gargantuan(22 point) (level 9+)

Draconic ability (5 points)


Prerequisite: Dragon type, level 5+, large
You increase the maximum of one of your abilities by 2, up to 22 if you are large, up to 26 if you are Huge and up to 30 if you are
gargantuan

Dragon breath (variable)


Prerequisite: Dragon type
When you choose this feat, you choose one or two draconic type, if you are tiny or small, you can’t choose a breath weapon, if you
are medium, you have access to wyrmling breath weapon and feature, if you are large, you have access to young breath weapon
and feature as well, if you are huge you also can buy the adult feature, and finally, if you are gargantuan, you can select the ancient
breath weapon and feature. When you select a breath weapon, you only choose the type and the size, you gain all breath weapon of
the associated type with the same size
If you buy a new breath weapon, and you have bought a breath weapon with the same name, you can deduct the price of the ability
from the price of the new ability and you lose the old breath weapon.
You can buy multiple time a breath weapon, up to three time for the first column, up to two time for the second and third column
(there is no benefits to taking multiple breath weapon of the first column), for example you might want to by a brass dragon
wyrmling breath weapon with a number of charge equal to you constitution but twice.
Price of breath weapon for the number of uses per short and long rest:
Age (size) 1/short or long rest Constitution mod Con+ prof. bonus At will
Wyrmling(medium) 2 6 14 24
Young(large) 6 18 38 60
Adult (Huge) 14 28 58 90
Ancient(gargantuan) 20 36 78 120
The save for your breath weapon is: (DC = 8+ prof + Con)
Brass dragon
 Fire Breath. (Wyrmling) The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must
make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
 Sleep Breath. (Wyrmling) The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed
on a Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes
damage, or someone uses an action to wake it.
 Fire Breath. (Young) The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must
make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
 Sleep Breath. (Young) The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a
Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes
damage, or someone uses an action to wake it.
 Fire Breath (Adult). The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must
make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
 Sleep Breath (Adult). The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a
Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes
damage, or someone uses an action to wake it.
 Fire Breath (Ancient). The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must
make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.
 Sleep Breath (Ancient). The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on
a Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes
damage, or someone uses an action to wake it.
Red dragon
 Fire Breath (Wyrmling). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a
Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much damage on a successful one.
 Fire Breath (Young). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a Dexterity
saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
 Fire Breath (Adult). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC Dexterity
saving throw, taking 9d6 fire damage on a failed save, or half as much damage on a successful one.
 Fire Breath (Ancient). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity
saving throw, taking 13d6 fire damage on a failed save, or half as much damage on a successful one.
Copper dragon
 Acid Breath. (Wyrmling) The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line
must make a Dexterity saving throw, taking 2d8 acid damage on a failed save, or half as much damage on a success-
ful one.
 Slowing Breath (Wyrmling). The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a
constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make
more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not
both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending
the effect on itself with a successful save.
 Acid Breath (Young). The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must
make a Dexterity saving throw, taking 4d10 acid damage on a failed save, or half as much damage on a successful
one.
 Slowing Breath (Young). The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a
constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make
more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not
both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending
the effect on itself with a successful save.
 Acid Breath (Adult). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must
make a Dexterity saving throw, taking 6d8 acid damage on a failed save, or half as much damage on a successful
one.
 Slowing Breath (Adult). The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a
constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make
more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not
both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending
the effect on itself with a successful save.
 Acid Breath (Ancient). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must
make a Dexterity saving throw, taking 7d8 acid damage on a failed save, or half as much damage on a successful
one.
 Slowing Breath (Ancient). The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a
constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make
more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not
both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending
the effect on itself with a successful save.
Black dragon
 Poison Breath (Wyrmling)The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a
constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.
 Acid Breath (Young). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a
Dexterity saving throw, taking 4d8 acid damage on a failed save, or half as much damage on a successful one.
 Acid Breath (Adult)The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a
Dexterity saving throw, taking 6d8 acid damage on a failed save, or half as much damage on a successful one.
 Acid Breath (Ancient). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must
make a Dexterity saving throw, taking 7d10 acid damage on a failed save, or half as much damage on a successful one.
Bronze dragon

 Lightning Breath. (Wyrmling) The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in
that line must make a Dexterity saving throw, taking 2d8 lightning damage on a failed save, or half as much damage
on a successful one.
 Repulsion Breath. (Wyrmling) The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area
must succeed on a Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
 Lightning Breath. (Young) The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that
line must make a Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on
a successful one.
 Repulsion Breath (Young). The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must
succeed on a Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
 Lightning Breath (Adult). The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that
line must make a Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on
a successful one.
 Repulsion Breath (Adult). The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must
succeed on a Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
 Lightning Breath (Ancient). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in
that line must make a Dexterity saving throw, taking 8d10 lightning damage on a failed save, or half as much damage
on a successful one.
 Repulsion Breath (Ancient). The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must
succeed on a Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Green dragon
 Poison Breath (Wyrmling)The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must
make a constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a
successful one.
 Poison Breath (Young). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a
constitution saving throw, taking 5d6 poison damage on a failed save, or half as much damage on a successful one.
 Poison Breath (Adult). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a
constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.
 Poison Breath (Ancient). The dragon exhales poisonous gas in a 90--foot cone. Each creature in that area must
make a constitution saving throw, taking 11d6 poison damage on a failed save, or half as much damage on a
successful one.
Silver dragon
 Cold Breath. (Wyrmling) The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a
constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
 Paralyzing Breath. (Wyrmling) The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area
must succeed on a Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.
 Cold Breath. (Young) The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a
constitution saving throw, taking 4d8 cold damage on a failed save, or half as much damage on a successful one.
 Paralyzing Breath. (Young) The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must
succeed on a Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
 Cold Breath (Adult). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a
constitution saving throw, taking 6d10 cold damage on a failed save, or half as much damage on a successful one.
 Paralyzing Breath (Adult). The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must
succeed on a Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
 Cold Breath (Ancient). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a
constitution saving throw, taking 8d10 cold damage on a failed save, or half as much damage on a successful one.
 Paralyzing Breath (Ancient). The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must
succeed on a Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
White dragon
 Cold Breath (Wyrmling). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make
a constitution saving throw, taking 2d12 cold damage on a failed save, or half as much damage on a successful one.
 Cold Breath (Young). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a
constitution saving throw, taking 4d8 cold damage on a failed save, or half as much damage on a successful one.
 Cold Breath (Adult). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a
constitution saving throw, taking 6d8 cold damage on a failed save, or half as much damage on a successful one.
 Cold Breath (Ancient). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a
constitution saving throw, taking 8d8 cold damage on a failed save, or half as much damage on a successful one.
Blue dragon
 Lightning Breath (Wyrmling). The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that
line must make a Dexterity saving throw, taking 2d10 lightning damage on a failed save, or half as much damage on a
successful one.
 Lightning Breath (Young)The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line
must make a Dexterity saving throw, taking 4d10 lightning damage on a failed save, or half as much damage on a
successful one.
 Lightning Breath (Adult). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line
must make a Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a
successful one.
 Lightning Breath (Ancient). The dragon exhales lightning in a 120--foot line that is 10 feet wide. Each creature in that
line must make a Dexterity saving throw, taking 8d10 lightning damage on a failed save, or half as much damage on a
successful one.
Gold dragon
 Fire Breath. (Wyrmling) The dragon exhales fire in a 15-foot cone. Each creature in that area must make a Dexter-
ity saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one.
 Weakening Breath (Wyrmling). The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed
on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving
throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success.
 Fire Breath (Young). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a Dexterity
saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.
 Weakening Breath (Young). The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a
Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving
throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success.
 Fire Breath (Adult). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a Dexterity
saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one.
 Weakening Breath (Adult). The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a
Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving
throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success.
 Fire Breath (Ancient). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity
saving throw, taking 7d10 fire damage on a failed save, or half as much damage on a successful one.
 Weakening Breath (Ancient). The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on
a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving
throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success.
All dragon:
 Frightful Presence (Young). (8 points) Each creature of the dragon's choice that is within 120 feet of the dragon and
aware of it must succeed on a DC (8+prof+Charisma mod.) Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next
24 hours.
 Wing Attack (Adult) (4 points). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a
DC (8+prof+strength) Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone.
 Wing Attack (Ancient) (7 points). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed
on a DC (8+prof+strength) Dexterity saving throw or take 3d6 bludgeoning damage and be knocked prone.
 Change Shape. (Young) (9 points) The dragon magically polymorphs into a humanoid or beast that has a challenge
rating no higher than its level, or back into its true form. It reverts to its true form if it dies. Any equipment it is wear -
ing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of
the new form, except any class features or legendary actions of that form.
 Steam Breath (adult). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a
DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful
one. Being underwater doesn't grant resistance against this damage.
 See shape change and morphing

