You are on page 1of 46

Source Name Proficiency ASI

WotC: Eberon: Rising from tAberrant Dragonmark (None) Constitution +1


WotC: Fizban's Treasury of Gift of the Chromatic Drago (None) (None)
WotC: Fizban's Treasury of Gift of the Gem Dragon (None) INT, WIS, or CHA +1
WotC: Fizban's Treasury of Gift of the Metallic Dragon (None) (None)
Korranberg Chronicle Adamant Bastion (None) CON +1
Korranberg Chronicle Chain Specialist (None) (None)
Korranberg Chronicle Composite Resiliency (None) (None)
Korranberg Chronicle Craft Homonculus (None) (None)
Korranberg Chronicle Dhakaani Flail Master (None) (None)
Korranberg Chronicle Doppelganger Telepathy (None) CHA +1
Korranberg Chronicle Dual Wandslinger (None) DEX +1
Korranberg Chronicle Du'ulora Atavist (None) STR or INT +1
Korranberg Chronicle Enhanced Shifting (None) (None)
Korranberg Chronicle Extra Shifter Aspect (None) Your Choice +1
Korranberg Chronicle Extreme Explorer (None) (None)
Korranberg Chronicle Hashalaq Atavist (None) WIS +1
Korranberg Chronicle Heightened Aspect (None) Various
Korranberg Chronicle Quicksilver Excellence (None) (None)
Korranberg Chronicle Racial Emulation (None) Various
Korranberg Chronicle Reforged two of: Deception, Insight, WIS or CHA +1
Korranberg Chronicle Silver Pyromancer (None) (None)
Korranberg Chronicle Sledgehammer Fists (None) STR +1
Korranberg Chronicle Spiked Plating (None) STR or CON +1
Korranberg Chronicle Talenta Warrior (None) DEX +1
Korranberg Chronicle Thunder Guide Various (None)
Korranberg Chronicle Tsoreva Atavist (None) DEX or INT +1
Korranberg Chronicle Tsucora Atavist (None) INT or CHA +1
Korranberg Chronicle Usvapna Atavist (None) INT or CHA +1
Korranberg Chronicle Valenar Blade Master (None) STR or DEX +1
WotC: Mordenkainen's Tome Svirfneblin Magic (None) (None)
WotC: Plane Shift - Ixalan Vampiric Exultation (None) (None)
WotC: Plane Shift - KaladeshQuicksmithing (None) (None)
WotC: Plane Shift - KaladeshServo Crafting (None) (None)
WotC: Player's Handbook Actor (None) Charisma +1
WotC: Player's Handbook Alert (None) (None)
WotC: Player's Handbook Athlete (None) STR or DEX +1
WotC: Player's Handbook Charger (None) (None)
WotC: Player's Handbook Crossbow Expert (None) (None)
WotC: Player's Handbook Defensive Duelist (None) (None)
WotC: Player's Handbook Dual Weilder (None) (None)
WotC: Player's Handbook Dungeon Delver (None) (None)
WotC: Player's Handbook Durable (None) Constitution +1
WotC: Player's Handbook Elemental Adept (None) (None)
WotC: Player's Handbook Grappler (None) (None)
WotC: Player's Handbook Great Weapon Master (None) (None)
WotC: Player's Handbook Healer (None) (None)
WotC: Player's Handbook Heavilly Armored Heavy Armor Strength +1
WotC: Player's Handbook Heavy Armor Master (None) Strength +1
WotC: Player's Handbook Inspiring Leader (None) (None)
WotC: Player's Handbook Keen Mind (None) Intelligence +1
WotC: Player's Handbook Lightly Armored Light armor STR or DEX +1
WotC: Player's Handbook Linguist (None) Intelligence +1
WotC: Player's Handbook Lucky (None) (None)
WotC: Player's Handbook Mage Slayer (None) (None)
WotC: Player's Handbook Magic Initiate (None) (None)
WotC: Player's Handbook Martial Adept (None) (None)
WotC: Player's Handbook Medium Armor Master (None) (None)
WotC: Player's Handbook Mobile (None) (None)
WotC: Player's Handbook Moderately Armored Medium Armor & Shields STR or DEX +1
WotC: Player's Handbook Mounted Combatant (None) (None)
WotC: Player's Handbook Observant (None) INT or Wisdom +1
WotC: Player's Handbook Polearm Master (None) (None)
WotC: Player's Handbook Resilient Saving Throws using the chos Your choice +1
WotC: Player's Handbook Ritual Caster (None) (None)
WotC: Player's Handbook Savage Attacker (None) (None)
WotC: Player's Handbook Sentinel (None) (None)
WotC: Player's Handbook Sharpshooter (None) (None)
WotC: Player's Handbook Shield Master (None) (None)
WotC: Player's Handbook Skilled 3 Skills or Tools of your choi(None)
WotC: Player's Handbook Skulker (None) (None)
WotC: Player's Handbook Spell Sniper (None) (None)
WotC: Player's Handbook Tavern Brawler Improvised Weapons STR or CON +1
WotC: Player's Handbook Tough (None) (None)
WotC: Player's Handbook War Caster (None) (None)
WotC: Player's Handbook Weapon Master Four Simple or Martial weapSTR or DEX +1
WotC: Strixhaven: A CurricuStrixhaven Initiate, Lorehold(None) (None)
WotC: Strixhaven: A CurricuStrixhaven Initiate, Prismari (None) (None)
WotC: Strixhaven: A CurricuStrixhaven Initiate, Quandri (None) (None)
WotC: Strixhaven: A CurricuStrixhaven Initiate, Silverquil(None) (None)
WotC: Strixhaven: A CurricuStrixhaven Initiate, Wither (None) (None)
WotC: Strixhaven: A CurricuStrixhaven Mascot (None) (None)
Tal'Dorei Campaign Setting Cruel (None) (None)
Tal'Dorei Campaign Setting Flash Recall (None) (None)
Tal'Dorei Campaign Setting Mystic Conflux (None) (None)
Tal'Dorei Campaign Setting Remarkable Recovery (None) CON +1
Tal'Dorei Campaign Setting Spelldriver (None) (None)
Tal'Dorei Campaign Setting Thrown Arms Master (None) STR or DEX +1
Tal'Dorei Campaign Setting Vital Sacrifice (None) (None)
WotC: Tasha's Cauldron of EArtificer Initiate One type of Artisan's Tools (None)
WotC: Tasha's Cauldron of EChef Cook's Utensils CON or WIS +1
WotC: Tasha's Cauldron of ECrusher (None) STR or CON +1
WotC: Tasha's Cauldron of EEldritch Adept (None) (None)
WotC: Tasha's Cauldron of EFey Touched (None) INT, WIS, or CHA +1
WotC: Tasha's Cauldron of EFighting Initiate (None) (None)
WotC: Tasha's Cauldron of EGunner Firearms Dexterity +1
WotC: Tasha's Cauldron of EMetamagic Adept (None) (None)
WotC: Tasha's Cauldron of EPiercer (None) STR or DEX +1
WotC: Tasha's Cauldron of EPoisoner Poisoner's Kit (None)
WotC: Tasha's Cauldron of EShadow Touched (None) INT, WIS, or CHA +1
WotC: Tasha's Cauldron of ESkill Expert Any one skill, and gain Expert
Your Choice +1
WotC: Tasha's Cauldron of ESlasher (None) STR or DEX +1
WotC: Tasha's Cauldron of ETelekinetic (None) INT, WIS, or CHA +1
WotC: Tasha's Cauldron of ETelepathic (None) INT, WIS, or CHA +1
Unearthed Arcana Acrobat Acrobatics DEX +1
Unearthed Arcana Adept of the Black Robes (None) (None)
Unearthed Arcana Adept of the Red Robes (None) (None)
Unearthed Arcana Adept of the White Robes (None) (None)
Unearthed Arcana Alchemist alchemist’s supplies INT +1
Unearthed Arcana Animal Handler Animal Handling WIS +1
Unearthed Arcana Arcanist Arcana INT +1
Unearthed Arcana Barbed Hide Intimidation CON or CHA +1
Unearthed Arcana Blade Mastery (None) (None)
Unearthed Arcana Brawny Athletics STR +1
Unearthed Arcana Burglar thieves’ tools DEX +1
Unearthed Arcana Critter Friend Animal Handling (None)
Unearthed Arcana Diplomat Persuasion CHA +1
Unearthed Arcana Divine Communications Celestial, and two other lan INT, WIS, or CHA +1
Unearthed Arcana Divinely Favored (None) (None)
Unearthed Arcana Dragon Wings (None) (None)
Unearthed Arcana Empathic Insight WIS +1
Unearthed Arcana Everybody's Friend Deception and Persuasion CHA +1
Unearthed Arcana Fell Handed (None) (None)
Unearthed Arcana Flail Mastery (None) (None)
Unearthed Arcana Gourmand cook’s utensils CON +1
Unearthed Arcana Grudge Bearer (None) STR, CON, or WIS +1
Unearthed Arcana Historian History INT +1
Unearthed Arcana Human Determination (None) Your choice +1
Unearthed Arcana Initiate of High Sorcery (None) (None)
Unearthed Arcana Investigator Investigation INT +1
Unearthed Arcana Knight of the Crown (None) STR or DEX +1
Unearthed Arcana Knight of the Rose (None) CON or CHA +1
Unearthed Arcana Knight of the Sword Intelligence, Wisdom, or Ch (None)
Unearthed Arcana Master of Disguise disguise kit CHA +1
Unearthed Arcana Medic Medicine WIS +1
Unearthed Arcana Menacing Intimidation CHA +1
Unearthed Arcana Metabolic Control (None) STR, DEX, or CON +1
Unearthed Arcana Naturalist Nature INT +1
Unearthed Arcana Orcish Aggression (None) (None)
Unearthed Arcana Perceptive Perception WIS +1
Unearthed Arcana Performer Performance CHA +1
