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Expanded Racial Feats

These feats are meant to complement those released in the Celestial Heritage
latest Unearthed Arcana article by Wizards of the Coast. As Restricted: No aasimar, eladrin, genasi, or tieflings
such, they should only be used when those same feats (or a A heavenly blessing lies on your family, passing down from
majority of them) are also available. parent to child. You gain the following benefits:
Each of these feats is tied to a race released in an offical
Wizards of the Coast release of some kind; such as the Increase your Wisdom by 1, to a maximum of 20.
Unearthed Arcana series of articles, the Dungeon Master's You learn Celestial.
Guide, or other sources. You learn the light cantrip. You also learn lesser
Race Feat
restoration and can cast it once per long rest.
General Abyssal Heritage Child of Clouds
Prerequisite: Genasi (air)
General Celestial Heritage You embody the elemental nature of your heritage, and
General Elemental Heritage have domain over the skies. You gain the following benefits:
General Infernal Heritage Increase your Dexterity by 1, to a maximum of 20.
Aasimar (DMG) Angelic Wings You have a flying speed of 30 feet if you are not wearing
Aasimar (DMG) Heavenly Emissary
medium or heavy armor or exceeding your carrying
capacity.
Aasimar (DMG) Searing Radiance Your Mingle with the Wind racial feature now allows you
Elf (eladrin) Sylvan Step to cast gust of wind, rather than levitate.
Genasi (air) Child of the Clouds Deadweight Toss
Genasi (earth) Stone's Redoubt Prerequisite: Goliath
Years of wrestling with your kin in your youth have taught
Genasi (fire) Flame Rush you a few tricks when it comes to grappling. You gain the
Genasi (water) River Rush following benefits:
Goliath Deadweight Toss Increase your Strength by 1, to a maximum of 20.
Goliath Giantkin Wrestler Your range with thrown weapons without the Finesse
property increases by +10/+20.
Half-elf Voice of the World When grappling a target at least one size smaller than
Human Voice of the World you, as an action you can throw them up to 15 feet,
Minotaur Gore or Glory
knocking them prone when they land.
Tiefling Fallen Wings Elemental Heritage
Restricted: No aasimar, eladrin, genasi, or tieflings
Tiefling Fiendish Melding The magic of the Elemental Planes runs in your family,
Tiefling (abyssal) Order of Graz'zt stemming from some distant source. You gain the following
Tiefling (abyssal) Resistance of the Goristro benefits:
Increase your Constitution by 1, to a maximum of 20.
Abyssal Heritage You learn Primordial.
Restricted: No aasimar, eladrin, genasi, or tieflings Choose one of the following:
Your family has a touch of the Abyss in the blood, tainting Air. You can cast levitate once per long rest.
you for generations. You gain the following benefits: Earth. You can move across difficult terrain made
Increase your Charisma or Constitution by 1, to a of earth or stone without expending extra
maximum of 20. movement.
You learn Abyssal. Fire. You have fire resistance and know the
You gain a number of hit points equal to your character produce flame cantrip.
level. You gain 1 additional hit point every time you level. Water. You can breathe air and water and have a
swimming speed of 30 feet.
Angelic Wings Fallen Wings
Prerequisite: Aasimar (DMG) Prerequisite: Tiefling
You gain the ability to manifest a pair of angelic wings, You gain the ability to manifest bat-like demon wings,
which grant you a flight speed of 20 feet. Your armor must which give you a flying speed of 30 feet as long as you are not
accomodate these wings, and cloth will be ripped if not wearing heavy armor. Your armor must be made to
properly made to account for their growth. accomodate these wings, and cloth will rip if not made to
account for their growth.
Fiendish Melding Heavenly Emissary
Prerequisite: Tiefling Prerequisite: Aasimar (DMG)
While you are sure of your mortal race, the question of Your natural charm makes you trustworthy and earnest.
where the majority of your more fiendish heritage lies is less You gain the following benefits:
certain. You gain the following benefts:
Increase your Charisma or Wisdom by 1, to a maximum of
If you are an Infernal tiefling... 20.
You learn Abyssal. You gain proficiency in Persuasion. If you are already
You gain 1 hit point per level. proficient, you double your proficiency bonus for all
You learn one cantrip and one spell of your choice Persuasion checks.
from the Abyssal Arcana feature, and can cast them You have advantage on all Insight and Persuasion checks
as in that feature. when dealing with celestials.
If you are an Abyssal tiefling...
You learn Infernal. Infernal Heritage
You gain fire resistance. Restricted: No aasimar, eladrin, genasi, or tieflings
You add the Infernal Legacy spells to your Abyssal Your bloodline can trace itself back to a distant demonic
Arcana, replacing spells of your choice from that ancestor. You gain the following benefits:
list. Increase your Charisma or Intelligence by 1, to a
Flame Rush maximum of 20.
Prerequisite: Genasi (fire) You learn Infernal.
Your body is infused with elemental fire, barely constrained You learn the thaumaturgy cantrip. You also learn hellish
by your mortal nature. You gain the following benefits: rebuke and can cast it once per long rest.
Whenever you take the Disengage action on your turn, you Order of Graz'zt