PLANTS FEATURE:
Typical plants stats :3/1/10/1/3/1, blind, speed of 5 feet, mute, vulnerable to fire,
Plants start with the following feat:
Vegetal constitution ( -8 points)
Prerequisite: plant type
You are vulnerable to fire
You are considered magical for every spell that would harm non-magical plant
You can’t eat normal food, instead you must stay in contact with dirt, grass, or vegetal matter to nourish yourself, this takes one
hour for 1 lb. of food and drinks, this can coincide with any rest.
Your base walking speed is 5 feet
Instead of hands, you have flexible branches, this does not provide any benefits in itself
Instead of legs, you have roots, this allows you to “flow” instead of walking and this does not provide any benefits in itself

Enhanced roots(variable)
Prerequisite: plant type
You have roots that are built different:
 Powerful roots (2 point) you have a climbing speed equal to your walking speed
 Dangerous roots (2 point) you can deal 1d6+ your strength modifier in bludgeoning damage with your unarmed strike
 Long roots (4 points) your roots are 5 feet larger in length, giving you a reach of 10 feet with your unarmed strike
 Sticking roots (4 points) you can take object with your roots, up to three time your strength score plus your constitution
score
 See speeds

False Appearance. (3+1 point)


Prerequisite: plant type
While you remain motionless, you are indistinguishable from an ordinary plant.

Extra Leaves (4 points)


Prerequisite: plant type
You don’t have to eat anymore, reducing the time you need to absorb energy to 10 minutes per lb.

Reflecting leaf (4 points)


Prerequisite: plant type
Your leaves are capable of redirecting sunlight, as an action you can deal radiant damage to a target you can see within 30 feet of
you, those damage are equal to your constitution modifier+1d10. If you are not in bright light, you can do this a number of times
equal to your constitution modifier+ your proficiency bonus, you regain one use for each minute you spend in bright light.

Rotting Touch. (4 points)


Prerequisite: plant type
You have a special unarmed stike, you can use it as an action, when you attack with this weapon, you can use your constitution
modifier in place of your strength modifier for the attack roll and damage roll. You make 1d4 attack ( if you have multiple attack,
you roll as many d4 as your number of attack), on a hit, each of them deal 1d6 necrotic damage. You can upgrade the number of
attack to 1d6 and 1d8 by spending three point for each size.

MISC FEATURE :

Sleeper( 4 points)
You instantly fall asleep when you want to, meaning that you don’t take +1d4 hour or +1 hour to sleep if you try to take a long rest
in a dungeon or dark forest, etc.)

Telekinetic (8 points)
You can manipulate object using your mind, you can lift up to 10 time your charisma modifier, and use tools, open container and
such, but you can’t attack or make fast movement, a creature trying to take an object you are manipulating must succeed on a
strength check contested by a charisma check made by you, if it fail, it can’t try again for 1 minutes

Secondary Arms. (5 points)


Requirement: monstrosity, humanoid, aberration or beast type
You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary
arms, with the following exceptions:
 Your additional appendages have a range of 5 feet, and you can lift a number of pounds equal to 10 times your Strength
modifier, as well as drop, hold, push, or pull an object or a creature.
 You can interact with an additional object or environment feature on your turn for each additional appendage you have
beyond two, and you can grapple someone, make an unarmed strike, use tools, use magic items, and use spell components
with them, as long as they are free.
 You are only able to wield light weapons and shields weighting less than 5lb with any additional appendages, and you do
not gain more than one additional attack from engaging in two-weapon fighting no matter the number of arms you have,
choosing which offhand weapon you make the attack with.

Multiple Arms (8 points)


Requirement: monstrosity, humanoid, aberration or beast type
You have three sets of arms on your side, of which the lower four arms are additional appendages. The secondary arms function
like your primary arms, with the following exceptions:
 Your additional appendages have a range of 5 feet, and you can lift a number of pounds equal to 10 times your Strength
modifier, as well as drop, hold, push, or pull an object or a creature.
 You can interact with an additional object or environment feature on your turn for each additional appendage you have
beyond two, and you can grapple someone, make an unarmed strike, use tools, use magic items, and use spell components
with them, as long as they are free.
 You are only able to wield light weapons and shields weighting less than 5lb with any additional appendages, and you do
not gain more than one additional attack from engaging in two-weapon fighting no matter the number of arms you have,
choosing which offhand weapon you make the attack with.

Swallow. (5+2 points) 


Requirement: monstrosity, dragon, ooze, fey or beast type (and a big mouth)
You make an unarmed attack against a target one size smaller than you or smaller target you are grappling. If the attack hits, the
target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and
other effects outside you, and it takes 2d4 acid damage at the start of each of you. you can have only one target swallowed at a
time. The target can exit prone if it succeeds on a DC (your constitution score) Strength check, as an action. If you die, a
swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. You can
upgrade the damage:
2d6 (+3 point)
2d8 (+2 point)
2d12(+3 point)
4d8(+1 point) (level 3+)
4d10(+3 point)
6d8(+3 point) (level 5+)
6d10(+2 point)

STRONG BODY & MIND

Advantage against x :
Strong constitution (4 points )
You have advantage on all strength, dexterity and constitution saving throws again magic effects.

Strong Mind (3 points)


You have advantage on all Intelligence, Wisdom, and
Charisma saving throws again magic effects.
Mechanical Nature. (4 points)
Requirement: construct type
You have advantage on saving throws against being paralyzed, stunned (2 point), charmed (2 points) or poisoned (1 point, free).

Magic Resistance. (2+2 points)


Prerequisite: Aberration type
You have advantage on saving throws against spells and other magical effects.

Resilient Will (2 print each)

1. Resilient Mind You have advantage on saving throws against being charmed

2. Resilient Soul Magic can't put you to sleep.

A Resilient Heart You have advantage on saving throws against the frightened condition

4 Resilient Body You have advantage on saving throws against being paralyzed or stunned

5 Arachnidan Sight. You have advantage on saving throws to avoid or end the blinded condition on yourself.
6 Magical inclination When you are subjected to a spell or magical effect that requires a saving throw, you may choose to make
the saving throw with advantage. Once you use this trait, you can't use it again until you finish a short or long rest.

Shape change, shifting and morphing :

Shape changer (4 points)


As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your
coloration, hair length, and sex. You can also adjust your bright and weight, but not so much that your size changes. You can make
yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a
creature you've never seen, and
you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by
this trait. You can spend a different number of points on this feat for a stronger effect, if you have this feat selected at level one
you can build onto it as you level up with more points
You can use this effect once per long rest (2 points)
You can use this effect two times per long rest (+1 points)
You can use this effect at will (+1 points)

Weakened Shapechanger (2 point)


 As an action, you can polymorph into a creature of the same size or one size smaller and with the same general shape you have
seen before, or back into your true form. You can make yourself appear as a member of another race and decide what you look like
including facial features, the sound of your voice, coloration, hair length and any other distinguishing characteristics, but your sex,
height and weight. Transforming into someone else doesn't grant you their wisdom, knowledge or manners. Your statistics, other
than your size, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You can’t grow extra
body parts (Like organs, limbs, tails, etc.), your basic shape stays the same. If you rouse suspicion, or if a wary creature suspects
something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. You revert to your true
form if you die, lose consciousness by any means, or if you become frightened. By spending another point, you become versed
with transforming and you don't revert back anymore to your true form upon becoming frightened. You can use this feature to
polymorph in another creature up to your proficiency bonus per long rest.