Unearthed Arcana Practiced Expert one skill or tool + 1 Expertis Your choice +1
Unearthed Arcana Quick-Fingered Sleight of Hand DEX +1
Unearthed Arcana Shield Training shields STR, DEX, or CON +1
Unearthed Arcana Silver-Tongued Deception CHA +1
Unearthed Arcana Spear Mastery (None) (None)
Unearthed Arcana Squire of Solamnia medium armor and martial (None)
Unearthed Arcana Stealthy Stealth DEX +1
Unearthed Arcana Survivalist Survival WIS +1
Unearthed Arcana Tandem Tactician (None) (None)
Unearthed Arcana Theologian Religion INT +1
Unearthed Arcana Tower of Iron Will (None) (None)
Unearthed Arcana Tracker (None) WIS +1
Unearthed Arcana Wild Talent (None) Your choice +1
Unearthed Arcana Wonder Maker (None) DEX or INT +1
WotC: Wayfinder's Guide toRevenant Blade (None) STR or DEX +1
WotC: Xanathar's Guide to EBountiful Luck (None) (None)
WotC: Xanathar's Guide to EDragon Fear (None) STR, CON OR CHA +1
WotC: Xanathar's Guide to EDragon Hide (None) STR, CON OR CHA +1
WotC: Xanathar's Guide to EDrow High Magic (None) (None)
WotC: Xanathar's Guide to EDwarven Fortitude (None) CON +1
WotC: Xanathar's Guide to EElven Accuracy (None) DEX, INT, WIS, or CHA +1
WotC: Xanathar's Guide to EFade Away (None) DEX or INT +1
WotC: Xanathar's Guide to EFey Teleportation (None) INT or CHA +1
WotC: Xanathar's Guide to EFlames of Phlgethos (None) INT or CHA +1
WotC: Xanathar's Guide to EInfernal Constitution (None) Constitution +1
WotC: Xanathar's Guide to EOrcish Fury (None) STR or CON +1
WotC: Xanathar's Guide to EProdigy One Skill, one tool, and one (None)
WotC: Xanathar's Guide to ESecond Chance (None) DEX, CON, or CHA +1
WotC: Xanathar's Guide to ESquat Nimbleness Acrobatics or Athletics STR or DEX +1
WotC: Xanathar's Guide to EWood Elf Magic (None) (None)
Exploring Eberron Changeling Metamorphosis (None) CON +1
Exploring Eberron Focused Personas (None) CHA +1
Exploring Eberron Aereni Halflife (None) INT or WIS +1
Exploring Eberron Quori Bond (None) WIS or CHA +1
Exploring Eberron Thoughtsinger (None) WIS or CHA +1
Exploring Eberron Superior Shifting (None) one of the ability scores aff
Exploring Eberron Envoy Specialist One Tool Your choice +1
Exploring Eberron Juggernaut Plating (None) STR or CON +1
Galder's Gazetteer Aerial Warrior (None) (None)
Galder's Gazetteer Antique Appraiser (None) (None)
Galder's Gazetteer Boundless Might (None) (None)
Galder's Gazetteer Cheater of Death (None) (None)
Galder's Gazetteer Counterstriker (None) (None)
Galder's Gazetteer Herbalist (None) CON or WIS +1
Galder's Gazetteer Long Jumper (None) STR +1
Galder's Gazetteer Magic Marksman (None) (None)
Galder's Gazetteer Standard Bearer (None) (None)
Galder's Gazetteer Virtuoso (None) (None)
Galder's Gazetteer War Reaper (None) (None)
Morgrave Mimscellany Atavist (None) INT or WIS +1
Morgrave Mimscellany Chameleon (None) CHA +1
Morgrave Mimscellany Hierophant Nature or Survival (None)
Morgrave Mimscellany Moonspeaker Shifter (None) DEX +1
Morgrave Mimscellany Quori Nightmare Intimidation INT +1
Morgrave Mimscellany Spirit Rider (None) (None)
Morgrave Mimscellany Warforged Colossus (None) STR +1
Morgrave Mimscellany Warforged Reclaimer (None) (None)
Morgrave Mimscellany Weretouched Master (None) DEX +1
Steampunk 5e v7 Akimbo Master You gain proficiency in sidea(None)
Steampunk 5e v7 Bayoneteer (None) (None)
Steampunk 5e v7 Close Quarters Shooter (None) (None)
Steampunk 5e v7 Dueling Expert (None) (None)
Steampunk 5e v7 Ghostly Magic (None) (None)
Steampunk 5e v7 Gunsmith Initiate (None) (None)
Steampunk 5e v7 Gunsmith Adept (None) (None)
Steampunk 5e v7 Heavy Weapons Guy (None) (None)
Steampunk 5e v7 High Maintenance (None) (None)
Steampunk 5e v7 Mounted Shooting (None) (None)
Steampunk 5e v7 Pistol Whipper firearms you use as melee STR or DEX +1
Steampunk 5e v7 Rifle Master (None) (None)
Steampunk 5e v7 Riot Controller (None) (None)
Steampunk 5e v7 Scattershot Master (None) (None)
Steampunk 5e v7 Sidearm Master (None) DEX +1
Steampunk 5e v7 Single Shot Loader firearms with the loading prDEX +1
Steampunk 5e v7 Six-Gun Ace revolvers and hand cannonsDEX +1
Steampunk 5e v7 Superior Marksman (None) (None)
Steampunk 5e v7 Suppressive Fire (None) (None)
Steampunk 5e v7 Tricky (None) (None)
Trudvang Adventures Battle Experience (None) (None)
Trudvang Adventures Shield Proficiency Shields (None)
Trudvang Adventures Stubborn Insight (None)
Trudvang Adventures Combat Movement Acrobatics (None)
Trudvang Adventures Commander (None) (None)
Trudvang Adventures Farmer (None) STR +1
Trudvang Adventures Hunting Experience (None) (None)
Trudvang Adventures Ironclad (None) (None)
Trudvang Adventures Jester (None) (None)
Trudvang Adventures Light Armor Proficiency light armor. (None)
Trudvang Adventures Lindwurm’s Kin (None) (None)
Trudvang Adventures Literate (None) (None)
Trudvang Adventures Master Herbalist (None) (None)
Trudvang Adventures Medium Armor Proficiency medium armor. (None)
Trudvang Adventures Seaman (None) (None)
Trudvang Adventures Shadow World Investigation (None)
Trudvang Adventures Shield Bash (None) (None)
Trudvang Adventures Steadfast (None) (None)
Trudvang Adventures Trader (None) CHA +1
Trudvang Adventures Veteran Warrior (None) (None)
Trudvang Adventures Vyrding (None) (None)
Trudvang Adventures Weathered (None) (None)
Old Gus' Blight Resilience (None) CON +1
Old Gus' Cunning Glamour (None) DEX +1
Old Gus' Quickling Ancestry (None) (None)
Old Gus' Uncanny Strength (None) STR or DEX +1
Old Gus' Versatile Weapon Mastery (None) (None)
Old Gus' Whip Mastery whip and chain whip (None)
Old Gus' Winged Affinity (None) (None)
Old Gus' Bless This Ammo (None) INT, WIS, or CHA +1
Old Gus' Born to the Saddle (None) DEX +1
Old Gus' Cool Hands (None) DEX or Wis +1
Old Gus' Destructive Behavior (None) STR or DEX +1
Old Gus' Equestrian Mastery (None) WIS +1
Old Gus' Firearm Adept (None) (None)
Old Gus' Firearm Training Firearms STR or DEX +1
Old Gus' Quick Draw (None) (None)
Old Gus' Reliable Demolitionist (None) INT or WIS +1
Old Gus' Rope Adept (None) STR or DEX +1
Old Gus' Shotgunnery (None) (None)
Old Gus' Spellslinging Adept (None) (None)
Old Gus' Stormrider (None) (None)
Old Gus' Trusty Steed (None) CHA +1
Prerequisite Effect 1 Effect 2 Effect 3
No other Dragonmarks You learn a cantrip of your cWhen you cast the 1st-levelYou also develop a random flaw from the A
(None) Chromatic Infusion. As a bonReactive Resistance. When you take acid, cold, fire, lightning, or poiso
(None) Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can
(None) Draconic Healing. You learn Pt rotective Wings. You can manifest protective wings that can shield yo
Warforged Any critical hit against you You reduce all damage you tYour model type becomes Adamantine Co
(None) You may use your Dexterity You do not have disadvantage When you take the Attack act
(None) You gain a +1 bonus to AC. Your hit point maximum incrWhenever you roll a Hit Die t
Must be able to use an arcanComplex
(None) You gain a +2 bonus to damAs a bonus action on your tuWhen you hit with an opportunity attack u
Changeling You learn the detect thoughts spell and can innately cast it once without expending a spell slot. W
(None) As an action, you can expendYou can draw or stow two wEvery two magic wands that
Kalashtar, No other Atavist Incite Fury. Your du'ulora in Far Hand. You know the mage hand cantrip. When you cast mage han
Shifter, 8th Level You may shift one additionalAs long as you are not surpriWhile shifting, you ignore up
Shifter You gain the Shifting Featur You gain any other trait the subrace provides.
(None) While you are wearing light You have advantage on savinYour walking speed increase
Kalashtar, No other Atavist Instill Confidence. Your hashEmpathic Projection. As an action, you project calming emotions and f
Shifter Various
Warforged Your model type becomes Mit Your weight decreases by 5 Your walking speed increases
Changeling Various
