Professional Documents
Culture Documents
Feats
✧ Compatible with D&D 5th Edition ✧
Johnny Tek
Design Blog:
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Table of Contents
Page #
3 - 31 Multiclass Feats
32 - 38 Archetype Feats
2
Multiclass Feats
All feats listed here are designed for use with D&D 5th edition Player’s Handbook.
Animal Spirit Guide ● You can use Channel Divinity as an action to activate a Wild
Magic Surge effect, rolling one effect from the Wild Magic Surge
Prerequisite: Barbarian 4 (Path of the Totem Warrior),
table. You can add or subtract up to half your Wisdom score from
Wizard 2 (School of Divination)
the result.
You’ve practiced an ancient ritual for contacting the spirits that you
venerate, and they award your diligence with their guidance.
● You learn beast sense and speak with animals as wizard spells. You are Avenger’s Leap
considered to always have these spells prepared; this does not count Prerequisite: Rogue 4 (Assassin), Cleric 2 (Trickery
towards your normal limit of prepared wizard spells. Domain)
● At the end of a short rest lasting no less than 30 minutes, you can The enemy ahead is unprepared for a sudden strike brought forth
commune with your totem animal and ask it for the direction of a by the sworn blade of a deity.
single creature, object, or location from where you are currently
● Increase your Dexterity or Wisdom score by 1, to a maximum of
located. You must be familiar with or know the correct name of the
20.
creature, object, or location that you inquire about.
● You can use Channel Divinity as a bonus action to teleport to a
● You gain an additional foretelling roll for your Portent feature.
space adjacent to a creature that you can see within 30 feet. You
have advantage on your next melee attack roll against the same
creature if it is made immediately after using Channel Divinity this
Arcane Revelation way. The creature is also treated as surprised for the purpose of
Prerequisite: Wizard 4, Cleric 2 using the Assassinate feature.
You can draw upon the power of your faith for an arcane epiphany
in your time of need.
Awareness of the Weave
● Increase your Intelligence or Wisdom score by 1, to a maximum Prerequisite: Ranger 4, Sorcerer 1
of 20.
You reach out with your senses across the very fabric of magic that
● Choose a number of 3rd level or lower spells from any class equal permeates all around you,
to your Wisdom modifier. You can use Channel Divinity and
expend an appropriately leveled spell slot to cast one of the chosen ● Increase your Wisdom or Charisma score by 1, to a maximum of
spells as a wizard spell. You can change the chosen spells at the end 20.
of a long rest.
● You learn detect magic both as a ranger spell and as a sorcerer spell.
If you already know detect magic as a ranger spell, you learn one 1st-
level ranger spell of your choice. If you already know detect magic as
Astral Chaos a sorcerer spell, you learn one 1st-level sorcerer spell of your choice.
Prerequisite: Sorcerer 4 (Wild Magic), Cleric 2 (Tempest
● When you use your Primeval Awareness, you can also sense the
Domain)
presence of creatures with innate spellcasting and spell slots
Guided by divine providence, you can channel the powers of your regardless of race. In addition, you can sense the numbers and
god to unleash wild magic. general direction (from your current position) of any such creatures
if they can use spells of 4th level or higher.
● Increase your Wisdom or Charisma score by 1, to a maximum of
20.
3
Ballad of the Warden Beast Tactician
Prerequisite: Ranger 4, Bard 1 Prerequisite: Ranger 4 (Beast Master), Fighter 2
You call out to the wind with your song, and it brings news to you You’ve applied military training techniques to improve the
about activity in the surrounding lands. teamwork between yourself and your beast companion.
● Increase your Wisdom or Charisma score by 1, to a maximum of ● Once per turn, if you score a critical hit against a creature, your
20. beast companion can make an immediate attack against the same
target if it is within range.
● When you use your Primeval Awareness, you can expend a use of
Bardic Inspiration in addition to the spell slot to double the range ● Once per turn, if your beast companion scores a critical hit
of your awareness and sense the direction and number of detected against a creature, you can make an immediate attack (with a
creatures in addition to their presence. weapon or cantrip) against the same target if it is within range.
● When you use Second Wind, your beast companion also gains the
same benefit if it is within sight.
Baneheart Venom
● When you use Action Surge, you can verbally command your
Prerequisite: Rogue 4 (Assassin), Barbarian 1
beast companion to take the Attack, Dash, Disengage, Dodge, or
Through meticulous experimentation with your own body, you’ve Help action as part of the same action granted by Action Surge.
developed a method of unleashing your body’s hidden potential.
Battlerager
Bestial Vitality
Prerequisite: Barbarian 4 (Path of the Berserker), Fighter 2
Prerequisite: Druid 4, Monk 2
You’ve applied a level of discipline to your rage, so that you can
more efficiently channel your fury with murderous purpose. The primal power within your body reinvigorates you when you
become one with it in your transformed state.
● Increase your Strength by 1, to a maximum of 20.
● Increase your Wisdom score by 1, to a maximum of 20.
● If you use Second Wind or Action Surge while raging, you deal
● When you change to beast form, you regain spent ki points equal
an additional 1d6 weapon damage on all melee weapon attacks
until the end of your next turn. In addition, if the current rage is a to 1 + 1/3 your druid level.
frenzy, you do not suffer one level of exhaustion when it ends.
4
Brutal Stabber
Bloodrage Companion Prerequisite: Barbarian 4, Rogue 1
Prerequisite: Ranger 4 (Beast Master), Barbarian 1 When you strike at your enemy’s vital points, your ferocity drives
your weapon even deeper through flesh.
The magical bond between you and your animal friend creates a
powerful empathy of shared rage. ● When making melee attacks, 1/2 your barbarian level is added to
your rogue level for determining Sneak Attack extra damage.
● You learn beast sense and speak with animals as ranger spells.
● While raging, your Sneak Attack damage dice are upgraded by
● When you enter a rage, your beast companion also enters a rage,
one category, to d8s (or d10s if they’re already d8s).
gaining the same benefits that you do, with all the same modifiers.
When your rage ends, your beast companion’s rage also ends.
● While raging, your beast companion will make a melee attack as a Chain of Smites
reaction against an enemy that attacks you, if the enemy is adjacent
Prerequisite: Paladin 4, Fighter 2
to your beast companion.
One by one, you rain a succession of mighty blows upon your
enemy, building up your fury each time you hit.
Book of Prayers ● You gain the Extra Attack feature as described in the paladin class
Prerequisite: Cleric 4, Wizard 1 if you do not already have it.
You’ve learned to adapt the arcane runes of your wizarding magic ● Every time that you use Divine Smite on your turn, you gain
to draw power from the divine. advantage on the next melee attack roll that you make on the same
turn.
● You can use a holy symbol as a spellcasting focus for your wizard
spells.
● When you prepare cleric spells, you can select wizard spells from Champion Athlete
your spellbook; a wizard spell that you prepare as a cleric spell uses
Prerequisite: Fighter 4 (Champion), Monk 2
your Wisdom modifier (instead of Intelligence) for the spellcasting
ability when you cast the spell. This counts against your limit of You’ve focused on building your body into a fine specimen of peak
prepared cleric spells, not your wizard spells. physical shape.
● Your fighter levels are added to your monk levels for the purpose
Book of Songs
of determining your Unarmored Movement speed.
Prerequisite: Bard 4, Wizard 1
● You can spend 1 ki point when you make a Strength (Athletics)
By carefully applying musical rhythms to the arcane syllables, you
check or Dexterity (Acrobatics) checks to gain advantage on the roll.
are able to enhance your wizard magic with your artist’s aesthetic.
● You can spend 1 ki point when you make a Strength or Dexterity
● You can use a musical instrument as a spellcasting focus for your
saving throw to gain advantage on the roll.
wizard spells.
5
Chaotic Rampage Condemning Words
Prerequisite: Sorcerer 4 (Wild Magic), Barbarian 1 Prerequisite: Bard 4 (College of Lore), Cleric 2
Wild magic seeps out of your very pores as your rage explodes. You deliver a damning edict in the holy language of your deity.
● Increase your Charisma by 1, to a maximum of 20. ● Increase your Wisdom or Charisma score by 1, to a maximum of
20.
