aU NEIRED“ARCANAL
Sratuiae EATS
4thr-level Feat (Prerequisite: Acrobatics proficiency)
You've attained mastery of Acrobatics, granting you the
following benefits.
Ability Score Increase. Increase your Dexterity by 1
toa maximum of 20.
Cat Fall. As a reaction when you fall 10 feet or more,
you can make a DC 10 Dexterity (Acrobatics) check. On
‘success, you can subtract the check’s total from the
distance you fell when calculating falling damage.
Wall Run. As a bonus action, you can attempt to run
across a sheer surface by making a DC 15 Dexterity
(Acrobatics) check. On a success, you gain a climbing.
speed equal to your walking speed until the end of your
next turn, and can move across vertical surfaces while
leaving your hands free.
ANIMAL HANDLER
Aulrlevel Feat (Prerequisite: Animal Handling
proficiency)
You've attained mastery of Animal Handling, granting
you the following benefits.
Ability Score Increase. Increase your Wisdom by 1, to
‘a maximum of 20.
(Calm Animal. As an action on your turn, you can
attempt to soothe a Beast within 60 feet that can hear
you. Make a Wisdom (Animal Handling) check
‘contested by the target's Wisdom (Insight) check. On a.
‘success, you end one effect on the target causing it to be
charmed or frightened.
Command Beast. As a bonus action, you can
command a willing Beast within 60 fect of you. Make a
Wisciom (Animal Handling) check contested by the
target’s Wisdom (Insight) check. On a success the target
‘can use its reaction to move up to its speed or make an
attack against a creature within its reach (your choice).
ARCANIST
4thr-level Feat (Prerequisite: Arcana proficiency)
You've attained mastery of Arcana, granting you the
following benefits.
Ability Score Increase. Increase your Intelligence by
1, toa maximum of 20.
Perform Trick. You can attempt to cast a Wizard
cantrip you don’t know by making a DC 10 Intelligence
(Arcana) check. On a success, you cast the spell using
the spell’s normal casting time. Intelligence is your
spelleasting ability for this spell.
Use Magic Device. As an action on yous turn, you can
attempt to use a magic item that you don't meet the.
prerequisites to use or attune to. Make an Intelligence
Arcana check against a DC of 10 +5 for each level of
the item’s rarity above common. On a success, you can
activate one property of the item that requires an action
touse.
ATHLETE
4ulv-level Feat (Prerequisite: Athletics proficiency)
You've attained mastery of Athletics, granting you the
following benefits.
Ability Score Increase. Increase your Strength by 1,
toa maximum of 20.
‘Malle. As a bonus action, you can use a free hand to,
silence a creature you are grappling. Make a Strength
(Athletics) check contested by the target’s Strength
(Athletics) or Dexterity (Acrobaties) check (their choice).‘On a success, the target can't speak, say the command
‘words of magic items, or cast spells with verbal
‘components until the grapple ends.
Leap. Once per turn when you jump as part of your
movement, you can make a DC 15 Strength (Athletics)
check. On a success you can extend your jump by a
number of feet equal to 5 times your proficiency bonus
‘without spending additional movement. Ifyou moved at
least 10 feet before jumping, you have advantage on this,
check.
DECEIVER
Athrlevel Feat (Prerequisite: Deception proficiency)
You've attained mastery of Deception, granting you the
following benefits
Ability Score Increase. Increase your Charisma by 1
to a maximum of 20
Distract. As an action on your turn you can attempt to
distract a creature within 5 feet who can see and hear
you. Make a Charisma (Deception) check contested by
the target’s Wisdom (Perception) check, On a success,
the target treats creatures other than you as heavily
‘obscured until the start of your next turn, or until a
creature other than you targets it with a harmful effec.