can choose to turn to flame for the duration of your Prerequisite: Tiefling (abyssal)
movement. During this movement, you can pass through You've gained a modicum of control over your abyssal
another creature's space and deal fire damage to them magic, drawing on the few places in the Abyss that know even
equal to your proficiency bonus. You may only deal this the barest semblence of order. You gain the following
damage to a creature once per turn, and you may not end benefits:
your movement in an occupied space. Increase your Charisma by 1, to a maximum of 20.
As an action, you can make a special unarmed attack with When you roll for your Abyssal Arcana racial feature, you
a free hand. This attack deals 1d10 fire damage on a hit. may reroll up to two of the dice. If you reroll a category
Giantkin Wrestler into the spell you had prior, you must instead use your
Prerequisite: Goliath, Strength of 13 or higher original roll.
Your childhood practice with wrestling has paid dividends; Resistance of the Goristro
your skill with wrestling is easily a match for far larger Prerequisite: Tiefling (abyssal)
creatures. You gain the following benefits: Your body is infused with some of the hardiest energies of
Increase your Strength by 1, to a maximum of 20. the Abyss, affording you a great deal of strength against
You double your proficiency bonus on all Athletics checks. mortal damage and effects. You gain the following benefits:
When grappling, you count as one size category larger You gain proficiency in Constitution saving throws.
than you are. You gain a number of hit points equal to your level. You
When grappling a single target your size or smaller, you gain 1 additional hit point whenever you level.
can use your action to pin them. You become prone, and You have resistance to poison and acid damage, and
your target becomes incapacitated. They may still make immunity to the poisoned condition.
checks to escape, albeit with disadvantage. The condition
ends if you stop grappling the target or stand up. River Rush
Prerequisite: Genasi (water)
Gore or Glory Your body is composed of elemental water, barely kept
Prerequisite: Minotaur together by your mortal nature. You gain the following
You've sharpened and cared for your horns to make them benefits:
into deadly lacerating weapons. You gain the following
benefits: You ignore difficult terrain caused by water, mud, snow, or
When making an attack with your horns, you score a any other liquid besides lava.
critical hit on a roll of 19 or 20. While swimming, you may take the Dash or Disengage
On a critical hit with your horns, the target must make a actions as bonus actions on your turn.
Constitution save at the end of each of its following turns. Whenever you take the Disengage action on your turn, you
On a failure, the creature takes necrotic damage equal to can choose to dissolve into water for the duration of your
your proficiency bonus. The condition ends after three movement. During this movement, you can pass through
successes or 1 minute. another creature's space or gaps as small as 1 inch,
though you can't willingly end your movement there.
Searing Radiance
Prerequisite: Aasimar (DMG)
Your celestial nature burns with holy fire, shining forth
from your form. You gain the following benefits:
You learn either the sacred flame or hand of radiance
cantrip.
You learn either the searing smite or the guiding bolt spell.
You may cast this spell once per long rest without
expending a spell slot.
Stone's Redoubt
Prerequisite: Genasi (earth)
Your Dao ancestors have passed down a heritage of
brilliance, infusing your body with a gem-like power. You gain
the following benefits:
Increase your Constitution by 1, to a maximum of 20.
As a reaction to taking slashing, piercing, or bludgeoning
damage, you can gain resistance to that damage type until
the end of your next turn. You also deal damage equal to
your proficiency bonus to your attacker if they are within 5
feet.
Sylvan Step
Prerequisite: Eladrin
Your link to the Feywild remains strong, despite your
travels. You gain the following benefits:
Increase your Charisma or Intelligence by 1, to a
maximum of 20.
You learn one druid cantrip of your choice. Your
spellcasting modifier for this cantrip is Intelligence.
Whenever you cast misty step from your racial feature,
you don't provoke attacks of opportunity unti the end of
your turn.
Voice of the World
Prerequisite: Human or half-elf
As a human, your knowledge of language surpasses that of
most other races due to your wide exposure to other cultures.
You gain the following benefits:
Increase your Intelligence or Wisdom by 1, to a maximum
of 20.
You learn three languages of your choice.
You gain a basic understanding of all standard languages
and Undercommon. You may make an Investigation or
Insight check when a creature is speaking one of these
languages that you do not know, with a DC determined by
your DM. On a success, you glean the general gist of what
the creature is saying and what that might mean for you.
When speaking to a creature that knows at least one
language but does not share a language with you, you have
advantage on any checks to make yourself understood
correctly. You are less likely to confuse such a creature,
lead it to believe something other than what you mean, or
inadvertantly insult it.

Created by /u/Anathemys

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