● When you enter into a rage, you can choose to unleash the wild
magic inside of you to regain 1d4 +1 spent sorcery points and ● When you use your Cutting Words feature, you can expend a
activate ALL of the following effects, which end when your rage Channel Divinity attempt instead of Bardic Inspiration. In this
ends. When your rage ends after unleashing the wild magic, you case, roll 2d12 and use the higher result of the two for the number
must roll on the Wild Magic Surge table and activate the resulting that you subtract from the target’s roll.
effect.
(1) Your melee attacks deal additional force damage equal to your
sorcerer level. Courageous Hospitaler
Prerequisite: Bard 4 (College of Valor), Paladin 1
(2) You gain 1d8 temporary hit points every time you end a turn.
(note: temporary hit points don’t stack - use the higher value) The courage that you muster in order to reach your friends and
save their lives is rewarded by divine protection.
(3) Every time you hit with a melee attack or receive damage from
an attack, roll a d20. If you roll a 1, roll on the Wild Magic ● You gain proficiency with heavy armors if you do not already
Surge table to create a random magical effect. have it. If you do already have it, then instead increase your
(4) When a creature ends its turn adjacent to you, it must make a Strength or Charisma score by 1, to a maximum of 20.
Constitution saving throw against your sorcerer Spell Save DC.
● When you use Lay on Hands on a creature, you gain a bonus to
On a failed save, the creature takes 1d8 points of force damage.
AC against opportunity attacks equal to your Bardic Inspiration die
until the end of your next turn.
You have acquired deep knowledge about the land that you have The tenets of your divine Oath are so compatible with the primal
devoted yourself to protecting. forces supporting you that your abilities have been married to
powerful effect.
● Increase your Wisdom by 1, to a maximum of 20.
● You can use a holy symbol as a spellcasting focus for your druid
● If you do not have a favored terrain that matches the terrain of spells.
your Circle Spells feature, you gain that favored terrain. If you
already have a favored terrain that matches the terrain of your ● You can use your Charisma modifier instead of your Wisdom
Circle Spells feature, then you instead gain an additional favored modifier as the spellcasting ability for your druid spells.
terrain of your choice.
● When you use Divine Smite, instead of radiant damage, you can
● You have advantage on the first attack roll that you make with a choose to make the extra damage acid, cold, fire, or lightning
Circle spell against a creature currently in your favored terrain. A damage.
creature currently in your favored terrain has disadvantage on the
first saving throw that it makes against your Circle spell.
6
Cultivation of Mercy Dark Transformation
Prerequisite: Monk 4, Paladin 1 Prerequisite: Warlock 4 (The Fiend), Druid 2
You can sacrifice your own vital energy to mend physical wounds, Your dark patron has branded you with fiendish power that can
cure ailments, and cleanse demoralization. corrupt the primal forces within your body.
● Increase your Wisdom or Charisma score by 1, to a maximum of ● Add your warlock level to your druid level for determining the
20. maximum CR for your Wild Shape feature.
● You can expend 2 ki points as a bonus action to regain 5 spent hit ● When you use Wild Shape, you can choose to change your form
points in your Lay on Hands pool. into a fiend of the appropriate CR. If the chosen fiend has
shapechanging features, you can not use them.
● Increase your Dexterity or Charisma score by 1, to a maximum ● Increase your Dexterity or Charisma score by 1, to a maximum
of 20. of 20.
● You gain one of the following benefits based on the benefit your ● When you cast a bard spell to affect surprised creatures, they have
chose for your Pact Boon feature. disadvantage on their saving throws made against the spell’s effects.
(1) Pact of the Chain. You can use a bonus action to command ● When you make a Charisma (Deception) check versus Insight to
your familiar to take the Help action to aid you on an ability disguise the casting of a bard spell as non-magical music, you have
check. advantage on the check. Gaining this benefit requires at least 1
minute of music playing before casting the spell.
(2) Pact of the Blade. When you apply Sneak Attack extra
damage on a hit with your pact weapon, you can make a
Charisma (Deception) check against the target’s Passive Insight
to become invisible to it until you move more than 10 feet away Death Eater
from it, until you are hit by an attack, until you make an attack, Prerequisite: Ranger 4 (Hunter), Wizard 2 (School of
or until the end of your next turn. Necromancy)
(3) Pact of the Tome. While your Book of Shadows is on your Your morbid fascination with the bodies of creatures you’ve hunted
person, you gain proficiency in two skills or tools of your choice. has driven your arcane studies into the threshold of life and death.
At the end of a long rest, you can change these proficiencies for
other proficiencies. ● When you kill a Small or Medium sized creature with a weapon
attack, you regain hit points equal to 1d6 + your Intelligence
modifier (add 1d6 for each size category higher than Medium). You
don’t gain this benefit if the target is a construct and undead.
7
● You gain one of the following benefits based on the benefit you Divine Dungeoneer
chose for your Hunter’s Prey feature.
Prerequisite: Rogue 4 (Thief), Paladin 1
(1) Colossus Slayer. When you hit a creature with a weapon
The power granted by your Oath helps you survive in the more
attack, you can make the creature take an additional 1d8
dangerous places of the world.
necrotic damage if it’s below it’s hit point maximum. You regain
hit points equal to the necrotic damage rolled. You don’t regain ● When you use Divine Sense, you also detect the presence and
hit points for this benefit if the target is a construct or undead. locations of traps, hazards, and hidden doors within 30 feet (you do
not however receive information on the nature of the traps,
(2) Giant Killer. When you use your reaction to attack a Large or
hazards, or doors). In addition, even if a celestial, fiend, or undead
larger creature within 5 feet that attacked you, you don’t need to
is behind total cover, you will know their location if they are within
see the creature, and if you hit, the creature has disadvantage on
30 feet.
its next attack roll made before the end of your next turn. If the
creature is immune to being frightened, then it does not suffer ● You gain a bonus equal to your Charisma modifier to saving
the disadvantage from this effect. You don’t gain this benefit if throws against effects applied by trap and hazards.
the target is a construct and undead.
● You gain a bonus equal to your Charisma modifier to AC against
(3) Horde Breaker. When you kill a creature with a weapon
attacks made by traps and hazards.
attack, you can make its body unleash a small explosion of
necrotic energies. All creatures within 5 feet of the original target
must make a Constitution saving throw versus your wizard Spell
Save DC. On a failed save, an affected creature takes 1d8 + your
Intelligence modifier points of necrotic damage.
Divine Invocation
Prerequisite: Cleric 4 (Knowledge Domain), Warlock 2
Devoted Hymn Your curiosity about the mysteries of pact magic inspires occasional
miracles of epiphany and enlightenment.
Prerequisite: Cleric 4, Bard 1
By devoting your music to praise of your deity and admonition of ● Increase your Wisdom or Charisma score by 1, to a maximum of
your deity’s foes, divine power flows into every note played. 20.
● You can expend a use of Bardic Inspiration to cast a 1st or 2nd ● As a bonus action, you can use Channel Divinity to gain the
level Domain spell without expending a spell slot. benefit of an Eldritch Invocation (that you do not currently possess)
for 1 minute. You can choose only an invocation for which you
● You can use a musical instrument as a spellcasting focus for your fulfill the prerequisites (if any). You can only have one invocation
cleric spells. granted by this use of Channel Divinity at any time.
● When you cast a bard spell, you can expend a use of Channel
Divinity to use Wisdom as the spellcasting ability (instead of
Charisma). Divine Wind
Prerequisite: Cleric 4, Fighter 2
The power of your faith bolsters you to stand strong and continue
Divine Cultivation the battle.
Prerequisite: Cleric 4, Monk 2
● Increase your Strength or Wisdom score by 1, to a maximum of
You are rejuvenated by an influx of divine power. 20.
● Increase your Wisdom score by 1, to a maximum of 20. ● You can use Channel Divinity as a bonus action to regain hit
points equal to 1d10 + your cleric level and gain advantage on the
● As a bonus action, you can use Channel Divinity to regain a next weapon attack roll that you make before the end of your next
number of expended ki points equal to 1 + 1/3 your cleric level. turn.