(None) Your body sheds any armor Yi ou lose any feat that requirYou retain the ability to u
able to use an arcane spellc You learn the sacred flame orYou have advantage on Const Whenever you use an arcane spellcasting
Warforged (Juggernaut?) Your Iron Fists racial trait If both of your hands are free and you hit with an unarmed strike on y
Warforged (Juggernaut?) Whenever you deal damageWhenever w you succeed on aCreatures
g grappled by you and creatures y
8th Level You may use your Dexterity W mhen you use a sharrash orWhen you throw a Talenta boomerang, its
8th Level Various
Kalashtar, No other Atavist Terror Strike. Your tsoreva wMind Blade. As an action, you can momentarily manifest a magical bla
Kalashtar, No other Atavist Instill Terror. Your tsucora Terrifying Visage. You know the thaumaturgy cantrip, and you can cas
Kalashtar, No other Atavist Inflict Despair. Your usvapn Mind Crush. As an action, you target one creature you can see within 6
Elf You may use your Dexterity When you use a scimitar or If you do not already add your ability mod
Gnome (Deep Gnome) You have inherited the innatYou can also cast each of the following spells once with this ability: Bli
Vampire (Ixalan) As an action, you can transform the lower half of your body into an inky black vapor, allowing you
Intelligence 13 or higher Complex
Intelligence 13 or higher You can cast the Find FamiliaYou can communicate telepath Additionally, when you take the Attack acti
(None) You have an advantage on Ch You can mimic the speech of another person or the sounds made by o
(None) you can’t be surprised whileYou gain a +5 bonus to initiaOther creatures don’t gain advantage on a
(None) When you are prone, standiClimbing doesn’t cost you You can make a running long jump or a run
(None) When you use your action to Dash, you can use a bonus action to make one melee weapon attack
(None) You ignore the loading qualiBeing within 5 feet of a hos When you use the Attack action and attack
Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits y
(None) You gain a +1 bonus to AC wYou can use two-weapon figYou can draw or stow two one-handed we
(None) You have advantage on Wisdo You have advantage on savinYou have resistance to the
(None) When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from th
(None) When you gain this feat, choSpells you cast ignore resis You can select this feat multiple times. Eac
Strength 13 or higher You have advantage on attack You can use your action to try to pin a creature grappled by you. To do
(None) On your turn, when you scorBefore you make a melee attack with a heavy weapon that you are pro
(None) When you use a healer's kit A
t s an action. you can spend one use of a healer's kit to tend to a creat
Medium Armor Proficiency
Heavy Armor Proficiency While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take fro
Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you
(None) You always know which wayYou always know the number You can accurately recall anything you hav
(None)
(None) You can ably create written ciphers. Others can't decipher a code you create unless you teach them
(None) You have 3 luck points. WhenYou can also spend one luckIf more than one creature sp
(None) When a creature within 5 feeWhen you damage a creature You
t have advantage on saving throws aga
(None) You learn two cantrips of you
In addition, choose one 1st-lYour spellcasting ability for these spells de
(None) You learn two maneuvers ofYouy gain one superiority die, which is a d6 (this die is added to any sup
Proficiency with medium ar Wearing medium armor doesn When you wear medium armor, you can add 3, rather than 2, to your
(None) Your speed increases by 10 fWhen you use the Dash action When you make a melee attack against a c
Light Armor Proficiency
(None) You have advantage on melee You can force an attack targIf your mount is subjected to an effect tha
(None) If you can see a creature's mYou have a +5 bonus to your passive Wisdom (Perception) and passive
(None) When you take the Attack act While you are wielding a glaive, halberd, pike, quarterstaff, or spear, o
(None)
Intelligence or Wisdom of 13Complex
(None) Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's dam
(None) When you hit a creature with Creatures provoke opportuniWhen a creature makes an attack against a
(None) Attacking at long range doe Your ranged weapon attacksBefore you make an attack with a ranged w
(None) If you take the Attack actionIf you aren't incapacitated, If you are subjected to an effect that allow
(None)
Dexterity 13 or higher You can try to hide when yoWhen you are hidden from aDim light doesn't impose disadvantage on
The ability to cast at least o When you cast a spell that reYour ranged spell attacks ig You learn one cantrip that requires an atta
(None) Your unarmed strike uses a When you hit a creature with an unarmed strike or an improvised wea
(None) Your hit point maximum increases by an amount equal to twice your level when you gain this feat
(None) You have advantage on Const You can perform the somaticWhen a hostile creature's movement prov
(None)
(None) Choose two from Light, Sac Choose one 1st-level Cleric You can cast the chosen 1st-l
(None) Choose two from Fire Bolt, PrChoose one 1st-level Bard orYou can cast the chosen 1st-l
(None) Choose two from DruidcraftChoose one 1st-level Druid oYou can cast the chosen 1st-l
(None) Choose two from Sacred FlaChoose one 1st-level Bard orYou can cast the chosen 1st-l
(None) Choose two from Chill TouchChoose one 1st-level Druid oYou can cast the chosen 1st-l
4th Level, Strixhaven Initiat You can cast the Find FamiliaWhen you take the Attack act If your mascot familiar is within 60 feet of
(None) You gain a number of crueltyYou can roll a cruelty die unWhen you deal damage to a cr
Spellcasting feature from a cAs a bonus action, you prepare a spell of 1st level or higher from your spellbook (if you're a wizard
(None) You can attune to up to fourYou can cast the Identify spell without expending a spell slot or materi
(None) When you are successfully stWhenever you regain hit points as a result of a spell, potion, or class fe
Character level 11 or higherThrough intense focus, training, and dedication, you’ve harnessed the techniques of rapid spellcas
STR or DEX +1 Simple and martial melee weWeapons that already have When th you miss with a thrown weapon atta
(None) You've learned secrets of heYou can expend this blood bo When you make an attack roll
(None) You learn one cantrip of yourYou can cast this feat's 1st-level spell without a spell slot, and you mus
(None) As part of a short rest, you With one hour of work or when you finish a long rest, you can cook a n
(None) Once per turn, when you hitWhen you score a critical hit that deals bludgeoning damage to a creat
Spellcasting or Pact Magic f You learn one Eldritch InvocWhenever you gain a level, you can replace the invocation with anoth
(None) You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be fro
Proficiency with a martial Your martial training has helWhenever you reach a level that grants the Ability Score Improvemen
(None) You gain proficiency with f You ignore the loading propeBeing within 5 feet of a hostile creature do
Spellcasting or Pact Magic f You learn two Metamagic opt You gain 2 sorcery points to spend on Metamagic (these points are ad
(None) Once per turn, when you hitWhen you score a critical hit that deals piercing damage to a creature,
(None) When you make a damage rol You can coat a weapon in poi You gain proficiency with the poisoner's ki
(None) You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be fro
(None)
(None) Once per turn when you hit When
a you score a critical hit that deals slashing damage to a creature,
(None) You learn the Mage Hand cantr As a bonus action, you can try to telekinetically shove one creature yo
(None) You can speak telepathicallyYou can cast the Detect Thoughts spell, requiring no spell slot or comp