Feint.As a bonus action you can attempt to fake out
‘a creature within 5 feet that can see and hear you. Make
Charisma (Deception) check contested by the target's
Wisdom (Insight) check. On a succes
advantage on attacks rolls against the
start of your next turn
HIsTORIAN
Atlr-level Feat (Prerequisite: History proficiency)
you have
You've attained mastery of History, granting you the
following benefits.
Ability Score Increase. Increase yout Intelligence by
1, toa maximum of 20.
Strategize. As part of a short or long rest, you can
recall battle plans to aid you in combat. Make a DC 15
Intelligence (History) check. On a success, you have
advantage on the next initiative roll you make in the
next hour, provided you are not surprised.
Translate. As an action, you can attempt to decipher a
language you don't know by making a DC 15
Intelligence (History) check to compare it a dead
language you studied. On a success, you can deduce the
meaning of a written text, or communicate simple ideas
with a creature speaking that language.
INSIGHTFUL
4udr-level Feat (Prerequisite: Insight proficiency)
You've attained mastery of Insight, granting you the
following benefits.
Ability Sore Increase. Increase your Wisdom by I, to
maximum of 20.
Predict. As a reaction when a creature you can see
produces an effect that forces you to make a saving
throw on the same turn, you can use your Wisdom
(Insight) modifier instead of your normal modificr for
the saving throw, provided you have seen a creature
produce the triggering effect before.
Profile. As a bonus action you can attempt to discern
the behavior patterns of a creature you can see within
10 feet of you. Make a Wisdom (Insight) check
contested by the target's Charisma (Deception) check,
Ona success, you can read the target's surface-level
thoughts until the start of your next turn.
INTIMIDATING
A-level Feat (Prerequisite: Intimidation proficiency)
You've attained mastery of Intimidation, granting you
the following benefits.
Ability Score Increase. Increase your Steength or
Charisma by 1, to a maximum of 20.
‘Menace. As a bonus action you can attempt to
demoralize a creature who can see or hear your within
30 feet. Make a Strength or Charisma (Intimidation)
check contested by the target's Wisdom (Insight) check.
Ona success the target is frightened of you until the end
ofits next turn,
Rally. As part of a short or long rest, you can attempt
to rally a number of creatures up to your proficiency
bonus who can understand you, and who remain within
60 feet of you for the entire rest. Make a DC 15
Strength or Charisma (Intimidation) check. On a
success, each target had advantage on saving throws or
ability checks they make to avoid or end the frightened
condition on themselves for the next hour.
INVESTIGATOR
Adirlevel Feat (Prerequisite: Investigation proficiency)
You've attained mastery of Investigation, granting you
the following benefits.
Ability Score Increase. Increase yous Intelligence by
1, ta maximum of 20,
‘Study Item. By spending 10 minutes handling an
‘magic item you can make a DC 15 Intelligence
(investigation) check. On a success you learn the item's
properties, command words, and how many charges or
other uses it has remaining.
Locate. As an action, you can attempt to locate a
creature or object you have seen by making a DC 15,
Intelligence (Investigation) check. On a success, you can
deduce the target’s general location, provided itis
within a number of feet equal to 50 times your
proficiency bonus. Ifthe target is hidden, the check is
contested by either the Dexterity (Stealth) check used to
hide the target, or the DC required to find any secret
door the target is hiding behind (use whichever is.
higher).MEDIC
Ath-evel Feat (Prerequisite: Medicine proficiency)
You've attained mastery of Medicine, granting you the
following benefits.
Ability Score Increase. Increase your Intelligence or
Wisdom by 1, toa maximum of 20.
Cure, As an action on your turn you can attempt to
treat a creature within 5 feet who is aflicted by some
malady. Make a DC 15 Intelligence or Wisdom
(Medicine) check. On a success, you can either end a
disease on the target, or one of the following conditions:
blinded, deafened, paralyzed poisoned. This action has
no effect on Constructs or Undead.