8
Draconic Beast Dracorage Blood Fever
Prerequisite: Druid 4, Sorcerer 1 (Draconic Bloodline) Prerequisite: Barbarian 4, Sorcerer 1 (Draconic Bloodline)
Your draconic ancestry enhances the power of your transformation. Few creatures are as fearsome as a dragon enraged, a fact that your
enemies will realize when they hear you roar.
● Add your sorcerer level to your druid level for determining the
maximum CR for your Wild Shape feature. ● When you enter a rage your AC increases by 1 and you gain
resistance to damage of the type associated with your draconic
● While in beast form, you can expend a 2nd-level or higher spell ancestor until the rage ends.
slot as an action to exhale draconic breath, dealing damage to
enemies in an area of effect. All creatures in the area of effect must ● While raging, if you receive damage that reduces your hit points
make a saving throw against your sorcerer Spell Save DC or take to half or less than your maximum total, your rage duration is
damage equal to 1d6 per level of the expended spell slot, plus your extended by 1 minute, your AC increase from this feat becomes 2,
sorcerer level; half damage on a successful save. The type of area, you gain temporary hit points equal to 15 + your sorcerer level and
damage, and saving throw depends on the dragon chosen as an your melee weapon attacks deal 1d6 extra damage; the extra
ancestor. damage is of the type associated with your draconic ancestor and
the temporary hit points are dismissed when the rage ends.
(1) Black, Copper - 25-ft. Line, acid damage, Dexterity save
(3) Brass, Gold, Red - 15-ft. Cone, fire damage, Dexterity save Dragon Mage Knight
Prerequisite: Fighter 4, Sorcerer 2 (Draconic Bloodline)
(4) Green - 15-ft. Cone, poison damage, Constitution save
You’ve mixed your martial skills with your draconic magic to
(5) Silver, White - 15-ft. Cone, cold damage, Constitution save
produce a powerful fighting style.
● While in beast form, you gain an additional +1 bonus to AC and
● Increase your Strength or Charisma score by 1, to a maximum of
resistance to the damage type associated with your draconic
20.
ancestor.
● When you use Action Surge to cast a sorcerer cantrip or sorcerer
spell, your weapon attacks deal 1d6 extra damage until the end of
your next turn. The extra damage is of the type associated with
Draconic Resurgence
your draconic ancestor.
Prerequisite: Sorcerer 4 (Draconic Bloodline), Fighter 2
● When you use Action Surge to make an attack with a melee or
The power of the dragon within surges forth when you rile yourself
ranged weapon attack, you gain advantage on the next spell attack
up for continued combat.
roll with a sorcerer cantrip or sorcerer spell that you make against
● Add your sorcerer level to your fighter level for determining the the same target on the same turn.
number of hit points regained for your Second Wind feature.
● When your hit point total is reduced to half or less for the first
time during a combat encounter, you immediately regain hit points
as if you used Second Wind (this does not however count against
uses of Second Wind); you also gain an additional +3 bonus to AC
(while not wearing armor), advantage on Strength and Charisma
saving throws, and resistance to the damage type associated with
your Draconic Ancestor for 1 minute.
9
Eldritch Meditation Elemental Fury
Prerequisite: Druid 4 (Circle of the Land), Wizard 1 Prerequisite: Monk 4 (Way of the Four Elements),
Barbarian 2
By combining the ideas and concepts of meditation techniques
from different disciplines, you are able to achieve greater results. Elemental energy swirls around you as you exert your aura of ki
over your raging form.
● Increase your Intelligence or Wisdom score by 1, to a maximum
of 20. ● While raging, you regain 1 expended ki point every time you take
acid, cold, fire, or lightning damage from an attack.
● Your druid level is added to your wizard level when determining
how many spell slots you regain for the Arcane Recovery feature. ● While raging, you can expend 1 ki point as a bonus action to deal
an extra 1d6 damage on each of your melee attacks until the end of
● Your wizard level is added to your druid level when determining your next turn. The type of extra damage is your choice of acid,
how many spell slots you regain for the Natural Recovery feature. cold, fire, or lightning damage.
Elemental Force ● You can now apply the Sneak Attack feature on a cantrip spell
attack that deals acid, cold, fire, lightning, necrotic, or radiant
Prerequisite: Monk 4 (Way of the Four Elements), Druid 1
damage.
Your study of elemental ki magic is applicable to the elemental
forces that you command as a druid.
● Increase your Wisdom score by 1, to a maximum of 20. Enlightenment of Land and Sky
Prerequisite: Monk 4 (Way of the Open Fist), Ranger 1
● Choose a 1st level druid spell and a 2nd level druid spell. You now
treat those spells as always being prepared. Each spell must deal There is ki in all living things, in the very ground that one walks
acid, cold, fire, lightning, or thunder damage as part of its effect. upon, and even in the heavens above.
You can expend 2 ki points to cast the 1st-level spell as an elemental
● Increase your Wisdom score by 1, to a maximum of 20.
discipline, and 3 ki points to cast the 2nd-level spell as an elemental
discipline. ● Favored enemy creatures have disadvantage on their Strength and
Dexterity saving throws made against your Open Hand Technique.
10
● While you are on favored terrain, the minimum amount of time ● When you revert to normal form from beast form, you regain hit
that you need to meditate for ki point recovery is 10 minutes points equal to the amount that you would normally regain from
(instead of the normal 30). the Second Wind feature. These hit points are regained after
calculating excess damage carrying over to normal form.
● While you are on favored terrain, your Ki Save DC is increased
by 2.
● You add command to your list of warlock spells known. For fey
Feral Rage creatures, the Spell Save DC on the saving throw when you cast this
Prerequisite: Druid 4, Barbarian 1 spell (regardless of which class you cast it as) is increased by 2; if the
creature has immunity against being frightened, it makes the saving
By giving into your predator instincts, you evoke a primal ferocity throw normally without the DC increase.
within yourself.
11
Feyshift Recovery
Prerequisite: Warlock 4 (The Archfey), Fighter 2 Fiendish Juggernaut
When you need to take a moment to gather yourself, you shift into Prerequisite: Barbarian 4 (Path of the Berserker), Warlock
another world and take a few steps away from danger on the other 1 (The Fiend)
side before being pulled back.
The fiend with whom you have made a pact has lured you to the
● Increase your Constitution or Charisma by 1, to a maximum of path of becoming an avatar of destruction.
20.
● Your warlock levels are added to your barbarian levels for
● Your warlock levels are added to your fighter levels for determining the extra damage for your Rage feature.
determining the hit points regained for your Second Wind feature.
● You gain an additional 1 hit point added to your maximum hit
● When you use Second Wind, you become invisible until the end point total for each level of warlock that you possess.
of your next turn and you teleport up to 30 feet. Casting a spell/
● While raging, you gain resistance to fire damage and any creature
cantrip or attacking another creature will immediately dismiss the
that hits you with a melee attack must make a Dexterity saving
invisibility.
throw against your warlock Spell Save DC; on a failed save the
creature takes 1d6 plus your Charisma modifier fire damage.
Feywild Respite ● While raging as a frenzy, you are immune to being frightened,
paralyzed, petrified, slowed, or stunned. You also gain advantage on
Prerequisite: Warlock 4 (The Archfey), Bard 2
saving throws made against forced movement while frenzied.
You shift yourself and your companions partially into the realm of
your patron, protecting them from being noticed by potential foes.
Feytouched Shifter ● You gain 60-ft. darkvision. If you already have 60 ft. darkvision,
then you now have 120-ft. darkvision.
Prerequisite: Druid 4, Warlock 1 (The Archfey)
● In magical darkness that you have created with your Shadow Arts
The magic of the fey surrounds your body as you invoke the primal
or your warlock spells, you are able to see normally.
forces that transform you into a beast.
● When you use the Wild Shape feature to change into beast form
or when you revert to normal form, you can choose to become
invisible and ignore difficult terrain until the end of your next turn.
● While you are in your beast form, you gain advantage to saving
throws against effects that apply the charmed, paralyzed, or
stunned conditions.