Body Augments (2 points)


Requirement: A shape change ability
When you use your Shapeshifter or shape change trait to transform you can augment your transformation in one of the following
ways:
• You web your hands and feet gaining a swimming speed equal to your walking speed.
• You strengthen and harden a part of your form to turn it into a natural weapon such as claws, fangs, horns or other similar
features. Unarmed strikes with this feature deal piercing, slashing or bludgeoning damage, appropriate to the feature, equal to 1d8
+ your Strength modifier.
• You create a membrane between your arms and body that grants you a glide speed of 20.

Object Shapechanger. (4+2 points)


Requirement: monstrosity type
Your true form is an amorphous, brown mass with four beady red eyes and one large sharp-toothed mouth. You can
extend pseudopods, up to four at once, to move, manipulate, or even wield objects while in this form.
When you take the form of an object, your shapes your mass as appropriate and changes your texture; since you actually
have little mass of your own, though, even including your stomachs, you can contain a surprising amount of material in
either form. Your likelings commonly carry their possessions within their form, rather than dragging a sack or trying to
carry a backpack on nonexistent shoulders and usually take a vague form covered in layers of clothing and armor to hide
their true monstrous form.

As an action, you can polymorph into an object of your medium or small size that you have seen, or back into your true form.
While you remain motionless, as an object you are indistinguishable from an ordinary object. Your equipment does not change
with you; however, it may be contained within you as long as your shape has the dimensions to accommodate it. If you die, you
revert to your true form. You retain all of your normal statistics while in this form, except your speed, which is 0. You revert to
your normal form if you use a bonus action, which is the only physical action you can take (you are for example, still able to use
telepathy). You can use this feature once per day, for one additional point, you can use this feature a number of time equal to your
proficiency bonus each long rest, for a total of (4+1)point, you have unlimited uses.

Shifting. (6 points)
Requirement: humanoid type
As a bonus action, you can assume an more bestial appearance. This transformation lasts for 1 minute, until you die, or until you
revert to your normal appearance as a bonus action. Each time you shift, you gain temporary hit points equal to your level + your
Constitution modifier (minimum of 1 temporary hit point), as well as one of the following benefits of your choice, described
below:
 Whenever you shift, you gain 1d6 additional temporary hit points, and you have a +1 bonus to your AC.
 While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs,
you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an
unarmed strike.
 While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a
creature ends its turn within 5 feet of you. This fast movement doesn't provoke Opportunity attacks.
 While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with
advantage against you, unless you're incapacitated.
You choose the benefit each time you shift, and you can shift a number of times equal to twice your proficiency bonus. You regain
all expended uses when you finish a long rest.

Shape changer (4+2 points)


Prerequisite: Aberration, monstrosity, fey type
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your
coloration, hair length, and sex. You can also adjust your bright and weight, but not so much that your size changes. You can make
yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a
creature you've never seen, and
you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by
this trait. You can spend a different number of points on this feat for a stronger effect, if you have this feat selected at level one
you can build onto it as you level up with more points
You can use this effect three times per long rest (2+1 points)
You can use this effect at will (3+1 points)

Dragon Change Shape.


Requirement : Dragon type
(Young) (8 points) The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its level,
or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the
new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and
Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any
class features or legendary actions of that form.

Animal Transform. (5 points)


Requirement: construct type
As an action, you may polymorph into a mount, or any beast of CR 1/2 or lower of the same size( you transform into a mechanical
version), as per the polymorph spell and back into your true form as a bonus action. The only exception is your hp, you keep the
same number of hit points even if you adopt a new form (same for hit dice and exhaustion). You have the same hit points in either
mode or they are transferred over when transforming. If you spend two additional point, you may choose the form of another
mount or beast of CR 1 or lower which you can transform into. Any weapons you’re holding when you transform go inside your
mechanical body. You can use this feature a number of time equal to your proficiency bonus each long rest

Shape Self. (2 point)


Requirement: fey type, or ooze type and amorphous feat
 If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift
hands and feet, or you can revert to a limbless blob (no action required). As a bonus action, you can extrude a pseudopod that is up
to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an
unlocked door or container, stow, or retrieve an item from an open container, or pour out the contents of a container. The
pseudopod can’t attack, activate magic items, or carry more than 10 pounds.

Amorphous :

Amorphous. (-2 points)


Requirement: monstrosity type
Due to your amorphous nature, you cannot benefit from armor, though you can use a shield. Your Armor Class is equal to 11 +
your Dexterity or Constitution modifier + your proficiency bonus and you are immune to the prone condition. You can squeeze
through space as narrow as 3 inch wide, provided you are wearing and carrying nothing.

Amorphous. (4 point)
Requirement: ooze type
You can move through a space as narrow as 1 inch wide without squeezing provided you are wearing and carrying nothing larger
than the space you are getting in. you are immune to the prone condition.

Amorphous. (5 points)
Requirement: fey type
You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have
advantage on ability checks you make to initiate or escape a grapple.

Air/ Water Form. (4 points)


Requirement: elemental type, air, or water elemental
You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.

Sleep, rest, breath, drink and eat feature :


Trance (4 point)
You don't need to sleep. Instead, you meditate deeply, remaining semiconscious, for 3 hours a day. (The common word for such
meditation is "trance. While meditating, you can dream after a fashion, such dreams are actually mental exercises that have
become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 6 hours of
sleep.

Moon Trance( 7+2 points)


Prerequesite : you can’t have trance or similar feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8
hours doing light activity, such as reading a book and keeping watch.

Sentry’s Rest. (3+2 points)


Requirement: construct or undead type
You don't need to sleep
When you take a long rest, you spend at least 4 hours in an inactive, motionless state, instead of sleeping. In this state, you appear
inert, but you aren’t unconscious.

Relentless Sentinel (2+1 points)


Requirement: construct, aberration or undead type
You don't need to sleep

Nanites (2 point)
Requirement: construct type
You can consume metals during a long rest. If you maintain contact with a handheld object made of metal, such as a sword or
other weapon, you regain all your hit dice when you complete the long rest. The object loose 1 lb. each time and is destroyed if
downed to 0lb.

Gears and Cogs. (0 point)


Requirement: construct type
Instead of taking a long rest, you must spend one hours and 1 vial of grease/oil/lubricant oiling your joints (worth 5 sp) and gears.
If you have been in a swamp, dessert, in salt-water, or any other environment that would cause dirt, grime or other particles to
enter your body, the time required is doubled. You must spend this extra time to clean your gears and joints of the gunk, sand
and/or salt, before lubricating them. When you finish this maintenance, you gain the benefits of a long rest. If you do not do this
once every 12 hours, you gain one level of exhaustion, to a maximum of 3 exhaustion level gained with this ability.

Flesh and Metal. (3 point)


Requirement: construct type
 Being a Construct, it does not require food or water. However, it still requires breathing and sleep, due to the flesh substance
inside the Construct's frame.

Built energy (3+2 points)


Requirement: construct type
You don’t need to eat, drink, or breathe.

Sleepless Revitalization. (4+3 points)


Requirement: monstrosity, fey or beast type
You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous
activity to gain the benefit of the rest.

Death feast: (3+2 points)


Requirement: undead type
o You don’t need to eat, drink, or breathe.

Undead rest (6+2 points)


Requirement: undead type
o You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 3 hours if you spend those
hours in an inactive, motionless state, during which you retain consciousness.

Hydrophobia ( -2 point)
Requirement: monstrosity, humanoid, aberration, fire elemental or beast type
You do not need to drink to prevent exhaustion. You also have disadvantage on Wisdom saving throws while standing in running
water and takes 1 acid damage when you end your turn there.