(None) As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terr
4th Level, High Sorcery Ini Ambitious Magic. You learn Life on Channel. You can channel your lifeforce into the power of your ma
4th Level, High Sorcery Initi Insightful Magic. You learn oMagical Balance. When you make an attack roll, an ability check, or a s
4th Level, High Sorcery Init Protective Magic. You learn Porotective Ward. When you or a creature you can see within 30 feet o
(None) As an action, you can identifOver the course of any short rest, you can temporarily improve the po
(None) You can use a bonus action on your turn to command one friendly beast within 60 feet of you that
(None) You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic once without ex
Tiefling As a bonus action, you can cause small barbs to protrude all over your body or cause them to retra
(None) You gain a +1 bonus to atta On your turn, you can use yoWhen you make an opportunity attack wit
(None) You count as if you were one size larger for the purpose of determining your carrying capacity.
(None)
Gnome (forest) You learn the Speak with Animals spell and can cast it at will, without expending a spell slot. You a
(None) If you spend 1 minute talking to someone who can understand what you say, you can make a Char
4th Level, Divinely Favored Divine Omens. You can cast the Augury and Commune spell without a spell slot, and you must fini
(None) You learn the Thaumaturgy ca You can cast the chosen 1st-level spell without a spell slot, and you mu
Dragonborn You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearin
(None) You can use your action to try to get uncanny insight about one humanoid you can see within 30 f
Half-elf If you’re already proficient in either skill, your proficiency bonus is doubled for any check you mak
(None) You gain a +1 bonus to atta Whenever you have advantage Whenever you have disadvant
(None) You gain a +1 bonus to attack As a bonus action on your tur When you hit with an opportunity attack u
(None) As an action, you can inspecDuring a long rest, you can prepare and serve a meal that helps you an
Dwarf During the first round of an When any of your chosen foe Whenever you make an Intelligence (Arcan
(None) When you take the Help action to aid another creature’s ability check, you can make a DC 15 Inte
Human When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. O
(None) You learn one cantrip and onYou can cast the chosen 1st-level spell without a spell slot, and you mu
(None) You can take the Search action as a bonus action.
4th Level, Squire of SolamniTactical Teamwork. When a creature you can see within 30 feet of you makes an attack roll agains
4th Level, Squire of SolamniBolstering Rally. When you roll initiative, you can choose up to three other creatures you can see w
4th Level, Squire of SolamniWillpower. Immediately after you or a creature you can see within 30 feet of you fail an Intelligenc
(None) If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can q
(None) During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids.
(None) When you take the Attack action on your turn, you can replace one attack with an attempt to dem
Psionic Talent feature or WilIf your Psionic Talent die i If your Psionic Talent die is available, you can meditate for 1 minute, a
(None) You learn the Druidcraft and Detect Poison and Disease spells. You can cast detect poison and dise
Half-orc As a bonus action, you can move up to your speed toward an enemy of your choice that you can s
(None) Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks
(None) While performing, you can try to distract one humanoid you can see who can see and hear you. M
(None)
(None) As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someo
(None) In combat, you can don or do If you have the Spellcasting or Pact Magic feature, you can use a shield
(None) When you take the Attack action on your turn, you can replace one attack with an attempt to dece
(None) You gain a +1 bonus to attacWhen you use a spear, its d You can set your spear to re
Squireship in the Knights of Defensive Rider. You have aEncouraging Rally. When another creature you can see within 30 feet
(None) If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the
(None) You learn the Alarm spell. You can cast it once without expending a spell slot, and you regain the a
(None) You can use the Help action When you use the Help action to aid an ally in attacking a creature, inc
(None) You learn the Thaumaturgy and Detect Evil and Good spells. You can cast Detect Evil and Good on
Psionic Talent feature or WilYour mind’s defenses are formidable. After you or another creature you can see within 30 feet of y
(None) You learn the Hunter’s MarkYou s have advantage on Wisdom (Survival) checks to track creatures.
(None) Complex
Gnome (rock) When you make a check using When you make a device with your Tinker trait, you have the following
Elf While wielding a double-bl A double-bladed scimitar has the finesse property when you wield it.
Halfling When an ally you can see withWhen you use this ability, you can't use your Lucky racial trait before t
Dragonborn Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar,
Dragonborn Your scales harden. While yoYou can grow retractable claws from the tips of your fingers. Extendin
Elf (drow) You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it
Dwarf Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll t
Elf or Half-Elf Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma
Gnome Immediately after you take damage, you can use a reaction to magically become invisible until the
High Elf You learn to speak, read, anYou learn the Misty Step spell and can cast it once without expending
Tiefling When you roll fire damage forWhenever you cast a spell that deals fire damage, you can cause flame
Tiefling You have resistance to col You have advantage on saving throws against being poisoned.
half-orc When you hit with an attackImmediately after you use your Relentless Endurance trait, you can us
h-Orc, h-Elf, or a human
Halfling When a creature you can see hits you with an attack roll, you can use your reaction to force that c
Dwarf or Small Increase your walking speedYou have advantage on any Strength (Athletics) or Dexterity (Acrobatic
Elf (Wood) You learn the magic of the primeval woods, which are revered and protected by your people. You
Changeling Complex
Changeling Choose a tool and define a pChoose a skill you’re proficient in and define a different persona assoc
Elf (Aereni) You gain resistance to necr If you cast a spell that deals necrotic damage, you can choose to have
Kalashtar Each quori lineage is associaEach quori lineage is associated with a particular spell. You learn this s
Kalashtar When using your Mind Link tr If you can speak telepathically to an ally using your Mind Link trait, you
Shifter When you use your Shifting You
tr can use your Shifting trait one additional time. You regain all uses
Warforged Choose one of these tools yoYour proficiency bonus is doubled when you make ability checks using
Warforged When you use Integrated Pro When you use Integrated Pro While it’s incorporated into your body, you
A flying speed of at least 25 If wearing medium armor woul Through your training, your instincts in the air are unmatched. You can
(None) After studying an object for & Complex
strength score of at least 20You add double your proficiency bonus to any ability check made using the Athletics skill. In additi
(None) If you are reduced to 0 hit points, and you succeed on your first death saving throw, it counts as tw
(None) When you are targeted with an attack using a melee weapon, and you are holding a melee weapo
(None) Choose one skill or tool fro The time it takes you to craft an antitoxin or a potion of healing is halv
(None) When you are wearing lightYou can exceed your maximu You take half falling damage.