12
Fist of the Dragon ● While on favored terrain, you can use metamagic once without
spending sorcery points. You must wait at least 5 minutes before you
Prerequisite: Sorcerer 4 (Draconic Bloodline), Monk 2
can use this benefit again.
You can concentrate your draconic power into a mighty blow.
● While on favored terrain, you score critical hits with spell attacks
● Increase your Wisdom or Charisma by 1, to a maximum of 20. on a roll of 19 or 20.
● When you hit an enemy with an unarmed strike, you can spend 1
ki point and a spell slot to deal extra damage of the type associated
with your draconic ancestry. The extra damage is equal to 1d6 per Furball Special
level of the spell slot spent. The affected unarmed strike is counted Prerequisite: Rogue 4 (Arcane Trickster), Druid 2
as magical for the purpose of overcoming resistance and immunity
You’ve trained to get yourself into hard to reach places through
to nonmagical attacks and damage.
magical ingenuity.
Prerequisite: Monk 4, Rogue 1 ● While your mage hand is active, you can use it to toss yourself (in a
Tiny beast form, such as a rat or a spider) into any 5-foot space that
You’ve begun mastery of a bare-handed fighting style that
you can see within 15 feet without having to make a check for
emphasizes the targeting of vital points on the opponent’s body.
success.
● Increase your Dexterity by 1, to a maximum of 20.
You can also make an attempt to toss yourself beyond 15 feet; to do
● You can treat your unarmed strikes as finesse weapons for the this, you must make a Dexterity check (DC = 8 + 1 per 5 feet
purpose of applying the Sneak Attack feature. beyond 15 feet, to a maximum of DC 17 at 60 feet); . If you fail the
check, you arrive in an unoccupied space within 10 feet of the
target location.
Fixed Gamble Note: If you travel beyond 30 feet by this method, the mage hand is
dismissed.
Prerequisite: Wizard 4 (School of Divination), Rogue 1
13
Harbinger of Fiend Hidden Fang
Prerequisite: Warlock 4 (The Fiend), Paladin 2 Prerequisite: Ranger 4 (Beast Master), Rogue 1
Your dark patron is grooming you to become a useful champion for Your attack creates an opening for your trusted pet to strike at a
a nefarious cause. vulnerable spot.
● You add your warlock level to your paladin level when ● Increase your Strength or Dexterity by 1, to a maximum of 20.
determining your maximum points for the Lay On Hands feature.
● When your beast companion attacks a creature that you have
● You gain resistance to fire damage. already attacked on the same turn, the companion gains the benefit
of your Sneak Attack feature, applying the extra damage on hit
● When you use Divine Sense, you will detect the locations of under the same circumstances, except for needing a finesse or
fiends within range even if they have total cover. ranged weapon. Your beast companion uses your Sneak Attack
damage dice.
● You gain one of the following benefits based on which Pact Boon
you chose:
(1) Pact of the Chain. When your familiar hits with an attack,
your Lay on Hands pool regains hit points equal to the damage
Holy Dragoon
rolled. If your familiar dies, your Lay on Hands pool regains hit Prerequisite: Paladin 4, Sorcerer 1 (Draconic Bloodline)
points up to its maximum total.
The divine power of your conviction mingles with the draconic
(2) Pact of the Blade. When you deliver a Divine Smite using power of your blood.
your pact weapon, you can choose to have the extra damage be
● You gain immunity to the damage type associated with your
fire damage instead of radiant damage. In this case, the damage
draconic ancestor. When you use Lay on Hands on a creature, the
increases by 1d8 against a celestial or fey instead of a fiend or
target gains resistance to this damage type until the end of your
undead.
next turn.
(3) Pact of the Tome. As a bonus action, you can command your
● When you use Divine Smite, instead of radiant, you can make the
Book of Shadows to transform into a shield and equip itself to
extra damage the same type as the one associated with your
your free hand. You can use a bonus action to make the shield
draconic ancestor.
turn back into a book and float into your hand(s). While you
wield your Book of Shadows as a shield, you gain advantage on ● When you use Divine Sense, you can also detect the presence of
saving throws against effects that apply ongoing fire or poison dragons.
damage, as well as the charmed, blinded, poisoned, or deafened
conditions.
14
or more levels higher than your character level, you only learn its
Hunger of the Fathomless
most current name (or if it’s nameless).
Prerequisite: Warlock 4 (The Great Old One), Monk 2
Constructs and undead creatures are immune to this effect.
You draw vigor from the agony of another by channeling the
unquenchable hunger of your enigmatic patron. Optionally, you can prick or gently cut a willing creature, dealing 1
hit point of damage, to use this Channel Divinity.
● Increase your Wisdom or Charisma score by 1, to a maximum of
20.
● You can spend a spell slot as an action to target one creature Inspiring Geography
within 30 feet. The targeted creature must make saving throw
Prerequisite: Druid 4 (Circle of the Land), Bard 1
against your warlock Spell Save DC. On a failed save, the creature
takes psychic damage equal to 1d6 per level of the spell slot spent, When you become one with the land, you can see images of
and you regain 2 ki points. On a successful save, the creature takes nature’s great majesty, of what was and what could be, of great
half damage and you regain 1 ki point. If the creature is immune to beauty that inspires and invigorates your soul.
psychic damage, you regain no ki points.
● Increase your Wisdom or Charisma score by 1, to a maximum of
20.
Hunter’s Lore ● When you use the Natural Recovery feature to regain spell slots,
you also regain up to two expended uses of Bardic Inspiration, and
Prerequisite: Bard 4 (College of Lore), Ranger 1
for 1 hour afterwards have advantage on checks made to perform or
You’ve devoted further research into the lore of creatures that compose music.
you’re particularly interested in, and discovered some common
● You can expend a use of Bardic Inspiration as an action to
weaknesses in their psychological profiles.
remove the frightened or stunned condition from one creature
● Increase your Charisma by 1, to a maximum of 20. within 30 feet, soothing the creature’s mind with music that
stimulates its memories of land where the creature feels at home or
● When you use your Cutting Words feature against a favored at peace. This can also be used to calm an agitated creature,
enemy creature, the target also grants advantage to the next attack potentially reducing its hostility.
made against it until the end of your next turn.
Using divine power, you can analyze the secrets and memories ● Increase your Charisma score by 1, to a maximum of 20.
carried within the flesh and blood of living creatures.
● As a bonus action, you can target a creature within 30 feat. That
● Increase your Dexterity or Wisdom score by 1, to a maximum of creature must make a Wisdom saving throw against your warlock
20. Spell Save DC. On a failed save, until the end of your next turn,
you can expend a superiority die to grant advantage to an attack
● When you successfully deal Sneak Attack damage, you can use
roll made by you or an ally against the target. If the attack hits, then
Channel Divinity to gain the following knowledge about the
the target has disadvantage on the next attack roll that it makes
creature that you attacked: its most current name (or if it’s
before the end of your next turn.
nameless), its creature type/subtype, its alignment, its age category
(child, adolescent, young adult, adult, venerable), and any damage
resistances/vulnerabilities that it possesses. If the creature’s CR is 6
15
Invoker’s Lore Liberating Inspiration
Prerequisite: Bard 4 (College of Lore), Warlock 2 Prerequisite: Wizard 4 (School of Enchantment), Bard 1
After delving into the ancient texts describing pact mages of old, You’ve mingled strong enchantment magic into your music so that
you’ve discovered another technique that can be applied to your you can save your friends from their mental distress.
pact abilities.
● Increase your Intelligence or Charisma by 1, to a maximum of
● Increase your Charisma score by 1, to a maximum of 20. 20.
● You have advantage on Intelligence checks made to remember ● When you use Bardic Inspiration on a creature, you can choose to
lore about warlocks, otherworldly patrons, and pact magic. remove an effect that applies the charmed, frightened, or stunned
conditions, or some other mental effect. If the source of the
● You gain one eldritch invocation of your choice. You can choose conditions or mental effect is from a spell whose level is higher than
only an invocation for which you fulfill the prerequisites (if any). what you can currently cast, you instead grant an immediate saving
throw with advantage against the effect if applicable.