Doubled conscience (4+3 points)


Requirement: ooze type
You have 2 brains (or whatever ooze have), or your conscience/brain has learned to rest while conscious, you don’t need to sleep,
to gain benefits from a long rest, you must not move for 5 hours, during this time you are considered conscious, and your speed is
0

Aether fed (5+4 points)


You feed yourself thanks to magical energy, from the energy from other plane, thanks to the sun or thanks to some eldritch
mean… You don’t need to drink or eat

Unstoppable (2+2 points)


Requirement: fiend type
Your fiend blood allow you to find energy from everywhere, You don’t need to drink or eat

Mana Body. (2+1 point)


You only need to eat and drink once a week

Mana respiration(3+1 point)


You breath thanks to magical energy, from the energy from other plane, thanks to the sun or thanks to some eldritch mean… You
don’t need to breath

Vision and sight feature :


Ooze’s vision (5 points)
Requirement: ooze type
You can see even if you don’t have eyes, using magic and supernatural sense: you have blindsight to a range of 5ft feet and
directional blindsight to a range of 30 feet (you have blind sight in a 5x30 foot line that originate from you), and can spend 2 point
to extend this range to 10 feet and 60 feet of directional blindsight, and 2 additional point to extend this range to 15 feet and
120feet of directional blindsight. You must choose if you rely on supernatural sense or on magic, if you choose supernatural sense,
choose one condition: deafened, soaked, incapacitated + unconscious. While under effect of this or those conditions, you lose your
blindsight, in the case of magic, you lose your blindsight if you are under a dispel magic or Antimagic spell, or similar effects.

Darkvision(1point):
You can see shape in color of grey in the darkness, Dim light doesn’t impose disadvantage on your wisdom(perception) check
relying on sight.
See in shadow
If you select this feature a second time, you can see in obscurity as in dim light and in dim light as in bright light, to a range of 60
feet for 3 point (total of 4 points), or a range of 30 feet for a total of 3 points
If you select this feature a 3rd, you double the range (from 60 to 120 feet, for a total cost of 6 point)
If you select this feature a 4th time and for a total 9 points, you can see in obscurity as in bright light, to a range of 60 feet

Mind’s vision (3+2 points)


Requirement: a wisdom score of at least 14
You can see without eye, using your ears and a mix of magic and supernatural sense: you have blindsight to a range of 5 feet, and
can spend 2 additional point to extend this range to 10 feet, and 2 other point to 20 feet finally, one other point to a total of 30 feet
and 7 points. If you only want to rely on magic (meaning that being deafened will not blind you as well) you must pay an
additional point

Resistance, immunity and disease feature:

Toxic Constitution (4 points)


You have resistance to poison damage. You have advantage on saving throws against being poisoned

Poison Immunity. (5+4 points)


You are immune to poison damage and the poisoned condition. If you have toxic constitution, deduct the cost of toxic constitution
from this feat.

Disease Immune (2+2 points)


You are immune to non-magical disease

Mental Discipline (3 point)


You have resistance to psychic damage. You have advantage on saving throws against enchantment.

Emotionless (6+3 points)


Requirement: construct type
You have immunity to psychic damage. You have advantage on saving throws against enchantment.

Grit. (6 points)
Requirement: monstrosity or beast type
You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 12 +
your Dexterity modifier.

Born of Aether. (4 point)


You have resistance to necrotic damage.

Damage Resistance (3 points)


You have resistance to one of the following damage types: Acid, Lightning, Fire, Poison, or Cold. Each time you select this
feature, the price goes up by one point, to a maximum of 6 points, you can consider the price of every resistance to be equal to
(1+x points) instead, where x is the price, you have to pay for the resistance)

Empowering immunity (10+2 points)


Prerequisite: Undead type
Whenever you are subjected to necrotic damage, you take instead take no damage. If it was from a 1st level or higher spell, regain
a number of hit points equal to the lightning damage dealt. Necrotic damage from all other sources, you gain as temporary hit
points.

Lighting Absorption. (10+2 points)


Prerequisite: Undead type
Whenever you are subjected to lightning damage, you take instead take no damage. If it was from a 1st level or higher spell, regain
a number of hit points equal to the lightning damage dealt. Lightning damage from all other sources, you gain as temporary hit
points.

Deathless Nature. (2+2 points)


Requirement: construct type or undead type
You have escaped death, a fact represented by the following benefit
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.

Constructed Resilience (5+1 points)


Requirement: construct type
You have resistance to poison damage (2 point) and immunity to disease (3 points), and You have advantage on saving throws
against being poisoned (2 point).

Chromatic/Metallic immunity (9 points)


Prerequisite: Dragon type
You are immune to a damage type for which you have a breath weapon, you also know the draconic language

Celestial purity (2+2 points)


Requirement: celestial type
You are immune to disease

Celestial/fiendish Resistance (7 points)


Requirement: Celestial type, humanoid type or fiend type
You have resistance to necrotic damage and radiant damage.

Celestial/fiendish Immunity (18 points)


Requirement: Celestial type, humanoid type or fiend type
You have immunity to necrotic damage and radiant damage., if you have celestial resistance, you lose it and deduct 7 point from
the price of celestial immunity.

Blob (5 points)
Requirement: ooze type
You gain resistance to non-magical piercing damage; you can spend two additional point to be instead resistant to piercing damage

Iron Stomach. (4 points)


Requirement: giant type
You have advantage on saving throws against the poisoned condition, and you have resistance against poison damage and disease.

Fiery Touch. (5 points)


Requirement: giant type
You are immune to fire damage from environmental sources (standing near or swimming in lava, touching a hot piece of metal,
etc.), as long as the damage isn't magical.

Storm Resistance. (3+2 points)


Requirement: giant type
You have resistance to lightning and thunder damage.

Mountain Born. (3 points)


Requirement: giant type
You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Energy redirection. (11 points)


Prerequisite: Aberration type
Choose a type of damage: lightning, thunder, force, fire, cold, acid or poison, you are immune to this damage type, when you take
damage of the appropriate type, unless it is a cantrip, you regain hit point equal to your proficiency bonus or the number of
damages dealt, whichever is lower. By spending two additional point, you regain hit point equal to your level+ your proficiency
bonus instead.

Superior constitution (6+2 points)


Prerequisite: plant type
You gain resistance to fire (effectively negating your vulnerability)
Sensorial leaves (2+2 points)
Prerequisite: plant type, not blind
You are immune to the blinded condition

Resistant leaves (2+1 points)


Prerequisite: plant type, not deaf
You are immune to the deafened condition

Elemental resistance (5+2 point)


Requirement: elemental type
You gain one, two or three resistance and one or two vulnerability to a different opposite damage type:
Air = Lightning = Vacuum
Earth = Dust = Mineral
Fire = Radiance = Ash
Water = Steam = Salt
Air + Fire = Smoke
Fire + Earth = Magma
Earth + Water = Ooze
Water + Air = Ice

Element Resistance Vulnerability


Air Piercing ( non-magical) Force
Earth Bludgeoning ( non-magical) Thunder
Fire Fire and force Cold
Water Poison and Acid Psychic
Para planar
Ice Slashing Bludgeoning
Smoke Psychic, Thunder and fire Lightning and Acid
Magma Bludgeoning Cold, Force and psychic
Ooze Piercing Fire and Necrotic
Quasi planar
Lightning Lightning and cold Fire
Vacuum Psychic and cold Radiant
Dust Slashing ( non-magical) Acid
Mineral Poison and Necrotic Force
Radiance Fire and Radiant Necrotic
Ash Fire and Lightning Thunder, radiant
Steam Acid and Fire Lightning
Salt Necrotic and Fire Acid

This is your primary type( exept para planar, see elemental special rules), you may have a secondary elemental type (you don’t
need to buy this feat a second time), this allows you to choose feat only available to other types of elementals (for example, you
could choose fire and water). You can only buy this feat three time even if you don’t have the elemental type of the resistance that
you want to buy. If you have resistance and vulnerability to a same type, you don’t gain either.
If you really want to have all types of elements, you can buy a 3 rd type for 1 point and a 4th element for 2 other points.

Pure elemental (variable points)


Requirement: elemental type, elemental resistance
Choose a type of damage you have a resistance for thanks to elemental resistance, you gain immunity instead of resistance, the
cost depend on the type:
Psychic, thunder, force, radiant ( 4 points)
Fire, poison, acid, lightning, necrotic, cold (6 points)
Bludgeoning, slashing and piercing (non-magical)( 8 points)
Bludgeoning, slashing and piercing (magical) You can’t be immune to magical bludgeoning, slashing or piercing damage.