The ability to cast at least o As an action, you can store the potential of a spell with a range of touch and a casting time of one
(None) With your standard in hand,One ally who can see you can One ally who can see you can
(None) Whenever you have advantage You cannot have disadvantage on any ability check using the chosen s
(None) common farming scythes cou While wielding a scythe, as When you wield a sickle you
Kalashtar When you communicate telepat You can call to your Quori spirit for guidance in all things. If you miss w
Changeling You can use your Change App You can use Unsettling Visage twice before completing a short or long
The ability to cast a druid or You learn the speak with aniOnce you do, you can’t do so again until you complete a short or long
Weretouched Master(feat), C8hoose a shifter subrace othIf you are conscious when your shifting trait ends, you regain a numbe
Kalashtar When you telepathically communicate with a creature, you can attempt to frighten it as an action.
Halfling or Wood Elf You can communicate telepaYou have advantage on Anim You can communicate simple ideas throug
Warforged, Strength 13 or You can use your reaction toWhen you move at least 30 feet in a straight line right before you mak
Warforged, 6th level Magical armor you absorb must have a rarity of very rare or lower and can’t be sentient. Transferr
Shifter Choose a shifter subrace otheIf you are conscious when your shifting feature ends, you regain a num
(None) You can wield two sidearmsYou a can draw or holster two sidearms whenyou would normally be ab
Prerequisite: Proficiency in You have mastered the art offighting with weapons attached to the barrel ofyour gun. You gain pr
(None) Being within 5 feet of a hos Your ranged attack rolls agaYou can make opportunity attacks with ran
Dueling fighting style or GunIf you have a one-handed me Wielding a light firearm or You can ignore the loading time and reload
Awakened undead (ghost) Each day, you may cast up toWhen you take this feat, choose either Charisma or Wisdom as your sp
Intelligence 13 proficiencyinYour proficiency bonus is doubled in tinker's tools and/or smith's tools, and you can now craft prim
Gunsmith Initiate, characterCOMPLEX
Strength 15, character level If you have the Extra Attack or Bulletstorm feature and you are wielding a bulky firearm you can m
(None) You understand the delicate machinery and overall limitations of primitive firearms and know how
(None) While you are mounted andYou a get a +1 bonus to attackBeing within 5 feet ofa host
(None) Light firearms deal 1d6 bludgeoning damage and are considered finesse weapons, two-handed fire
(None) You gain a +1 bonus to damage rolls with these weaponWhen you roll a 1 or 2 on a
Proficiency in shields You have become quite adept at crowd control using your shield When you make an attack agains
(None) When you make a scatter atta You may exclude any number When you roll a 1 or 2 on a
(None) You get a +1 bonus to attackYou can use a bonus action to go into a reactionary stance with your s
(None) You can ignore the loading tyou get a +1 bonus to damage rolls with these weapons.
(None) You cannot be disarmed whilWhen you make an attack with your revolver or hand cannon and are
(None) When you wield a heavy firea If you use a bonus action to your aim with your firearm,
(None) When you have a firearm with Creatures within the area haCreatures within the area c
(None) You learn two tricks ofyour If a trick's effect includes a modifier that equals your Gunslinger level,
Constitution 13 or higher You ignore the effects of theYou have advantage when rolling for Initiative.
(None)
(None) You ignore the effect of being Lightly Wounded.
Dexterity 13 or higher As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, you treat cr
Charisma 13 or higher When you hit with an attack, you can use a bonus action to move a single creature within 30 feet o
(None) You have advantage on Animal Handling and Nature checks.
(None) You have advantage on SurviYou double the number of rations you get from hunting.
Proficient in medium or heaWhen wearing heavy armor,You gain a +4 bonus to your Wound Threshold.
(None) You have advantage on PerfYou earn twice as much fro You have advantage on Charisma checks m
(None)
Constitution 13 or higher As a bonus action, you can When you are at 0 hit points you can keep on fighting for a number of
Intelligence 13 or higher You know how to read and wr Increase either your Intell You gain proficiency with Scribe’s kit.
Proficient with herbalist toolYou add double your proficiYou only need half the time needed to create potions and extracts.
Light armor proficiency You gain a +1 bonus to your Wound Threshold.
(None) You are immune to seasicknYou have advantage on SurviYou do not treat ships and boats in high se
(None) You can’t be surprised whileYou have advantage on Charisma based skill checks when dealing with
proficiency with shields If you take the Attack action on your turn, you can use a bonus action to make a Shoving a Creatur
(None) You can’t be pushed or shove You ignore the effect of being Anxious.
(None) You have advantage on Persuasion checks when buying or selling items or objects.
Being able to use battle manChoose one battle maneuverYou can use your maneuvers a number of times equal to 2 + your Intel
Being able to cast spells. You can cast your spells without uttering a word. You can cast a spell that has a verbal component
(None) You have advantage on SaviYou have advantage on Survival checks when finding a good spot to m
Prerequisite: Plant creature You have advantage on saving throws against any spell or ability that would deal necrotic damage
Prerequisites: The ability to When you cast an enchantment, divination, or transmutation spell with a casting time of 1 action o
Prerequisites: Fey creature tYour base walking speed increases by 5 feet, and can cast the expeditious retreat and haste spells
Prerequisites: Strength 13 oYou count as one size largerWhen you make a Strength abi You cannot benefit from this feature if you
(None) While wielding your weaponIf there is nothing else in y If you are proficient with shields, you can e
(None) You gain a +1 bonus to atta You can add your Charisma m When you hit a creature with an attack of
Prerequisites: Fey creature tYou grow a pair of delicate wings, gaining a flying speed of 25 feet. You cannot fly if you are wearin
Prerequisite: The ability to You can use the ceremony spell to imbue a number of bolts, arrows, sling bullets or ammunition e
Prerequisite: Dexterity 13 orYou have advantage on saving throws made to avoid falling off your mount. If you fall off your mo
(None) Being within 5 feet of a hostile creature doesn't impose If a hostile creature you can see is within 3
(None) You have a terrifying ability with firearms that have the burst or spread properties. DCs of such we
Prerequisite: Strength 13 orYou gain proficiency with thCreatures you are mounted Creatures you are mounted upon can add
(None) You learn two trick shots of If you already have gut dice, you gain one more; otherwise, you have o
(None)
Prerequisite: Dexterity 13 orChoose from your IntelligencYou can use guns akimbo figWhenever you roll initiative, you can draw
(None) Detonators, timers and switches you prepare have advantage on their malfunction rolls.
Prerequisite: Strength or DexYour range on attack rolls made with a rope is increased by a number of feet equal to your Proficie
Prerequisite: Strength 13 orYou can attack with firearms that have the burst or spread property using only one hand, provided
Prerequisite: The ability to Designate one cantrip and one If the spell requires a range If the spell requires a saving throw, you mu
Prerequisite: 8th level If you take the Attack actio if a mount under your control The first attack roll you ma
(None) You can cast the find steed spell once, and regain the ability to do so when you finish a short rest.