You can apply ki control techniques upon your arcane energies. Lore of the Land
● Increase your Wisdom score by 1, to a maximum of 20. Prerequisite: Bard 4 (College of Lore), Druid 2 (Circle of
the Land)
● When you cast a sorcerer cantrip, you can expend 1 ki point to
You’ve devoted yourself to extensive research on the many features
change the spellcasting ability for the spell to Wisdom.
of the land from which you derive your primal magic.
● When you cast a 1st level or higher sorcerer spell, you can expend
● Increase your Wisdom or Charisma score by 1, to a maximum of
1 ki point per level of the spell slot expended to change the
20.
spellcasting ability for the spell to Wisdom.
● You have advantage on Intelligence (Arcana, History, Nature,
● Once as a bonus action, you can expend 2 ki points to regain 1
Religion) checks regarding the native creatures, plants, climate,
sorcery point. You regain the use of this benefit at the end of a long
hazards, and history of any region whose terrain matches the land
rest.
type chosen for your Circle Spells.
● You gain two superiority dice that can be used only in a combat
encounter that either takes place on favored terrain or involves
fighting against favored enemy creatures. These dice are d12s, and
are regained at the end of a short rest or long rest.
16
(2) Defense - You can spend 1 ki point as a bonus action while you
Loremaster Expertise
are wearing no armor and not wearing a shield to gain resistance
Prerequisite: Bard 4 (College of Lore), Rogue 1
to bludgeoning, piercing, and slashing damage until the end of
From jack of all trades to master of all trades. your next turn. If you are wearing armor, then you can instead
spend 1 ki point as a reaction to gain +3 AC when you are
● Increase your Intelligence score by 1, to a maximum of 20. attacked with a physical weapon or ammunition.
● Your proficiency bonus is doubled for checks made with the skills (3) Dueling - You gain advantage on your attack rolls for Flurry of
for which you were granted proficiency by your Bonus Proficiencies Blows if the preceding Attack action was made wielding a
feature. weapon in only one hand for the melee attack(s) while the other
hand is not holding a weapon.
● You can grant yourself advantage once on one check for a skill
that you are proficient in. You regain the use of this effect at the (4) Great Weapon Fighting - When you score a hit with a
end of a long rest. weapon that you are holding with two hands, you can spend 1 ki
point to make the wielded weapon magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and
damage. If the weapon is already magical you can spend a ki
Mage Hand Menace point to deal extra weapon damage equal to 1/2 your monk level
Prerequisite: Rogue 4 (Arcane Trickster), Fighter 1 plus your Wisdom modifier.
You’ve managed to incorporate principles of martial technique into (5) Protection - While wearing a shield, you can spend 1 ki point
the repertoire of your “little friend”. as an action to gain +4 to AC and saving throws made against
forced movement until the start of your next turn. You can not
● Increase your Intelligence score by 1, to a maximum of 20.
spend more than 10 feet of movement on the same turn that you
● You can use mage hand to wield a melee weapon (without the two- take this action. During its duration, you also grant this bonus to
handed property) or thrown weapon for attacks. You can use an creatures of your choice that stay within 5 feet of you.
action to command the mage hand to make a single attack with a (6) Two-Weapon Fighting - When you use Flurry of Blows, you
weapon that it is wielding. The Extra Attack and Sneak Attack can spend 2 ki points instead of 1 to make both of the attacks
features can be applied to the action used to make the mage hand with weapons that you are currently wielding in both hands;
attack. The mage hand uses your proficiency bonus for its attack rolls, each weapon is used for one of the attacks.
and adds your Intelligence modifier to its attack rolls and damage
rolls.
Martial Predator
Prerequisite: Ranger 4 (Hunter), Monk 2
Martial Ki Technician
Prerequisite: Monk 4, Fighter 1 You have learned to combine your ki-enhanced attacks with your
monster slaying tactics.
You’ve adapted your ki manipulation techniques to further augment
your fighting forms. ● Increase your Dexterity or Wisdom score by 1, to a maximum of
20.
● Increase your Dexterity or Wisdom score by 1, to a maximum of
20. ● You gain one of the following benefits based on which feature you
chose for your Hunter’s Prey feature.
● You gain one of the following benefits based on your chosen
option for the Fighting Style feature. (1) Colossus Slayer. Every time you hit with Flurry of Blows, the
target takes an extra 1d8 damage if it’s below its hit point
(1) Archery - You can spend 1 ki point when you make a ranged maximum.
weapon attack to make the wielded weapon or ammunition for
the attack magical for the purpose of overcoming resistance and (2) Giant Killer. As part of the reaction in which you make your
immunity to nonmagical attacks and damage. If the weapon or attack for the Giant Killer feature, you can spend 1 ki point
ammunition is already magical, then you gain a bonus to the immediately following the attack to move up to your speed
attack roll and damage roll equal to your Wisdom modifier.
17
without provoking opportunity attacks, and doubling your jump to 5 times your combined ranger and paladin levels (the temporary
distance for the turn. hit points are dismissed when the effect’s duration ends). Your
companion has 1d4 added to its damage rolls for each size category
(3) Horde Breaker. When you make a weapon attack against a
increased.
creature on your turn, you can move up to 10 feet (without
provoking opportunity attacks) before the attack; you can use this The duration of this effect ends when 1 minute per level of the
movement to get within range for the second creature you attack expended spell slot passes, or when either you or your beast
for your Horde Breaker feature. In addition, you can spend 1 ki companion becomes unconscious.
point after attacking the second creature to move up to 10 feet
(without provoking opportunity attacks) then make a weapon
attack against a different creature (it can be same as the first
creature you attacked on this action). You don’t have to use the
Nature’s Divinity
same weapon for all of the attacks; this replaces the requirement Prerequisite: Druid 4 (Circle of the Land), Cleric 2 (Nature
from the feature. Domain)
● You can use an arcane focus as the spellcasting focus for your
druid spells.
One with the Spirits
● You add 1/2 your druid level to your sorcerer level for Prerequisite: Barbarian 4 (Path of the Totem Warrior),
determining your maximum sorcery point capacity. Druid 2
Your relationship with the supernatural forces of nature has led you
into more intimate terms with your spirit totems.
Miraculous Mount
● When you finish a long rest, you can choose to gain the benefits
Prerequisite: Ranger 4 (Beast Master), Paladin 2
of a different totem spirit for each of your totem spirit features (at
By the grace of divine will, a faithful pet is now a magnificent steed. 3rd, 6th, and 14th levels of barbarian) until you finish another long
rest.
● You add your paladin levels to your ranger levels when
determining the hit point maximum of your beast companion. ● If you change into the beast form of one of your totem spirits
(from the same category of creatures - ex. bear, eagle, wolf), you
● Your beast companion is considered to be trained to accept a gain 10 + barbarian level + druid level temporary hit points, which
rider as a mount. See PHB Chapter 9: Combat [Mounted Combat] last until until you revert to normal form; you also gain advantage
for rules on mounted combat. on your next attack made in your beast form before the end of your
next turn.
● You can expend a spell slot as a bonus action to increase the size
of your beast companion to Large, multiplying its weight by 10 and ● You can add 1/4 your barbarian level to the maximum CR for
body size by 4 for each size category increased. Your companion’s your Wild Shape feature when you change into the beast form of
STR and CON increase by 2 for each size category increased (to a one of your currently active totem spirits (from the same category
maximum of 20). Your companion gains temporary hit points equal of creatures - ex. bear, eagle, wolf).
18
(6) If a creature attacks your beast companion with a melee attack,
Pack Hunter’s Mentalism
then you can use a reaction to move up to 10 feet closer to the
Prerequisite: Warlock 4 (The Great Old One), Ranger 1
attacking creature (this movement does not provoke opportunity
You have trained your eldritch gift of telepathy to effectively share attacks) then make a melee attack against the same creature if
your senses and tactics with your allies. possible.
● When traveling through favored terrain, your group has (7) Your beast companion gains temporary hit points equal to two
advantage on Dexterity (Stealth) checks and Wisdom (Perception) times your combined ranger and druid levels. These temporary
checks. hit points are dismissed when you revert to normal form.
