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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 spell PERCEPTIVE 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. = \—

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