7214
Effect 4 Effect 5 Effect 6
p a random flaw from the Aberrant Dragonmark Flaws table.
ld, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this rea
hin 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength
ve wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use y
e becomes Adamantine Construction if it was not already, and you then lose the Remodeling racial trait, making your model type permane
When you draw a spiked chain, you can do so in such a way that the weapon's reach property is negated, wrapping the chain a
You automatically stabilize when brought to 0 hit points. You do not need to make death saving throws on your turn when at 0

ith an opportunity attack using the weapon, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Stre
t expending a spell slot. When cast as an innate spell, it requires no components for you to cast. You regain the ability to innately cast dete
When you expend charges to activate a magic item you are attuned to, you may reduce the cost of expended charges by 1, to
When you cast mage hand, the hand you create is invisible. Strength or Intelligence (your choice) is your spellcasting ability for this cantri
If you are reduced to 0 hit When your shift ends, if youWhen your shift ends, if you have 1 or more hit points, you heal a num

You gain 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend a luck point to roll
ct calming emotions and friendship toward one humanoid you can see within 120 feet of you. The target must succeed on a Charisma sav

You either gain proficiency wYour unarmed strikes are coAs a bonus action, you can morph one or both of your hands into blad

If your game uses the Construct Nature variant rules, you gain the normal effect of healing magic from all sources.
use an arcane spellcasting focus to cast a spell that deals fire damage, you can choose for the spell's damage to be radiant damage instead
th an unarmed strike on your turn, as bonus action you may clasp your hands together and deliver a hammer blow as an unarmed strike. I
led by you and creatures you are grappled by take your unarmed strike damage automatically at the start of their turn.
w a Talenta boomerang, its range becomes 60/100 ft. and it always returns to you at the end of your turn, whether you hit or miss. Further

rily manifest a magical blade of pure psionic energy and make a melee weapon attack with it. It counts as a simple melee weapon with wh
y cantrip, and you can cast it using no components. Intelligence is your spellcasting ability for this spell.
eature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage. If it takes any o
eady add your ability modifier to the damage of the attack you make as a bonus action when engaging in two-weapon fighting, you may n
s once with this ability: Blindness/Deafness, Blur, and Disguise Self. You regain the ability to cast these spells when you finish a long rest. In
black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for u

en you take the Attack action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own.
n 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 m
don’t gain advantage on attack rolls against you as a result of being unseen by you.
running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action
he Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, pot
stow two one-handed weapons when you would normally be able to draw or stow only one.
Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
points you regain from the roll equals twice your Constitution modifier (minimum of 2).
his feat multiple times. Each time you do so, you must choose a different damage type.
ure grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple end
vy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s
aler's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hi

damage that you take from nonmagical attacks is reduced by 3.


esolve 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
ely recall anything you have seen or heard within the past month.

eate unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they
You regain your expended luck points when you finish a long rest.
tage on saving throws against spells cast by creatures within 5 feet of you.
g ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence
his die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expend
d 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or n

subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on
m (Perception) and passive Intelligence (Investigation) scores.
e, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

n reroll the weapon's damage dice and use either total.


e makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weap
e an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you
cted 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

t impose disadvantage on your Wisdom (Perception) checks relying on sight.


antrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ab
trike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
el when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points
creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than makin

Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
amiliar is within 60 feet of you, you can be teleported as an action, swapping places with the familiar. If your destination space is too small
When you score a critical hitWhen you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your ch
pellbook (if you're a wizard) or from your class spell list (if you're not a wizard). This spell must be of a level for which you have spell slots, a
nding a spell slot or material components. You must finish a long rest before you can do so again.
f a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).
echniques of rapid spellcasting. When you use your bonus action to cast a spell of 1st level or higher, you can also use your action to cast a
with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless som
When you hit with an attackWhen you cause a creature to make a Strength, Dexterity, or Constitution saving throw, roll a d4 a
ut a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you ha
long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature
geoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
the invocation with another one from the warlock class.
e 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell s
Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't hav
eet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
magic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spe
cing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
ency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materia
1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. O

hing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
ally shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + yo
uiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spe
you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.
into the power of your magic. When a creature you can see within 60 feet of you fails on a saving throw against a spell you cast, you can e
roll, an ability check, or a saving throw, and roll a 9 or lower on the d20, you can use your reaction to balance fate and treat the roll as a 10
u can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the tar
emporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, an
within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the
ect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
ody or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grap
an opportunity attack with the weapon, you have advantage on the attack roll.
your carrying capacity.

pending a spell slot. You also learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. You
u say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are figh
pell slot, and you must finish 1d4 long rests before you can cast it in this way again. You can also cast the spell using spell slots you have of
out a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you h
20 feet if you aren’t wearing heavy armor and aren't exceeding your carrying capacity.
oid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check s
led for any check you make with that skill.
If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside m
ith an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength m
e a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other
make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your profici
you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as yo
an do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
out a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you h

makes an attack roll against another creature that is within 5 feet of you, you can use your reaction to grant advantage on the attack roll. Y
her creatures you can see within 30 of you. Each creature can gain temporary hit points equal to a roll of your Hit Die + your proficiency bo
et of you fail an Intelligence, Wisdom, or Charisma saving throw, you can expend a Hit Die. The saving throw increases by an amount equa
afting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal
ng beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during th
ck with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidati
n meditate for 1 minute, at the end of which you gain the benefits of finishing a short rest, and your Psionic Talent die decreases by one di
ast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
your choice that you can see or hear. You must end this move closer to the enemy than you started.
isdom (Perception) checks if you can both see and hear.
o can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succee

plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
ature, you can use a shield as a spellcasting focus.
ck with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) ch
As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
ou can see within 30 feet of you makes a saving throw, you can use your reaction to inspire them. If the target can hear you and understa
ling yourself if you end the move in a position where you're not clearly visible.
l slot, and you regain the ability to do so when you finish a long rest.
in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature w
t Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
can see within 30 feet of you fails a saving throw, you can use your reaction to roll your Psionic Talent die and add the number rolled to th
hecks to track creatures.

ait, you have the following additional options for what you make:
operty when you wield it.
r Lucky racial trait before the end of your next turn
eath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficie
s of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarme
Magic spell and can cast it at will, without expending a spell slot. You also learn Levitate and Dispel Magic, each of which you can cast once
Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
ence, Wisdom, or Charisma, you can reroll one of the dice once.
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
t once without expending a spell slot. You regai
mage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed
st being poisoned.
ndurance trait, you can use your reaction to make one weapon attack.

ur reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or
tics) or Dexterity (Acrobatics) check you make to escape from being grappled.
ected by your people. You learn one Druid cantrip of your choice. You also learn the Longstrider and Pass Without Trace spells, each of wh

e a different persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, your proficie
e, you can choose to have it inflict radiant damage instead.
cular spell. You learn this spell and can cast it at its lowest level. Once you cast it using this feat, you can’t do so again until you finish a long
ng your Mind Link trait, you can use the Help action to aid them in attacking a creature, even if you are more than 5 feet away from them.
al time. You regain all uses when you complete a short or long rest.
make ability checks using this integrated tool.
orated into your body, your armor can’t be targeted by any effect (such as heat metal or the antennae of a rust monster) against your will
air are unmatched. You can reroll a failed Dexterity save made while you are airborne and use result of the new roll. Once you use this feat
the Athletics skill. In addition, you can now grapple a creature up to four sizes larger than you, and you move at full speed when you drag a
aving throw, it counts as two successes. If you make a third successful death saving throw, you regain 1 hit point and stand up if you are pr
re holding a melee weapon, you can use your reaction to impose disadvantage on the attack roll. If the triggering attack misses, you may m
a potion of healing is halved, and you do not need to spend gp to craft these items provided you have time to scavenge in a place where h
ling damage.
and a casting time of one action into an arrow or other ammunition. To cast the stored spell, choose a creature or point within the weapo
All allies that can see you may make a saving throw to end one effect that is causing them to be frightened, charmed or despo
y check using the chosen skill.
The first time on your turn when you reduce a creature to 0 hit points with an attack using a sickle or scythe, you may immedi
e in all things. 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 your Intellig
completing a short or long rest.
complete a short or long rest. If you have the Wild Shape feature from another source, you gain an additional use with the benefits and r
ends, you regain a number of hit points equal to your Constitution score, up to your Hit Point Maximum, instead of your Constitution mod
to frighten it as an action. The creature must succeed on a Wisdom saving throw (DC equals 8 + your Intelligence modifier + your proficien
nicate simple ideas through sounds and gestures with other creatures of the same type as your mount.
t line right before you make a melee weapon attack using Strength and you hit, you can add your Strength modifier to the damage twice, i
an’t be sentient. Transferring the armor’s magical properties requires 8 hours of uninterrupted work, which you can complete when you fi
ure ends, you regain a number of hit points equal to your Constitution modifier, up to your Hit Point Maximum.
you would normally be able to drawor holster only one. Before you make an attack roll you can choose to fire both guns as part of a single
el ofyour gun. You gain proficiency with improvised weapons if you don't have it already. You get +2 to damage rolls with these weapons.
pportunity attacks with ranged weapons.
he loading time and reload action for a light firearm in one hand ifyou are holding nothing in the other hand
isma or Wisdom as your spellcasting ability for these spells, and you cast any spells gained by this feat at their lowest possible levels.
and you can now craft primitive firearms. You are assumed to have gotten the materials for the firearm you wish to craft before you took t

a bulky firearm you can make one ofthose attacks with it. You can ignore the reload action for this firearm when and only when making th
ve firearms and know how to handle them to avoid excessive wear, even in the heat of combat. When you make more than two attacks w
You have advantage on attack rolls against any unmounted creature smaller than your mount within your frrearm's normal ran
weapons, two-handed firearms deal 1d8 bludgeoning damage, and heavy firearms deal 1d10 bludgeoning damage.
If you roll a critical hit with one of these weapons, or an attack with one of them reduces a creature to 0 hit points, you can us
you make an attack against a creature while wielding your shield, you are considered to be in half cover when they attack you, and you are
You can load all of the ammo for shell loading firearms with the scatter property using a bonus action.
tionary stance with your sidearm. When in this stance, if a creature would make an attack against you or target you with a harmful spel~ a
se weapons.
r or hand cannon and are not holding anything in your other hand, you can use your bonus action to make two additional attacks. You do
Ifyou make a ranged attack roll with advantage, you can reroll one of the attack rolls once.
Ifany creature moves or takes an action within the area or ifa creature moves into the area for the first time, you can make an
uals your Gunslinger level, you use your highest class level instead

you succeed, you treat creatures in occupied squares as two sizes larger than you.
e creature within 30 feet of you up one step on the Condition Track. Once you use this feature, you must finish a short or a long rest befor
om hunting.