● After rolling initiative for combat but before the encounter begins,
you can choose one friend of your choice within 30 feet with a
lower initiative result than yours; that friend now acts on an
Pact of Chaos
initiative immediately following yours. Prerequisite: Warlock 4, Sorcerer 2 (Wild Magic)
● As part of your Attack action, you can telepathically The pact boon that you received from your patron is an excellent
communicate your intentions to a friend within 30 feet so that they medium for channeling and controlling wild magic.
have advantage on their next attack roll made against a creature
● Increase your Charisma by 1, to a maximum of 20.
that you attack. Your friend’s attack must be made before the start
of your next turn or this benefit is lost. ● You gain the following benefits based on the benefit you chose for
your Pact Boon feature.
(1) Pact of the Chain. When you undergo a wild magic surge,
Pack Partners after rolling the result, you can choose to have your familiar be
Prerequisite: Ranger 4 (Beast Master), Druid 2 the one undergoing the surge instead. If your familiar dies as a
result of undergoing a wild magic surge, the intense feedback of
Double the beast, double the fun. magical energy causes you to undergo another wild magic surge.
● You add your druid levels to your ranger levels when determining (2) Pact of the Blade. When you score a critical hit with your
the hit point maximum of your beast companion. pact weapon or when you dismiss the pact weapon, you can
choose to initiate a wild magic surge. You can add or subtract up
● You gain the following benefits while you are in a beast form
to half your Charisma score on the result in this case.
identical to your beast companion.
(3) Pact of the Tome. When you cast a cantrip made accessible
(1) You gain the Extra Attack feature as described in the ranger
by your Book of Shadows, you roll a d20. If you roll a 1, you
class if you don’t already have it.
initiate a wild magic surge. If the Book of Shadows is destroyed,
(2) If you hit a creature with an attack on your turn, then your beast you initiate a wild magic surge. You can add or subtract up to
companion gains advantage on its next attack roll made against half your Charisma score on the result in either case. You can
the same creature until the end of your next turn. expend a spell slot as an action to purposely cause your Book of
Shadows to self-destruct as an action, regaining 1d8 hit points
(3) If your beast companion hits a creature with an attack on your per level of the spell slot expended before initiating the wild
turn, then you gain advantage on your next attack roll made surge.
against the same creature until the end of your next turn.
(4) Both you and your beast companion add double your
proficiency bonus to Perception checks.
(5) If a creature attacks you with a melee attack, then your beast
companion can use a reaction to move up to 10 feet closer to the
attacking creature (this movement does not provoke opportunity
attacks) then make a melee attack against the same creature if
possible.
19
advantage on saving throws against being charmed or paralyzed
Pact Shaper
until the start of your next turn.
Prerequisite: Sorcerer 4, Warlock 2
(2) The Fiend. After you expend a warlock spell slot to cast a cleric
Your patron has shared with you secrets of molding the magical
spell, you gain resistance to fire damage, and advantage on
forces of your eldritch gift.
saving throws against being frightened or poisoned until the start
● Increase your Charisma by 1, to a maximum of 20. of your next turn.
(3) The Great Old One. After you expend a warlock spell slot to
● When you use Metamagic on a spell that you expend a warlock
cast a cleric spell, you gain resistance to psychic damage, and
spell slot for, you do not expend sorcery points.
advantage on saving throws against being petrified or stunned
● You can use Metamagic once without expending sorcery points until the start of your next turn.
on a warlock spell for which you expend a non-warlock spell slot to
cast. You regain the use of this benefit at the end of a short rest or
long rest.
Post-Hypnotic Enragement
Prerequisite: Wizard 4 (School of Enchantment),
Barbarian 1
Pathfinder’s Communion
You’re able to plant a suggestion inside your own mind to awaken
Prerequisite: Cleric 4 (Nature Domain), Ranger 1
hidden reserves of inner fury in times of need.
All secrets in nature are open to you, by the grace of divinity.
● Increase your Intelligence by 1, to a maximum of 20.
● Increase your Wisdom by 1, to a maximum of 20.
● You can enter a rage once as a reaction, lasting until the end of
● You can use Wisdom instead of Intelligence on checks made to your next turn. You regain the use of this feature at the end of a
recall information about favored enemies and favored terrain. short rest. Entering a rage in this way does not count towards your
expended uses of rage.
● You can use Channel Divinity as an action to treat the current
terrain that you are in as favored terrain, and any creatures native If you are charmed, frightened, stunned, spiritually possessed, or
to it as favored enemies until you finish a short rest or long rest. You somehow under the mental control of others when you enter a rage
can also dismiss this effect at any time. You can not use Channel in this way, those conditions are immediately removed; if you are
Divinity again nor can you maintain concentration on spells while charmed or stunned, then the rage will automatically trigger
this effect is active. without using a reaction.
● When you expend a warlock spell slot to cast a cleric spell, you
can use your Charisma modifier instead of your Wisdom modifier
as your spellcasting ability.
(1) The Archfey. After you expend a warlock spell slot to cast a
cleric spell, you gain resistance to radiant damage, and
20
Predatory Instinct Radiant Stab
Prerequisite: Barbarian 4 (Path of the Totem Warrior), Prerequisite: Paladin 4, Rogue 1
Ranger 1
The power of the light pierces through to the most vital of points.
Your observations in the wilderness have afforded you greater
insight into the ways that beasts attack their enemies and their prey. ● Increase your Strength or Dexterity score by 1, to a maximum of
20.
● Increase your Strength by 1, to a maximum of 20.
● When you deal extra damage using Sneak Attack, you can deal
● When you make a melee attack against a favored enemy creature the extra damage as radiant damage. If you deal the extra damage
while raging, you can choose to apply one of the following benefits, as radiant damage, add 1/2 your paladin levels to your rogue levels
based on the totem spirit you chose at 3rd level. to determine the damage die for your Sneak Attack feature.
21
(2) Battle Master. You gain a superiority die that if left unused,
Reinvigorating Smite
lasts for 1 minute. This superiority die is a d12.
Prerequisite: Paladin 4, Monk 2
(3) Eldritch Knight. You gain advantage on the next attack roll
With every great blow dedicated to your cause, you feel your spirits
with a spell or cantrip that you make before the end of your next
and vitality restored.
turn.
● Increase your Wisdom or Charisma score by 1, to a maximum of
20.
● When you use Divine Smite, you regain 1d6 hit points and 1 ki
Sacred Armament
point. If the Divine Smite is used on a critical hit, you instead Prerequisite: Wizard 4 (School of Conjuration), Paladin 2
regain 2d6 hit points and 2 ki points.
Inspired by legends of powerful weapons wielded by great heroes
and gods of the past, you’ve refined a method by which you can
convert your arcane energies into a weapon of your dreams.
Rejuvenation of Soul ● You have advantage on Intelligence (Arcana, History, Religion)
Prerequisite: Sorcerer 4, Bard 2 checks made to recall information about magic weapons.
You can channel your innate magic into your songs to deliver a ● You can use an action to conjure a melee weapon made of non-
healing effect unto the audience.
rare materials into your free hand(s). This weapon is treated as
● Increase your Charisma score by 1, to a maximum of 20. magical for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage. You can use it as both a holy
● When you use Bardic Inspiration, you can expend 1 sorcery point symbol and an arcane focus for the purpose of using a spellcasting
to have the target regain hit points equal to the Bardic Inspiration focus for your spells. When you use Divine Smite on an attack with
die plus your sorcerer level plus your Charisma modifier. this weapon, the d8s rolled for the extra damage are instead d10s.
● You can expend 1 sorcery point to add your Charisma modifier to The weapon remains until you dismiss it as an action or bonus
the extra hit points regained by each creature affected by your Song action. If the weapon is picked up by another creature or is more
of Rest. than 100 feet from you, it is immediately dismissed.
You can only have one such weapon summoned at any time. If the
weapon is destroyed, it is immediately dismissed - you can still
Religious Fervor conjure another.
Prerequisite: Fighter 4, Cleric 2 Every time you conjure a weapon with this effect, it can be a
different melee weapon type.
With every prayer and call to your faith, you find the confidence
and inspiration to stand at your very peak. You can not conjure this weapon if you do not have at least one slot
open for magic item attunement. The weapon temporarily occupies
● Increase your Strength or Wisdom score by 1, to a maximum of
an empty attunement slot while conjured.