Treat, As an action on your turn you can attempt to
treat an injured ereature within 5 feet by making a DC
15 Intelligence or Wisdom (Medicine) check. On a
‘success, the target ean expend a number of Hit Dice up
to your proficiency bonus and roll them. For each hit die
spent this way, the target regains a number of hit points.
‘equal to the amount rolled plus their
modifer. This action has no effect on Constructs or
Undead,
NATURALIST
4th-level Feat (Prerequisite: Nature proficiency)
You've attained mastery of Nature, granting you the
following benefits.
Ability Score Increase. Increase your Intelligence or
Wisdom by 1, toa maximum of 20.
Discern Ecosystem. While you are located within
‘natural terrain, you can spend I minute discerning what
‘might be found in the area by making a DC 15
Intelligence or Wisdom (Nature) check. On a success,
you learn which creatures, plants, and natural hazards,
ifany, can be found within a number of miles equal to
half your proficiency bonus.
‘Draw on Nature. You can attempt to cast a Druid
cantrip you don’t know by making a DC 10 Intelligence
or Wisdom (Nature) check. On a success, you cast the
spell using the spell’s normal casting time. Wisdom is
your spelleasting ability for this spellPERCEPTIVE
Athvlevel Feat (Prerequisite: Perception proficiency)
You've attained mastery of Perception, granting you the
following benefits.
Ability Score Increase. Increase your Wisdom by 1, to
maximum of 20.
Echolocate. As a bonus action you can close your
‘eyes and attempt to pereieve the world around you with
your other senses. Make a DC 15 Wisdom (Perception)
‘check. Until the start of your next turn you have the
blinded condition, and on a success you also have
blindsight out to a number of feet equal to 5 times your
proficiency bonus.
‘Sense Magic. As an action you can attempt to sense
the presence of magic in the area, by making a DC 15
Wisdom (Perception) check. On a success, you learn the
location of any spell, magic item or other magical effect
‘within a number of feet equal to five times your
‘eney bonus. Ifthe magic is associated with a
particular school, you learn which schools of magic itis
assocated with,
PERFORMER
Audrlevel Feat (Prerequisite: Performance proficiency)
You've attained mastery of Performance, granting you
the following benefits.
Ability Score Increase. Increase your
toamaximum of 20.
‘Spelibind. You can attempt to cast a Bard cantrip you
don't know by making a DC 10 Charisma (Performance)
check. On a success, you cast the spell using the spell’s
normal casting time. Charisma is your spelleasting
ability for this spell.
Taunt. As a bonus action you ean attempt to attract
the ire of a creature who can hear you within 60 fect.
Make a Charisma (Performance) check contested by the
target’s Wisdom (Insight) check. On a success, the
target has disadvantage on attack rolls against
‘ereautures other than you until the end of your next
PERSUASIVE
risma by 1
Atlr-level Feat (Prerequisite: Persuasion proficiency)
You've attained mastery of Persuasion, granting you the
following benefits.
Ability Score Increase. Increase your
toa maximum of 20.
Demoralize As a bonus action you can attempt to
remind a creature who can hear you within 60 feet of a
lifetime of regetable decisions. Make a Charisma
(Persuasion) check contested by the target's Wisdom
(Insight) check. On a success, the target must drop,
anything they are holding, and fall prone if they are not,
currently flying.
Inspire. As part of a short or long rest, you can
attempt to inspire a number of ereatures who up to your
arisma by 1,
proficiency bonus who can understand you, and who
remain within 60 feet of you for the entire rest. Make a
DC 15 Charisma (Intimidation) check. On a success,
cach target gains Inspiration.
RELIGIOUS
4thr-level Feat (Prerequisite: Religion proficiency)
You've attained mastery of Religion, granting you the
following benefits.
Ability Score Increase. Increase yous Intelligence or
Wisdom by 1, toa maximum of 20.