tage on Charisma checks made to gain audience with nobles and lords.

n fighting for a number of rounds equal to your Constitution modifier, to a minimum of 1. You must still make death saving throws, and yo
ency with Scribe’s kit.
e potions and extracts.

t ships and boats in high sea as difficult terrain.


checks when dealing with members of the underworld.
make a Shoving a Creature special attack with your shield against a creature within 5 feet of you.

mes equal to 2 + your Intelligence modifier (minimum 2).


at has a verbal component, without uttering a word. Once you use this feature, you can’t use it again until you have finished a long or shor
n finding a good spot to make camp.
ould deal necrotic damage to you, and have resistance to necrotic damage.
a casting time of 1 action on your turn, you can use your bonus action to take the Disengage, Dodge or Hide action.
us retreat and haste spells once each without expending a spell slot or providing material components. Once you cast the spell, you can’t c
efit from this feature if you already have a similar feature, such as the powerful build trait.
ent with shields, you can equip or unequip a shield using your bonus action.
creature with an attack of opportunity using a whip or chain whip, the target must succeed on a Strength saving throw DC 8 + your proficie
cannot fly if you are wearing armor or exhausted. If you become exhausted while flying, you can glide 2 feet horizontally for every 1 foot y
g bullets or ammunition equal to your spellcasting ability modifier. Each projectile becomes magical. The blessing ends after 1 hour, and y
unt. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Mounting or dismo
ure you can see is within 30 feet of you, you can reload a firearm you are holding using your reaction.
properties. DCs of such weapons are 8 + your proficiency bonus + your Dexterity modifier if higher than the weapon’s burst rating. Once o
re mounted upon can add your proficiency bonus to their Dexterity (Acrobatics) checks and Strength (Athletics) checks.
ore; otherwise, you have one gut die, a d6. These dice are used to fuel your trick shots. A gut die is expended when you use it. You regain

oll initiative, you can draw or stow one firearm. Additionally, when using your object interaction to draw or holster a firearm, you may ma
malfunction rolls.
feet equal to your Proficiency Bonus + your Strength modifier + your Dexterity modifier.
ng only one hand, provided you are proficient with it, and it lacks the heavy property.
res a saving throw, you must be using firearm that has the burst or spread properties. The spells can use the firearm’s range, burst or spre
You can use your reaction toIf your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only
en you finish a short rest. If your mount is already summoned when you use the spell, you can instruct it to lead nearby friendly mounts to
mage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a lo
ou must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On
an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equ
your model type permanent.
ated, wrapping the chain around your arms and shoulders so you can only strike targets up to 5 feet away from you. If you do, you gain a
ows on your turn when at 0 hit points, but you may still be killed if damage forces you to automatically fail three death saving throws.

oficiency bonus + your Strength modifier) or be knocked prone.


ability to innately cast detect thoughts when you finish a short or long rest. Your spellcasting ability for this spell is Charisma.
expended charges by 1, to a minimum of 0. You may use this feature twice, but only once on any given magic item. When you finish a shor
asting ability for this cantrip.
hit points, you heal a number of hit points equal to the amount of temporary hit points you gained at the start of your shift.

n spend a luck point to roll an additional d20. You can choose to spend your luck point after you roll the die, but before the outcome is det
succeed on a Charisma saving throw or be charmed by you until the end of your next turn. The DC to resist this is equal to 8 + your proficie

th of your hands into blades, allowing you to make deadly unarmed strikes. If you hit with an unarmed strike while your hand is in blade fo

om all sources.
be radiant damage instead.
ow as an unarmed strike. If the hammer blow hits, it deals bludgeoning damage equal to 1d12 + your Strength modifier.

her you hit or miss. Furthermore, you automatically succeed on catching a Talenta boomerang that returns to you.

ple melee weapon with which you are proficient. The weapon deals 1d8 psychic damage on hit and has the finesse property. After you ma

ic damage. If it takes any of this damage and is Large or smaller, it is knocked prone. This ability's damage increases by 1d6 when you reac
eapon fighting, you may now do so when wielding a double scimitar or engaging in two-weapon fighting with a scimitar.
en you finish a long rest. Intelligence is your spellcasting ability for these spells
n maintain this form for up to 10 minutes. Once you use this ability, you can't use it again until you finish a short or long rest.

ttack of its own.


e the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to d

re taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push th
ow you are holding.
our AC for that attack, potentially causing the attack to miss you.

ained until the grapple ends.


ou add +10 to the attack’s damage.
's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

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 Charis

roficiency bonus), or they use magic to decipher it.

eric or druid; or Intelligence for wizard.


A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

turn, whether you hit or not.

o damage if it succeeds on the saving throw, and only half damage if it fails.

u have with that weapon.

tion to make a melee weapon attack against the attacking creature.


roll. If that attack hits, you add +10 to the attack's damage.
action to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

ell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom

onal 2 hit points


reature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

select this feat).


select this feat).
select this feat).
select this feat).
select this feat).
stination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport this way, you can't do so again until
and add the roll to your check.
hich you have spell slots, and it replaces another spell of an equal or higher level that you had previously prepared.

odifier (minimum of 1).


o use your action to cast another spell of 1st level or higher. However, if you cast two or more spells in a single turn, only one of them can
nd of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.
on saving throw, roll a d4 and reduce their save by the amount rolled.
using any spell slots you have.
er being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a lo
ass that you don't hav

amagic). You regain all spent sorcery points when you finish a long rest.
the target takes.
ing 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weap
out expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long r

e on all attack rolls.


th saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or awa
llcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with the

a spell you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll a number of Hit Die equal to half the number of
te and treat the roll as a 10. You can use this reac
ctive magic around the target. Roll a number of d4s equal to the level of the spell slot expended and reduce the damage the target takes b
mist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the crea
ecide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 min

amage to any creature grappling you or any creature grappled by you.

expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for these s
r your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as
sing spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Divinely Favored fe
l using any spell slots you have.

tion) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn

the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the
cy bonus + your Strength modifier) or be knocked prone.
cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice
ou add double your proficiency bonus to the check, even if you’re not normally proficient.
ur proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understan

l using any spell slots you have.

antage on the attack roll. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses w
t Die + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this feature a number of times e
reases by an amount equal to a roll of that Hit Die, potentially turning a failure into a success. Once you turn a failed saving throw into a s
st make checks as normal to disguise yourself, but you can assume the disguise as an action.
spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore
ake a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened unti
nt die decreases by one die size. You can’t meditate in this way again until you finish a long rest.
finish a long rest.

heck. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation

a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke

can hear you and understand you, it gains advantage on the saving throw. Once you use this reaction, you can’t do so again until you finish

geting the same creature within range when you use the Help action this way.

dd the number rolled to the saving throw, potentially causing it to succeed.

hrow (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On
u can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the no
of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Ch
total (minimum of 1).

aving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

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 wi

e at the start of combat or until you finish a short or long rest.

ut Trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way w

hat persona, your proficiency bonus is doubled for any ability check you make using that skill.