20.
● If you spend a 1st level or higher spell slot when you conjure the
● When you cast a cleric spell with a casting time of 1 action or 1
weapon, it grants a +1 bonus to attack rolls and damage rolls on
bonus action, you deal 1d6 extra radiant damage with your melee
weapon attacks made with it. Increase this bonus to +2 with a 4th
weapon attacks until the end of your next turn.
level or higher slot, and +3 with a 6th level or higher slot.
● When you use Channel Divinity (NOTE: this is an added effect,
Apply this bonus to spell attacks as well while holding the weapon.
not the Channel Divinity itself), you gain one of the following
benefits based on your fighter archetype.
22
Sacred Beast Sacred Synergy
Prerequisite: Cleric 4 (Light Domain), Druid 2 Prerequisite: Paladin 4, Cleric 2
Divine illumination emanates from your transformed body as you You combine your skills as priest and warrior in service to your
take on the mantle of an exalted creature. faith.
● You can add 1/4 your cleric level to the maximum CR for your ● Increase your Wisdom or Charisma score by 1, to a maximum of
Wild Shape feature. 20.
● While in Wild Shape beast form, you can use your Channel ● You can expend your cleric Channel Divinity uses to activate your
Divinity as a bonus action to add the following properties to your paladin oath Channel Divinities.
beast form for 1 minute.
● Add your cleric level to your paladin level for determining your
(1) Your attacks in beast form deal an extra 1d6 radiant damage on maximum Lay on Hands point total.
hit; they also count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.
(4) Your attacks in beast form ignore the incorporeal property of You can offer your own vitality to bring forth miracles.
creatures.
● Add your cleric level to your monk level for determining your
(5) Your body emits dim illumination in a 10 foot radius. This maximum ki point total.
illumination can not be suppressed by magical darkness.
● You can spend ki points to cast a Domain spell, spending an
amount equal to the level of the spell plus one (a 1st level spell costs
2 ki points, a 2nd level spell costs 3 points, etc.). You can increase
Sacred Bond the effective spell level that you cast the spell at by spending one
Prerequisite: Ranger 4 (Beast Master), Cleric 1 additional ki point per additional spell level (casting the spell at a
higher level).
The trust between you and your animal friend is blessed with a
strong connection to the divine. The maximum number of ki points that you can spend on a spell
this way is as follows:
● When you cast a cleric spell targeting yourself, you can choose to
Combined Monk, Cleric Levels (5-8) -- Maximum Ki Points (3)
have the same effects of the spell simultaneously applied to your
beast companion. The beast companion must be within 30 feet of Combined Monk, Cleric Levels (9-12) -- Maximum Ki Points (4)
you.
Combined Monk, Cleric Levels (13-16) -- Maximum Ki Points (5)
● When you cast a cleric spell with a range of touch, you can
deliver it to your beast companion anywhere within 30 feet, even if Combined Monk, Cleric Levels (17-20) -- Maximum Ki Points (6)
you can’t see it.
● When you cast a cleric spell with a range of touch, you can
deliver it through your beast companion as long as it is within 30
feet (the touch spell range is treated as if the companion was the
caster).
23
Seeker of the Ancients ● You can spend 2 ki points and a spell slot as a bonus action to
create illusory duplicates of yourself. The number of duplicates that
Prerequisite: Paladin 4 (Oath of the Ancients), Ranger 1
you can conjure is equal to the level of the spell slot spent for this
The primal spirits of nature have recognized you as a warrior of effect. Each duplicate appears in a space within 10 feet of you if
deep insight into the very land that you protect, and offer you their possible, and lasts up to 1 minute.
blessings.
At the time that you use this effect, you can swap your position with
● Add your ranger level to your paladin level for determining the one of your clones.
maximum points for your Lay on Hands pool. The duplicates act on your initiative and can move at your mental
● You can use a holy symbol as a spellcasting focus for your ranger command individually or all at once; this does not require an
spells. action. Each duplicate uses your movement speed, ability scores,
proficiency bonuses, and AC, and can speak just like you if mentally
● While on favored terrain, you can cast an Oath spell once without commanded to do so. The duplicates can move, speak, and perform
expending a spell slot. You regain the use of this benefit at the end basic physical tasks (ex. carrying, lifting, jumping), but they can not
of a long rest. attack.
● You gain an additional favored terrain of your choice. If a duplicate is hit by a damaging attack or would otherwise
receive damage, it is immediately dismissed. Each duplicate is
immune to the charmed condition.
Seelie Beguiler When a duplicate is dismissed, you receive the memories of what it
saw and heard while existing.
Prerequisite: Warlock 4 (The Archfey), Wizard 2 (School of
Enchantment)
Your powerful fey patron has granted you some new perspective in
the application of your bewitching craft.
Shared Sense
Prerequisite: Warlock 4 (The Great Old One), Barbarian 2
● When you use Hypnotic Gaze, the DC of the saving throw is
increased by 2 against non-fey creatures. Through telepathic communication and empathic techniques, you
are able to acquire and transmit sensory information in a group.
● As a bonus action, you can use a Charisma (Deception) check
versus a creature’s Passive Insight. The creature must be able to see ● When a creature that you can see within 30 feet makes a
you and must be within 15 feet of you. On a successful check, all Dexterity saving throw against an effect that you can see, you can
opportunity attacks made by that creature against you have roll a d20 as a reaction, and have your die result replace the die
disadvantage during the current turn. result of the saving throw if your die result is higher. To grant this
benefit, you can’t be blinded, deafened, incapacitated, or be
● When you cast an enchantment wizard spell or cantrip, you can currently affected by the same effect forcing the saving throw. This
use Charisma as your spellcasting ability instead of Intelligence. is a magical effect based on telepathic communication.
● Add one 1st-level illusion wizard spell to your spellbook. You can
also cast the same spell as a monk by spending 1 ki point; the spell
in this case uses your Ki Save DC, and Wisdom as the ability for
spell attacks if applicable.
24
Shape Master Singing Smite
Prerequisite: Wizard 4 (School of Transmutation), Druid 2 Prerequisite: Paladin 4, Bard 1
Your magical experiments have augmented and diversified your A song of debilitating enchantment is carried into the swing of your
ability to take on different forms. mighty weapon.
● Add your wizard level to your druid level for determining the ● Increase your Charisma score by 1, to a maximum of 20.
maximum CR for your Wild Shape feature.
● When you use Divine Smite, you can expend a use of Bardic
● You gain an additional use of Wild Shape. Inspiration; the target of the Divine Smite must make a Wisdom
saving throw versus your bard Spell Save DC; on a failed save, the
● As a bonus action, you can change into a different beast form target has disadvantage to attack rolls, gives advantage to attack
while you are in beast form. This does not expend a use of Wild rolls made against it, and is slowed until the end of its next turn. On
Shape. a successful save, the creature is slowed until the end of its next
turn. Creatures that are deafened or immune to being charmed are
immune to this effect.
Shroud of Ki
Prerequisite: Wizard 4 (School of Abjuration), Monk 2
Smite of Many Colors
You’ve adjusted your personal barrier to reinforce itself using both
your ki and arcane energies. Prerequisite: Paladin 4 (Oath of Devotion), Wizard 2
(School of Evocation)
● Increase your Intelligence or Wisdom score by 1, to a maximum
The light of your weapon changes its hue as you choose the one
of 20.
that best suits your current foe.
● As a bonus action, you can spend 2 ki points to refill the hit points
● When you use Channel Divinity: Sacred Weapon, as an optional
remaining in your Arcane Ward (the amount remaining returns to
added effect, you can choose one of the following damage types:
the maximum value).
Acid (green), Cold (white), Fire (red), Lightning (blue), Necrotic
(purple), Radiant (yellow). While the Channel Divinity is active, the
affected weapon’s damage type will be treated as both its normal
Singing Fist Style weapon damage type and the chosen damage type; the light emitted
Prerequisite: Monk 4, Bard 1 by the weapon will change color based on the damage type chosen.