Exorcise. As an action you can attempt to exorcise a.
creature within 60 feet that is possessing.
anotherereature or object. Make an Intelligence or
Wisdom (Religion) check against a DC of 8 + the
target’s proficiency bonus + their Charisma modifer. On.
a success, the possession ends, and the possessing
creature is shunted into the nearest unoccupied space,
Pray. You can attempt to cast a Cleric cantrip you
don't know by making a DC 10 Intelligence or Wisdom,
(Religion) check. On a success, you cast the spell using,
the spell's normal casting time. Wisdom is your
spelleasting ability for this spell.
HANDsy
4utr-level Feat (Prerequisite: Sleight of Hand
proficiency)
You've attained mastery of Sleight of Hand, granting
you the following benefits.
Ability Score Increase. Increase your Dexterity by 1,
toa maximum of 20.
Pocket Sand. As a bonus action, you can attempt to
obscure the vision of a creature within 5 feet. Make a
Dexterity (Sleight of Hand) check contested by the
target’s Wisdom (Perception) check. On a sucess, the
target is can't take reactions until the start of your next
turn, A creature immune to the blinded condition is,
immune to this bonus
Pad Steps As patt of short or long rest you can spend
some time padding the shoes of a number of willing
creatures equal to your proficicney bonus who remain
within 5 feet of you for the entire rest. Make a DC 15
Dexterity (Sleight of Hand) check. On a success, each
target has advantage on Dexterity (Stealth) checks for
the next hour.
STEALTHY
4uir-level Feat (Prerequisite: Stealth proficiency)
You've attained mastery of Stealth, granting you the
following benefit.
Ability Score Increase. Increase your Dexterity by 1,
toa maximum of 20.
Whisper. While you are hidden, you can make a DC
20 Dexterity (Stealth) check as part of casting a spell
with a verbal component. On a success, performing the
verbal component does not reveal your location.‘Stalk. As a bonus action you can attempt to vanish into
the blind spot of a creature who can see you within 30
feet. Make a Dexterity (Stealth) check contested by the
target’s Wisdom (Perception) check. On a success, you
become hidden from the target until the start of your
next turn,
SURVIVOR
Atlr-level Feat (Prerequisite: Survival proficiency)
You've attained mastery of Survival, granting you the
following benefits
Ability Score Increase. Increase your Wisdom by 1, to
‘maximum of 20.
Harvest. As part of short or long rest, you can
atte
Beasts, Constructs, Dragons, Monstrosities, or Plants
‘equal 10 your proficiency bonus, by making a DC Widom
(Survival) check for each, On a success, you gather raw
materials worth a number of gp equal to 20 times the
creature’s Challenge Rating. These materials can be
sold at full price, or used for crafting.
Identify Weakness. As a bonus action on your turn
you can attempt to discern the weaknesses of a creature
you can sce within 60 feet. Make a DC 15 Wisdom
(Survival) check. On a success, you learn any
to harvest raw materials from a number of dead
resistances, immunities, vulnerabilies, and senses the
target has, as well as its Armor Class and weakest
saving throw.
ARTISAN
4ulr-level Feat (Prerequisite: any Artisan’s Tools
proficiency)
You've attained mastery of Artisan’s Tools, granting you
the following benefits.
Ability Score Increase. Increase your Intelligence by
1, toa maximum of 20.
Craft. As part of a short or long rest, you can craft a
number of items from the Player's Handbook up to your
proficiency bonus whose combined value in gp can't
exceed 20 times your level. For each item, make a DC
15 Intelligence check using an appropriate set of
Artisan’s Tools that you are proficient with. On a
success you can produce the item by expending raw
‘materials worth half that item’s value.
Enchant. As part of a long rest you can attempt to
craft a magic item by expending raw materials worth
250 gp. Make a DC 20 Intelligence check using a set of
Artisan's Tools appropriate to the item. On a success
you can craft an alchemy jug, a bag of holding, a
driftgiobe, a hat of disguise, 1d4+1 doses of Keoghtom’s
ointment, or a +1 weapon of your choice.
= \—