again until you finish a long rest. Your spellcasting ability for this spell is Wisdom or Charisma, chosen when you select this feat.
n 5 feet away from them.

monster) against your will.


roll. Once you use this feature to do so, you must finish a short or long rest before you can do so again.
full speed when you drag a grappled creature.
and stand up if you are prone.
g attack misses, you may make one melee attack against the creature that attacked you as part of the same reaction. You can use this feat
cavenge in a place where herbs, flowers, grasses, or fungi grow.

or point within the weapon’s range and loose the missile from a weapon that uses that ammunition. While casting the spell this way, the
htened, charmed or despondent.

r scythe, you may immediately make another melee attack against an enemy within reach using the same weapon as part of the same atta
e roll equal to your Intelligence or Wisdom modifier. You choose when you make the roll, provided you aren’t incapacitated. Once you use

use with the benefits and restrictions of that feature instead.


d of your Constitution modifier.
ce modifier + your proficiency bonus) or be frightened of you until the end of your next turn. A creature that succeeds on this saving throw

fier to the damage twice, instead of once.


can complete when you finish a long rest, and destroys the armor in the process. If you repeat the process, the old enchantment is lost an

oth guns as part of a single attack, taking a -5 penalty. If the attack hits, roll damage for each of your firearms and add +5 to each damage
rolls with these weapons. Additionally, you can use your reaction to assume a parrying stance with the bayonet, adding your proficiency b

owest possible levels.


h to craft before you took this feat. You craft these guns at a rate of5 gp per hour.

n and only when making this attack.


e more than two attacks with primitive firearms during your turn, the f1reaflll's misfire count does not increase by 1.
n your frrearm's normal range.

to 0 hit points, you can use your reaction to make another attack at a creature within 15 feet of the target hit.
hey attack you, and you are resistant to piercing, slashing and bludgeoning damage from that creature until the start of your next turn. Mo

you with a harmful spel~ and you are the only target, you can use your reaction to attack the offending creature with your sidearm. You d

additional attacks. You do not add your ability score modifier to the damage ofthese attacks, unless that modifier is negative.

rst time, you can make an attack against that creature. You can make a number ofattacks this way equal to your proficiency bonus.

a short or a long rest before using it again.


eath saving throws, and you suffer the normal effects of taking damage while at 0 hit points.

ave finished a long or short rest.

u cast the spell, you can’t cast it again using this feature until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting a

throw DC 8 + your proficiency bonus + your Strength or Dexterity modifier or be knocked prone.
izontally for every 1 foot you descend, avoiding any falling damage you would have taken from your descent.
ng ends after 1 hour, and you cannot use the spell in this manner again until you complete a long rest.
citated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

pon’s burst rating. Once on your turn, you can deal an additional 1d8 damage to an object you hit with such firearms.

hen you use it. You regain your expended gut die when you finish a short or long rest. You can take this feat multiple times, adding one ad

ter a firearm, you may make one additional object interaction of similar kind. For example, you can draw or holster two firearms simultane

earm’s range, burst or spread properties, and your spell save DC. Doing so consumes the firearm’s usual ammunition cost, and a spell slot,
saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
d nearby friendly mounts to your location.
uses when you finish a long rest.
ncreased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful
nus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a nu

you. If you do, you gain a +1 bonus to AC while wielding a spiked chain in this way. Switching a spiked chain to or from this position while
death saving throws.

is Charisma.
m. When you finish a short or long rest, you may use this ability again.

of your shift.

before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also sp
s equal to 8 + your proficiency modifier + your Intelligence or Wisdom modifier (your choice). You may use this ability at will.

hile your hand is in blade form, you deal slashing or piercing damage (your choice) equal to 1d6 + your Dexterity modifier + one half your p

se property. After you make the attack, the blade disappears. This ability's damage increases by 1d8 when you reach 5th level (2d8), 11th

ases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

t or long rest.

check allows a listener to determine that the effect is faked.

e attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
or long rest.

to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long r

t or long rest.

source of the effect.

erer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.

et only that creature.

you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.

turn, only one of them can be 3rd level or higher.


hrew in this way.
o your proficiency bonus.

y again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting

s. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or amm
ain until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting abil

oved 5 feet toward or away from you. A creature can willingly fail this save.
can cast this spell with them.

qual to half the number of Hit Dice expended (rounded up) and the damage the triggering creature takes increases by an amount equal to

damage the target takes by the total rolled on those dice + your spellcasting ability modifier.
e short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the p
mmand that lasts for 1 minute, such as to guard a particular area.

llcasting ability for these spells.


charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
ed the Divinely Favored feat.

l the end of your next turn.

a +2 bonus to the roll if the target is using a shield

ins two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving t

must be able to understand what you’re saying.

egain all expended uses when you finish a long rest.


eature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long res
ailed saving throw into a successful one using this feat, you can’t do so again until you finish a long rest.

t points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
he target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

d Intelligence (Investigation) checks with disadvantage until you stop performing.

ovement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the e

do so again until you finish a long rest.

can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat
modifier, instead of the normal bludgeoning damage for an unarmed strike.
n you finish a long rest. Charisma is your spellcasting ability for these spells.

e present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

se two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

select this feat.


ction. You can use this feature twice and can’t do so again until you finish a short or long rest.

ting the spell this way, the weapon counts as a spell focus and the act of firing counts as the somatic component if the spell requires them.

on as part of the same attack.


capacitated. Once you use this ability, you can’t do so again until you finish a short or long rest.

ceeds on this saving throw can’t be frightened by you in this way for 1 hour.

old enchantment is lost and the new one takes its place. If the armor’s magical properties include a curse, you always gain that property,

d add +5 to each damage roll You cannot use your bonus action to attack with the offhand gun if you use this feature for any number of att
, adding your proficiency bonus to your AC against a single melee attack that would hityou, potentially causing the attack to miss. Finally, y

start of your next turn. More than one target can be affected this way if you can attack more than once during your turn.

with your sidearm. You do not add your ability score modifier to the damage ofthis attack, unless that modifier is negative.

r is negative.

proficiency bonus.
risma is your spellcasting ability for the spells (choose when you select this race).

tiple times, adding one additional gut dice and two trick shots each time you do.

ter two firearms simultaneously, or holster one firearm and draw another.

ition cost, and a spell slot, if you cast a spell. If the firearm has a magical bonus to attacks made with it, you may add that bonus to your ra
half damage if it fails.
from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equ
can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

or from this position while it is already drawn requires a bonus action.

ing throw. You can also spend a luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses th
ability at will.

modifier + one half your proficiency bonus, instead of the bludgeoning damage normal for an unarmed strike. You cannot hold objects or

each 5th level (2d8), 11th level (3d8), and 17th level (4d8).
s finished a short or long rest.
vel. The spells’ spellcasting ability is the ability increased by this feat.

with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on
he spells' spellcasting ability is the ability increased by this feat.

es by an amount equal to the total rolled of those dice.

mber of hit points that the potion can restore.

ge on Constitution saving throws against disease for the next 24 hours.


this way for 1 hour.

oth benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be dece

any damage, it can repeat the saving throw, ending the effect on itself on a success.
if the spell requires them. If the chosen spell requires a spell attack roll to hit its target, make a ranged weapon attack roll using the weap

always gain that property, and can’t replace it with a new enchantment unless you are targeted by the remove curse spell or similar magic

ature for any number of attack rolls you make on your tum.
he attack to miss. Finally, your bayonet attacks now have a reach of 10 feet.

is negative.
add that bonus to your ranged spell attack rolls.
tion a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
n you finish a long rest.

whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the p

ou cannot hold objects or perform somatic components for spells with a hand while it is in blade form. You can morph your hands back to
creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next
ls, the target can't be deceived by you in this way for 1 hour.
attack roll using the weapon instead. Otherwise, the spell comes into effect as though you had touched the targeted point or creature. If t

urse spell or similar magic as you complete the new enchantment.


he outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish

morph your hands back to normal as a bonus action.


until the end of your next turn.
eted point or creature. If the stored spell is not used before the end of your next turn, it dissipates.
uck points when you finish a long rest. If you have another source of luck points, such as the Lucky feat, your total number of luck points is
al number of luck points is equal to as many as each source provides added together, and you regain them all when you finish a long rest.
hen you finish a long rest.

You might also like