Enhanced Elemental Origins. (4 points)


Requirement: elemental type
You are related to a being from the elemental planes. Choose between one of following elemental (this must be your primary or
secondary elemental type) planes and gain its benefits:
 Air. You have resistance to thunder damage, and you constantly under the effects of the feather fall spell.
 Earth. You have resistance to acid damage, and while you aren’t wearing armor, you can calculate your AC as 12 + your
Constitution modifier. You can use a shield and still gain this benefit.
 Fire. You have resistance to poison damage, and you can shed bright light in a 20-foot radius and dim light for an
additional 20 feet as a bonus action. You can extinguish the flames at any time as a bonus action.
 Water. You have resistance to cold damage, and you gain a swimming speed equal to your walking speed.

Telepathic ability feature:

Mind Link (2+2 point)


Requirement: an intelligence score of at least 14
You can speak telepathically to any one creature you touch They hear the words in the language that you are thinking in (they must
share that language to understand. Once you have this Feature, you can upgrade it with additional points

 You no longer need to share a language with the creature for us to understand your telepathic trances, but the creature must
be able to understand at least one language. (2 point)
 Increase Range to 30 (2 point)
 Increase Range to 60 (2 point)
 Increase Range to 120 (1 point)
 Increase Range to within sight (2 point)
 When you're using this trad to speak telepathically to a creature, you can use your action to give that creature the ability to
speak telepathically with you for 1 hour or until you end this effect as an action. To see the ability, the creature must be
able to see you and must be within this trait's range. You can give the ability to only one create at a time giving it to a
creature takes away from another creature who has. (3 points)

Limited Telepathy. (2 points)


Prerequisite: Dragon, ooze, abberation type
You can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of you that
can understand a language.

Mind mouth (2 point)


Requirement: ooze type
You can speak telepathically to any one creature in a range of 30ft
 Increase Range to 100ft (2 point)

Mind ear (2 point)


Requirement: ooze type
You can telepathically hear anyone willing creature in a range of 30ft
 Increase Range to 100ft (2 point)
 You can hear thought of unwilling creature if they fail a DC 8+Your proficiency + Your Charisma or wisdom modifier
Charisma saving throw, if they succeed, you can’t try again for a number of day equal to the number they beated your DC,
and they know that your tried to probe their mind if you roll a 1 on a d6, otherwise, you can hear what they think for one
hour, and they don’t know that they have been probed by you ( 5 points)
 You can spend 4 more point to be able to probe deeper their mind, if they fail a second save, you can know about their
memory, their knowledge, and opinions

Horrible Telepathy. (8 points)


Requirement: monstrosity type
You have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A
contacted creature doesn’t need to share a language with you, but it must be able to understand at least one language. Your
telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if
either of you mentally breaks the contact (no action required). For an additional point You also have advantage on charisma check
to influence creature you talk with thanks to telepathy, you can also reduce the cost of this ability by one point, if you do the range
is reduced to 45 feet, OR you can only speak with a number of creature equal to your proficiency bonus

Read Minds. (4 points)


Prerequisite: Aberration type
As an action you can open your mind to the thoughts of others. For 1 minute you can use a bonus action to read the surface
thoughts of any creature you can see within 30 feet of you. You can use this ability a number of times equal to your proficiency
bonus. You regain all expended uses when you finish a long rest.

NEGATIVE ABILITIES

Sunlight Sensitivity (-5 points)


You have disadvantage on attack rolls and disadvantage on Wisdom (Perception), intelligence(investigation) checks that rely on
sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Claustrophobia (-4 points)
Requirement: humanoid or celestial type
You have -4 on attack rolls and disadvantage on Wisdom and intelligence checks, as well as on saving throws made against being
frightened that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in complete darkness
(you can’t benefit from Darkvision for the purpose of this feat)

2 dimensions vison (-4 point)


For a reason or another, you only see in two dimensions, you have -2 on ranged attack roll at short range, and -4 at long range, you
also have disadvantage on any check relying on sight where the this you check is at more than 20 feet

Limited Amphibiousness (-6 points)


You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating (or you must empty a
full waterskin of water (4 pint) on yourself)

Water Dependency (- 6 points). If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of
exhaustion at the end of that day (this stack). You can recover from this exhaustion only through magic or by immersing yourself
in water for at least 1 hour. (Or you must apply water on yourself (1 pint/ 5 minutes))

Black Blood Healing (-5 points)


Your blood is tainted and cursed. Any time you roll hit dice for short/long rests, divide all healing gained by half

Voracious (-2 point)


Your daily need of food is multiplied by 1.5

Isolated (-2 point)


You only know one language, and it is not common
Mute (-4 point)
You can’t speak: A mute creature can’t speak or make sound with its mouths; the creature fails any ability check that require
making sound and can’t cast spell with verbal component. You can recover your voice only with rule that end the mute condition,
and you must do this a number of time equal to 10 ( for example, you need to cast 10 time lesser restoration on you to recover your
voice) if you ever recover your voice, you need to accommodate to it, you have disadvantage on ability check that require speaking
and you need to practice every language you know for 10 days in order to remember the sound of the words.

Blind (-8 point)


You can’t see: A blinded creature can’t see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. You can recover sight only
with rule that end the blinded condition, and you must do this a number of time equal to 10 ( for example, you need to cast 10 time
lesser restoration on you to recover sight) if you ever recover sight, you need to accommodate to it, you have disadvantage on
ability check that require sight and you have a -2 malus to hit, and attack roll against you gain a +2 bonus for 3d12+20 days
Deaf (-6 point)
You can’t hear: A deafened creature can’t hear and automatically fails any ability check that requires hearing. Most of the time,
deaf people can’t speak but you can spend one feat point to be able to speak common, though you still can’t understand people, if
you take the linguist feat, you learn to speak one language, you can’t learn language by other mean, unless it gives you three
language or more, in which case you only gain one language. You can recover hearing only with rule that end the deafened
condition, and you must do this a number of time equal to 10 ( for example, you need to cast 10 time lesser restoration on you to
recover hearing) if you ever recover hearing, you need to accommodate to it, you have disadvantage on ability check that require
hearing and you have a -2 malus to dexterity skill and saves

Amputee(vary)
You have lost a limb, if you lost a leg, you gain point from losing a leg and a foot and have the malus from losing a leg and a foot,
same for arm and hand. you have a prothesis of the appropriate appendage or limb as starting equipment:
Limb or Max hp Malus Point Malus with prothesis
appendage reduction gained
lost
Foot 5% You have disadvantage on dexterity saving 4 You have disadvantage on dexterity saving
throw and check that involve walking, your throw and check that involve walking,
walking speed is reduced by 15 feet, all
other speed is reduced by half
Leg 10% You can’t walk, only crawl, you can’t 6 Your speed on foot is halved, you fall prone
swim or climb after using the Dash action. You have
disadvantage on Dexterity checks made to
balance. your climbing and swimming speed
are halved
Hand 5% You can’t use object that are two handed, 7 You can only use fixed equipment such as
nor have an object in this hand, you can shield, lantern, mirror, if you want to use
cast spell with somatic components if you weapons, you can only do a basic attack (no
succeed on a DC10 dexterity save each combat move, no combat maneuver with
time you cast a spell, your climbing speed this hand, you also don’t gain your
is halved proficiency bonus to attack and damage roll
if you would, and if you would not, you
reduce damage inflicted by the target
proficiency bonus. You can cast somatic
component
Arm 10% You have disadvantage on checks or save 4 you can cast spell with somatic components
made against being prone, on strength and if you succeed on a DC10 dexterity save
dexterity check and save, you can’t climb, each time you cast a spell, you’re climbing
or swim and you can’t cast somatic and swimming speed are halved, and you
components have a -2 malus to dexterity and strength
save and checks
If you have a malus twice (for example if you have lost two leg or one leg and an arm and you have a prothesis you’re
climbing and swimming speed are halved) you add the two maluses before applying them to you (meaning that you can’t
swim or climb if you lost two legs, two arm or one leg and one arm, even with prothesis)

Limp (-1 point)


Your speed on foot is reduced by 5 feet. You must make a DC 5 Dexterity saving throw after using the Dash action. If you fail the
save, you fall prone.

Ugly (-2 point)


You look very “different”, you have disadvantage to every charisma-based skill check against humanoid from other race.
Big sleeper (-4 point)
You need 8 hours of sleep to gain any benefits from long rests

Bad dreamer (-2 points)


You have difficulty to sleep sometime, each time you take a long or full rest, roll a d20; on a 1 you have insomnia, and you fall
asleep 1d4+1 hour later (the dm roll, and you tell him how many times you wait for sleep)

Silver Vulnerability (-5 points)


You have vulnerability against silvered weapon

Vulnerability (-5 points)


You have vulnerability against one type of damage: Cold, fire, acid, necrotic, radiant, lightning, poison, thunder

Slow (-2 point)


It does not matter if you have a big belly, if you have asthma or something, you are SLOW: your speed is 20feet, or reduced by 10
feet.

RICH FEAT
Sometime, rich people go adventuring, but usually, when you have lots of money, you aren’t as skilled as other, so you can spend
your feat point into riches and bartering skills

Shopkeeper (4 point)
Requirement: Humanoid type
You start your adventure with 200gp in goods like materials, weapon, or armor, clothe, jewelry, spell component, food (up to 25%
in gold)
You have a +2 bonus to barter and negotiate

Merchant (6 point)
Requirement: Humanoid type
You start your adventure with a loyal servant (won’t combat, you have to pay him 5sp every week) a wagon and 350gp in goods
like materials, weapon, or armor, clothe, jewelry, spell component, medicine, potion, invention, tools, foods, slave (up to 25% in
gold)
You have advantage to barter and negotiate

Noble (6+1 point)


Requirement: Humanoid type
You start your adventure with one bodyguard (sidekick lv1) and 1 loyal servant (the bodyguard must be paid 1gp/week and the
servant is loyal to you), a carriage and 2 horses, as well as noble’s outfit, and 500gp in equipment and goods.
You have advantage to barter and negotiate if the person knows your status, you have advantage on insight OR deception check
against other noble

Knight/Duelist (6+3 point)


Requirement: Humanoid type
You start your adventure with one squirrel (sidekick lv1) (the bodyguard require teaching )2 horses, as well as courtier’s outfit, and
a weapon worth up to 300gp a suit of armor worth up to 500gp
You have advantage to barter, duel and negotiate if the person knows your status, you have advantage on insight OR deception
check against another knight. People respect knight most of the time and will consider you with respect

Royal (10+4 point)


Requirement: Humanoid type
You have royal blood into your veins, and everybody know it’s (you can’t be a bastard), they call you your majesty!
You start your adventure with two loyal bodyguard (they don’t require any salary) and with royal outfit, as well as 50gp in jewelry,
an account in a bank, with 400 gp on it and either: 2 horses and a carriage OR +150gp.
Choose the type of ruler your family is:

Stable Family: You have a great influence on the people in your country: If you ask for a night into their house, for little sum of
money (up to 20 time their lifestyle cost) or any small favor, people are very likely to agree, but other people may ask for similar
things. You start with 2 loyal servants
Warlord family: people from the continent your country is from know you well, you have advantage on intimidation check if they
know your identity. You start with a weapon worth up to 100gp
New family: Your family only started to occupy the throne recently, people from your country are not familiar with your face and
will not recognize you in the street, everything you do in public will have consequences with your family, they might reward you if
you help them gain more authority over their people, or might try to stop you(read : eliminate, imprison) if you do the opposite.
You start with +100gp if you are in good terms with your family, if not you instead start with one more loyal bodyguard
Fallen family: Your family recently lost the throne, people might attack you if you are recognized, or might help you (like for the
stable family) you might find rebellion if your people still like you, or you might be wanted, and hunted by bounty hunter,
depending on how you lost the throne, and the context. You start with a disguise kit and gain proficiency with it, you can’t use
your bank account and instead have a wagon and a false-bottomed chest (DC25 instead of 20).
Make your own state: I just made 4 sample, feel free to propose rules for other family

You have advantage to barter and negotiate if the person knows your status and like you, or -2 if it despises you, you have
advantage on insight, history, and deception check against everything touching to royalty

CUSTOM FEATS

This is where you can get fancy and really make your character be able to do unique and different things mechanically than they
could ever do before. These feats are structured and balanced around the feats currently in the game and are broken apart into
pieces to be able to pick and choose exactly the abilities that you want.

COMBAT FEATS
Combat stance( 4 points)
You learn one Basic Stance of your choice from the fighter class, following the rules on using and changing stances.

Adrenaline Rush (4 point)


You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action. Once you
use this feature, you must finish a short or long rest before you can use it again. By spending an additional point, you instead can
take an action. By spending an additional point, you can use this feature a number of time equal to your constitution modifier,

Second swing(7 points)


Once per turn, if you make a weapon attack and the attack misses, you may continue your action to get another attack roll. 

Street Fighter (4 points)


You are proficient with improvised weapons and your Unarmed Strike is a d4 for damage. When you hit a creature with an
unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to shove or grapple the target. You
must have a hand free to perform this bonus action (no 2 handed weapon or shield equipped).

Sentinel (2 points each)


You have mastered techniques to quickly attack enemies who try to escape you.
1. When you hit a creature with an opportunity attack, the creature loves 15 movement speed for the rest of the turn. 2. Creatures
within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before
leaving your reach
3. When a creature within 5 feet of you makes an attack against a target other than you land that target doesn't have this feat), you
can use your reaction to make a melee weapon attack against the attacking creature.

Group Tactics (6 points)


You have a +2 on an attack roll against a creature if at least one of your allies is within 5 feet of YOU and the ally isn't
incapacitated

Burst of Speed (6 point)


Your reflex and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your
speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one
of your turns

Determination (4 points)

When you make an attack roll or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again
until you finish a short or long rest. You may choose to use this ability more than once per short or long rest, but you increase you
overexertion DC as if you had used overexertion.

Battle Tactician (2 point each)

1. Shield Breaker You have mastered combat against shielded targets, gain a +2 bonus to attack rolls against creatures wielding a
shield
2. Escaping Trip When you hit a creature with an Opportunity Attack, the target must succeed a Dexterity saving throw (DC 8 +
your Proficiency bonus + your Strength modifier) or fall prone.
3. Merciless On your turn, when you score a critical hit or reduce a creature to 0 hit points with a weapon held in two hands, you
can immediately make one more melee weapon attack with your bonus action. If you select this option a second time, may make
the additional attack without using your bonus action. You may only benefit from Merciless once per turn.

WEAPON FEATS

One Handed Weapon Specialist (2 point each)


You are a master of fighting with one handed melee weapons and versatile weapons. Your specialized training has provided you
with certain advantages when employing these weapons, The following only apply when wielding only one weapon
1. Nimble Warrior Any one-handed weapon is treated as if it had the finesse property.
2. Disable You can choose to forgo your proficiency modifier to the attack roll. If the attack hits, the target of the attack suffers
disadvantage on the nest weapon attack roll it makes before the end of its next turn.
3 Extended Reach When you make an attack roll with a melee weapon with the versatile property and holding nothing in your
other hand, you may make the attack as if the weapon had the reach property.
4 Close Quarters Fighting After landing a single-handed attack, with a weapon you are proficient with, against a creature within
5 feet, you may use your bonus action to make a shove or grapple attack with your free hand

Whip Mastery (4 points)


You've learned to manipulate a whip with masterful skill, enabling you to control the battlefield You gain the following benefits:
You are more deadly with your use of the whip and can use a d6 for the damage de
You can attempt to grapple a creature using your whip instead of a free hand. You can't use the whip to make attacks while
grappling a creature in this way.
When you successfully disarm a creature using your whip you can grasp the disarmed weapon or item with your whip as part of
the same attack and pull it into your possession.
When you hit a creature with an Opportunity Attack made using your whip, the target must save a Dexterity saving throw (DC 8+
Proficiency bonus + your Attack modifier) or fall prone

DAMAGE FEATS

Brutal Accuracy (6 point)


Whenever you have advantage on any attack roll (including ranged and spell attacks) and both 20s would have been a hit you can
add your proficiency modifier to the damage

Great Weapon Master (revised) (4 points)


Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty to the roll
equal to your Proficiency Bonus. If the attack hits, you add triple your Proficiency Bonus to the damage.

Fury (6 points)
When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damages dice an additional time
and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or
long rest

Savage Attacker (4 points)


Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use
either total

Surprise Attack (2 point)


If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can
use this trait only once per combat.

Vengeful Assault (2 point)


When you take damage from a creature in range of a weapon
you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once per short rest If you
choose to spend 2 points on this feat, you can use it a number of times equal to your proficiency modifier per short rest.

Readied Weapon (4 points)


Creatures provoke an opportunity attack from you when they enter your reach

Brutal Attacks (2 point)


When you score a critical hit with a melee weapon attack, you can roll one additional die of the weapon and add it to
critical hit

RANGED ATTACK FEATS

Ranged Combat Specialist (2 point each)


You are a master in the art of ranged attacks in combat. Your specialized training has provided you with certain advantages when
using weapons that attack at range.

1. Long Range Sniper Attacking at long range doesn't impose disadvantage on your bow or crossbow weapon attack rolls. If you
select this feature a second time, you may attack with your weapon up to twice the weapon's maximum range, attacks over the
original maximum range of the weapon impose disadvantage on the attack roll
2. Blown Cover Your ranged weapon attacks ignore half cover and three-quarters cover.
4. Hidden Sniper When you are hidden from a creature and miss it with a ranged weapon attack, you may use your reaction to
make another hide check, on a success your position is not revealed. If you select this feature a second time, you can make a hide
check even after hitting an enemy.

Fast Loader (4 points) You can reload with a reaction instead of a bonus action with weapon with the load property

Thrown Weapon Fighting (2 point each)


1. Throwing Master You gain +1 to attack rolls made with thrown weapons.

2 Long Throw Attacking with a thrown weapon at long range does not impose disadvantage
3 Quick Draw Unsheathing thrown weapons is always a free action for you.
4. Sword Tosser Simple and Martial melee weapons without the Throws property can be treated as if they had the Throws
property. One handed weapon has a range of 20/60, two handed weapons have a range of 15/30.
5. Set Up Shot If you hit with a ranged thrown weapon, you gain advantage on the next melee attack against the same creature
until the start of its next turn.

Net Mastery (4 point)


You have taken the time to master the net. You gain the following benefits
-Making a ranged weapon attack using a net no longer limits the number of attacks you can normally make.
-When you hit a creature with an attack using a net, they must make a Strength Saving Throw to break free from the net (DC
equals 8+ (Strength OR Des mod) + Proficiency bonus).
Point Blank Shot (4 points)
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls

Rapid Fire (4 points)


When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one-handed
ranged weapon or thrown weapon that you are holding

Sharpshooter (4 points)
Once per turn before you make an attack with a ranged weapon that you are proficient with, you can choose to subtract your
Proficiency bonus from the attack roll. If the attack hits, you add twice your Proficiency bonus to the attack damage

MOBILITY FEATS

Charger (4 points)
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature if you
move at least 10 feet in a straight line you either gain a +5 bonus to the attack's damage roll (if you chose to make a mele attack
and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Combat Reflexes (2 point each)


Prerequisite Dexterity 13 or higher
You are especially quick and nimble, and this provides you with benefits in your movement and reactions
1. Nimble When you are prone, standing up uses only 5 feet of your movement. Additionally, you do not provoke opportunity
attacks when standing up
2. Fast Reflexes You gain a +5 bonus to initiative
3 Alert You can't be surprised while you are conscious
4. Quick Dodge Creatures don't gain advantage on attack rolls against you as a result of being unseen by you,
5. Light-Footed When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. 6. Defensive
Duelist When you are wielding & finesse weapon with which you are proficient and another creature bits you with a melee attack,
you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
7. Awareness When rolling initiative, you may use your intelligence or wisdom modifier in place of your dexterity
modifier (You must choose only one).
8. Climber You have a climbing speed equal to your walking speed.
9. Jumper You can make a running long or high jump after moving only 5 feet, rather than 10 feet.
10. Evasive Attack When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for
the rest of the turn, whether you hit of not.
11. Hit and Run When you hit a creature with a melee attack, you gain an additional 5 feet of movement for the rest of the round

Nimble Escape (4 points)


You can take the Hide action as a bonus action on each of your turns

DEFENSIVE FEATS

Shield Attacker (2 point each)


Prerequisite: proficiency with shields
1. Shield Throw You are considered proficient with attacks made using a shield When you take the Attack action during your
turn, you can use a bonus action to make a separate attack using a shield you are wielding. The shield is considered a melee
weapon with the thrown property (range 20/60) that deals 144 your Strength modifier bludgeoning damage.
2. Shield Up You can now don or doff a shield as a bonus action
3. Shield Shove After you take the Attack action on your turs, you can use a bonus action to try to shove a creature within 5 feet of
you, with your shield.
4. Spell Block If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a
spell or other harmful effect that targets only you
5. Shield Evasion (prerequisite Spell Block Feat of above) If you are subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw,
interposing your shield between yourself and the source of the effect.

Vigilant Guardian (6 points)


When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that
creature, and you are hit by the attack instead. You can use this feature as number of times equal to your proficiency modifier.

Parry Missile (4 points)


You may use your weapon to attempt to deflect ranged attack. After the attack roll is made, you may use your reaction to add your
proficiency modifier to your AC against that attack, potentially causing the attack to mas you

Armor Specialist (2 point each)


1. Light Armor Mastery If you are damaged by a melee attack while wearing light armor that you are proficient with, you can
use your reaction to move 5 feet in any direction without provoking an opportunity attack
2. Light Armor Mobility While wearing light armor, opportunity attacks are made against you with disadvantage.
3. Light Armor Defense While wearing light armor, you may add your armor's AC bonus to your Dexterity saving throws.
4. Armored Stealth Wearing medium or heavy armor that you are proficient in doesn't impose disadvantage on your Dexterity
(Stealth) checks
5. Armored Agility When you wear medium armor you are proficient in, you can add 3; rather than 2, to your AC if you have a
Dexterity of 16 or higher.
6. Medium armor Agility. You can add one more pt. of dexterity to your EC with medium armor (for a maximum of +3)
7. Heavy Armor Mobility You may ignore the minimum Strength requirement of heavy armor you are proficient in
8.. Heavy armor Agility You can add one point of dexterity to your EC with heavy armor (for a maximum of +1)
9. Shield Proficiency You gain proficiency in shields

Armor Upgrade (4 points each)


1. Light Armor Proficiency You gain proficiency in light armor.
2. Medium Armor Proficiency You gain proficiency in medium armor (you must be proficient in light armor to choose this
feature),
3. Heavy Armor Proficiency You gain proficiency in heavy armor (you must be proficient in medium to choose this feature).

Armor Mastery (4 point)


While you are wearing medium or heavy armor you are proficient in, bludgeoning, piercing, and slashing damage that you take
from nonmagical weapons is reduced by your proficiency bonus. If you select this feature a second time, the damage reduction
applies to all bludgeoning, piercing or slashing weapons

Die Hard (2 point each)


You recover from injury more quickly than others. You gain the following benefits
1. Hardy You reduce your injury by 2 point each
2. Durable When you roll Hit Die to regain hit points, the minimum number of hit points you regain from the roll
equals twice your Constitution modifier (minimum of 2),
3. Tough Your hit point maximum increases by an amount equal to your level when you select this feature. Whenever you gain a
level thereafter, your hit point maximum increases by an additional one hit point.
4. Tenacious Any saving throw to prevent your HP maximum from being lowered automatically succeeds (max HP can’t be
reduced if saving throw allowed).

Dodge Artist (6 points)


You can take the Dodge action as a Bonus action
MAGIC FEATS

Magic reserve (9 points)


Prerequisite: Ability to cast at least one spell.
You gain a spell slot, the level of this spell slot is one level lower than the highest level spell slot you have, to a minimum of level
1, when you will gain a 2 level higher spell slot, the spell slot gained with this feat will increase by one, for example a 4 th level
wizard gaining this feat will gain a first level spell, when this wizard will be able to cast level 4 spell slot, the spell slot gained
through this feat is going to change from a level 1 spell slot to a level 2 spell slot, when the wizard will be able to cast 6 th level
spell slot, the spell slot will transform into a 3rd level spell slot and if the caster is ever able to cast 8 th level spells, the spell slot is
going to be a 4th level spell slot.

Battle Magic (2 point each)


Prerequisite: Ability to cast at least one spell.
Your magic has been honed to use in combat, your quick thinking and specialized training provide certain advantages while
fighting with spells
1. Elemental Adept Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Spells you cast
ignore resistance to damage of the chosen type. Additionally, if you spend 2 points on the chosen element, creatures with
immunity to the damage type may be damaged as if they had resistance instead.
2. Reliable Spells When you roll damage for a spell you cast, you can treat any 1 on a damage die as a 2.
3. Spell Sniper When you cast a spell that requires you to make an attack roll, the spells range is doubled
4.Spell Accuracy Your ranged spell attacks ignore half cover and three-quarters cover.
5. War caster You can perform the somatic components of spells even when you have weapons or a shield in one or both hands

Energy Substitution (6 points)


Prerequisite: The ability to cast at least one spell You have studied/practiced particular energy type so thoroughly you may now
cast spells of other energy types, the chosen energy type. You gain the following benefits:
Choose fire, cold, acid, lighting, or thunder when you take this feat Whenever you cast a spell that does fire, cold, acid, lightning,
or thunder damage, you may have it do the chosen damage type instead.
Any extra effects of the spell (burn, paralysis, stun, etc.) can be modified or negated at the DM's discretion. If a spell would deal
the chosen energy damage type normally, without being modified by this feat, you may add your proficiency modifier to the
chosen energy damage. You may take this feat multiple times. Each time you take this feat, you must choose an energy type you
have not chosen previously with this feat.

Blood Magic (4 points)


You have learned how to use your body to enhance your magic, granting you the following benefits: You can choose to expend
one Hit Die whenever you cast a spell. Roll the die and add the result to one roll of the spell. That roll must restore hit points or
deal damage (see with dm to include other things, such as the sleep spell). Choose a target within range, this is the only creature
that is affected by this additional damage/ healing Once you have chosen this feat once, you can spend additional points to improve
this feat
You are now able to use 2 hit dice per spell (2 point)
You are now able to use 3 hit dice per spell (1 point)

Advanced Battle Magic (2 point each)


1. Mystical Sharpshooter Once on your turn, before you make a ranged spell attack, you can choose to take a penalty to the roll
equal to your Proficiency Bones. If the attack hits, you add double your Proficiency Bonus to the damage.
2. Hardy Concentration You have advantage on Constitution saving throws that you make to maintain your concentration on a
spell when you take damage.
3. Battlecaster When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a
spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only
that creature.

Magical Combatant (2 point each)


You have learned the inner workings of magic both to use it and to stop it
1. Mage Slayer When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack
against thus creature. If you spend 2 points on this feat, your reaction can be taken while the creature is in the process of casting a
spell, and the attack hits, the target makes a concentration check, and on a failure the spell is "Interrupted” but the casters spell slot
is not consumed.
2. Spell Interruption When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving
throw it makes to maintain its concentration
3.Magical Defense You have advantage on saving throws against spells cast by creatures within 5 feet of you

UTILITY FEATS
Healer (4 points)
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following
benefits:
When you use a healer's kit to stabilize a dying creature, that creature also regains hit point (equal to your proficiency bonus)-
Alternatively, if you do not have a healer’s kit you can accomplish the same effect with a medicine check of 20 or higher
As an action, you can spend one use of a healer's kit to tend to a conscious creature's wounds. The target must expend and roll one
of its hit dice and heal for the result, plus the target constitution modifier plus the healer's wisdom modifier.

Hunter Diver (4 points)


Years of hunting creatures of the deep has enabled you to push your body to its limits when fighting in the water.
You gain a swim speed of 20ft, if you already have a natural swim speed add an additional 15ft onto it.
You can hold your breath twice as long as usual
You gain advantage to grappling and maintaining a grapple on creatures when fighting in the water.
Attacks with melee weapons underwater are no longer at disadvantage, if you have a natural swim speed your attacks are made at
Advantage underwater,

Inspiring Leader (4 points)


You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly
creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you Each creature
can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this
feat again until it has finished a long rest. Spend an additional 2 point on this feature to reduce the time to 5 minutes and make
creature able to benefit from this feat once each short and long rest instead of only long rest, you also can choose up to 8 creatures
if you spend those 2 points.
Front Line Leader (4 points)
When an ally within 30 feet makes an attack roll or saving throw, you can use your reaction to add Id4 to the roll. You must do this
before they roll. You can use this ability a number of times per short rest equal to your intelligence or charisma modifier (Choose 1
upon selecting this feat).

Lucky/Determination (6 points)
You haw inexplicable luck that seems to kick in at just the right moment, or a deep drive and determination to push through. You
have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one point to roll an
additional d20 giving yourself advantage. You can also spend one point when an attack roll is made against you to have the target
roll at disadvantage You regain your expended luck points when you finish a long rest

Blessing of the Raven Queen (4 points)


1.Teleport As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you this trait,
you can't do so again until you finish a long rest
2. Ravens Shroud If you have this feat already, you can spend an additional 2 point to gain the following benefit: When you
teleport using this trait you do gain resistance to all damage. The resistance lasts until the start of your next turn. During that time,
you appear ghosty and transparent.
3. Raven fly If you have this feat already, you can spend an additional 2 point to gain the following benefit:
You can teleport up to 60 feet instead of 30 feet.
4. Raven resource If you have this feat already, you can spend an additional 2 point to gain the following benefit:
You can teleport a number of time equal to your proficiency bonus each long rest

STEALTH FEATS
Fade Away (2 point each)
Immediately after you take damage, you can use your reaction to magically become invisible until the end of your next turn or
until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you
finish a short or long rest. If you select this ability a second time, you can activate the invisibility with a bonus action. If you select
this ability a third time, you can use this ability a number of time equal to your proficiency bonus.

Skulker (2 point each)


1. Stealthy Moving stealthily does not hamper your movement
2. Inventive Sneaking You can try to hide when you are lightly obscured from the creature from which you are hiding 3. Trap
Avoidance You have advantage on saving throws made to disarm, avoid, or resist traps
4.Trap Resistance You have resistance to the damage dealt by traps

Timberwalk (2 point)
Ability checks made to track you by non-magical means have disadvantage, and you can move across difficult terrain made of
nonmagical plants and undergrowth without expending extra movement

SKILL FEATS

Prodigy (6 points)
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 or tool in which you have proficiency. You gain expertise with that skill or tool, which means your proficiency
bonus is doubled for any ability check you us with it. The skill you choose must be one that isn’t already benefiting from a feature,
such as Expertise, that doubles your proficiency bonus.

Sharp Intellects (2 points each)


Your mind is always working, allowing you to the details, remember relevant facts, the speech, and mannerisms of others, and
process your thoughts quickly
1. Lip Reader If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it is saying
by reading lips
2. Intuitive Assessment you spend at least 1 minutes observing of interacting with another creature outside of combat, you can
learn certain more about its capabilities compared to you owns The DM tells you if the creature is your equal, superior, or inferior
in regard to its Intelligence and Wisdom scores. If you select this feature a second time, you may precisely know the Intelligence
and Wisdom scores of an observed creature,

3. Versatile Intellect Whenever you make a Wisdom ability check, you may substitute your Intelligence score if it is higher.
4. Versatile Intuition Any time you make an Intelligence ability check you may substitute your Wisdom score if it is higher.
5. Forgery You can duplicate other creatures handwriting and craftwork. You have advantage on all checks made to produce
forgeries or duplicates of existing objects.
6. Linguist You learn three languages of your choice. Your understanding of communication allows you to communicate with a
creature who speaks a language you don't know on rudimentary level after 10 minutes of interaction. In addition, you may decipher
a written language you don't know on a rudimentary level after 10 minutes of study.
7. Coder You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an
Intelligence check (DC equal to your Intelligence score your proficiency bonus), or they use magic to decipher it. Your spell book,
if you have one, may be written in such ciphers, preventing it from being copied by anyone who has not been taught the cypher.
8. Studied You gain advantage on any intelligence ability check to recall information about any type of creature

Actor (2 point)
Skilled at mimicry and dramatics you gain the following benefits:
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different
person.
You can mimic the speech of another person, or the sounds made by other creatures. You must have heard the person speaking, or
heard the creature make the sound, for at least 1 minute.

#E3DD91

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