The rhythms and melodies of your songs wrap around your limbs While your Sacred Weapon is active, you can use a bonus action to
to deliver deadly vibrations on impact. change the damage type to another one from the afore-mentioned
selection, which also changes the color of the light accordingly.
● Increase your Charisma or Wisdom score by 1, to a maximum of
20. ● When you use Divine Smite, instead of radiant, you can change
the type of extra damage to acid, cold, fire, lightning, or necrotic.
● As a bonus action, you can expend a use of Bardic Inspiration to
add extra thunder damage to your unarmed strike damage rolls
until the end of your next turn. The extra damage is equal to your
Bardic Inspiration die.
● While you are wearing no armor and not wearing a shield, your
monk levels are added to your bard levels for determining the die
used for Bardic Inspiration.
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Smiting Blast Song of the Ancient Totem
Prerequisite: Sorcerer 4, Paladin 2 Prerequisite: Barbarian 4 (Path of the Totem Warrior),
Bard 1
The wrath of your Oath exerts itself on your foe as you strike it
with your magic. You’ve learned the ancient songs of tradition that venerate the
animal guides of your spiritual path.
● Increase your Charisma score by 1, to a maximum of 20.
● You learn beast sense and speak with animals as bard spells.
● When you hit and deal damage on a melee or ranged spell attack
with a cantrip, you can expend a spell slot to deal extra radiant ● When you use Bardic Inspiration, you can add one of the
damage to the target equal to 2d8 + 1d8 per level of the expended following benefits of your choice in addition to the benefits that
spell slot beyond 1st. The damage increases by 1d8 if the target is would normally be applied.
an undead or fiend. (Note: This is not treated as Divine Smite for
(1) Song of the Bear. The target gains temporary hit points equal
the purpose of interaction with other features and effects.)
to your Bardic Inspiration die and resistance to all damage
except psychic damage until the end of your next turn.
(2) Song of the Eagle. The target gains advantage on its next
Song of Blood
attack roll made before the end of your next turn.
Prerequisite: Bard 4 (College of Valor), Barbarian 1
(3) Song of the Wolf. The target gains advantage on its next
An ancient ballad of massacre on the battlefield stirs the blood of
Dexterity (Stealth) check made before the end of your next turn,
friend and foe alike who hear its murderous melody.
and can move stealthily while traveling at a normal pace until
● Increase your Charisma score by 1, to a maximum of 20. the end of your next turn.
● You can expend a use of Bardic Inspiration to grant one creature ● You gain an additional use of Bardic Inspiration.
within 60 feet of you that can hear you the benefits of your Rage
feature until the end of your next turn (the target immediately
enters into a rage gaining the benefits that you would receive if you Song of the Nightingale
were the one raging). If the target is hostile towards you or
Prerequisite: Bard 4 (College of Valor), Monk 2
unwilling, it can make a Wisdom saving throw against your bard
Spell Save DC to prevent being entered into a rage. Creatures that There was once a young lady who dreamed of playing her music
are immune to being charmed are also immune to this effect. for the kings and queens of the land, and her friend the nightingale,
who greeted the girl every morning with a lovely, comforting chirp.
As you would be able to, the target can end the rage as a bonus
action. The rage also ends early if the target is knocked ● Increase your Charisma or Wisdom score by 1, to a maximum of
unconscious or if it ends its turn without having attacked a hostile 20.
creature or taking damage.
● When you use your Song of Rest feature, you can expend 2 ki
● You gain an additional use of Bardic Inspiration. points to remove exhaustion as well as the charmed, frightened, and
stunned conditions from creatures affected by your song.
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Sorcerous Lore ● You learn one 2nd-level spell from any class as a sorcerer spell.
The spell must be of the school associated with your Arcane
Prerequisite: Bard 4 (College of Lore), Sorcerer 1
Tradition.
Your study of lore surrounding the arcane powers of legendary
● You learn one 3rd-level spell from any class as a sorcerer spell.
heroes born to magic has given you the clues necessary to unlocking
The spell must be of the school associated with your Arcane
hidden potential within yourself.
Tradition.
● You have advantage on Intelligence checks made to identify spells
being cast or currently in effect.
● Add one 1st-level spell of your choice from any class to your By channeling your ki into your ghostly projection, you can strike at
known bard spells. Add the same spell to your known sorcerer your enemies from a distance.
spells.
● Increase your Intelligence or Wisdom score by 1, to a maximum
● Add one 2nd-level spell of your choice from any class to your of 20.
known bard spells. Add the same spell to your known sorcerer
● You can spend 1 ki point as an action to make an attack using
spells.
your mage hand. The target must be within five feet of the mage hand
● You can use a musical instrument as a spellcasting focus for your for the attack; add your Intelligence modifier plus proficiency bonus
sorcerer spells. for the attack roll. On a hit, the mage hand deals force damage equal
to your unarmed strike damage die plus your Intelligence modifier.
If the mage hand is invisible when you attack with it, it ceases to be
invisible, but you gain advantage on the attack. You apply your
Sorcerous Prayer Sneak Attack extra damage on a hit with this attack if you have
Prerequisite: Cleric 4, Sorcerer 2 advantage on the attack roll.
● You can use a holy symbol as a spellcasting focus for your sorcerer Spell Thief
spells.
Prerequisite: Rogue 4, Sorcerer 1
● As a bonus action, you can use Channel Divinity to regain spent
You’ve learned how to mimic the magical circuits within the bodies
sorcery points equal to 1 + 1/3 your cleric level.
of other creatures by channeling some of your arcane power into
your weapon and reading the feedback of energies as the weapon
makes contact.
Sorcerous Versatility
● You have advantage on Intelligence checks made to recall
Prerequisite: Sorcerer 4, Wizard 2
information about creatures with innate spellcasting
Your specialized research as a wizard has granted you new insight
● Choose a number of cantrips equal to your Charisma modifier
into your hidden talents as a naturally gifted magic user.
(minimum 2) from any class. You are able to cast one of those
● You learn a wizard cantrip and a sorcerer cantrip. Both cantrips cantrips as a sorcerer. At the end of a long rest you can replace the
must be of the school associated with your Arcane Tradition. cantrip with one of the others that you chose; you cast the
replacement cantrip as a sorcerer.
● You learn one 1st-level spell from any class as a sorcerer spell.
The spell must be of the school associated with your Arcane ● When you use Sneak Attack with a melee weapon against a
Tradition. creature that can cast spells, you can temporarily learn one spell
that the creature can cast; you learn the spell as a sorcerer spell.
The spell is chosen randomly if you are not familiar with what
spells the creature is able to cast.
27
If you use this effect again, then the current spell that you learned is ● You score a critical hit on a 19 or 20 when you make attack rolls
replaced with a new spell from the current target. If the creature against favored enemy creatures.
has no spells that it can cast, then your current spell remains
learned.
If you do not have the necessary spell slot to cast the spell, you will Summoner of Fiends
not be able to cast it. Prerequisite: Wizard 4 (School of Conjuration), Warlock 1
Optionally, you can prick or gently cut a willing creature, dealing 1 (The Fiend)
hit point of damage, to use this benefit instead of the Sneak Attack The minions of your Patron are yours to command, for a price...
requirement.
● You have advantage on Intelligence checks made to remember
When you gain this feat, choose a 1st-level spell from any school to
lore about fiends as well as spells, rituals, and magic items associated
use as your currently learned spell. This spell is replaced when you
with fiends.
use the benefit of this feat with Sneak Attack.
● You can perform a magical ritual to summon and command a
fiend to perform one task of your choice; fiend remains until the
task is accomplished, or until its hit points are reduced to 0. The
Spellsong Knight
CR of the fiend can be no higher than 1/2 your combined wizard
Prerequisite: Fighter 4 (Eldritch Knight), Bard 1 and warlock levels. The ritual takes 1 hour x CR to prepare and 1
With song and blade, you cut into your foes and mesmerize them hour to cast. You must expend a spell slot as part of this ritual (the
with your rhythms. level of the slot must be equal to or higher than the CR of the
summoned fiend); the fiend is automatically dismissed after a
● You can use a musical instrument as a spellcasting focus for your number of hours equal to the level of the slot expended. You can
wizard spells. only have one fiend summoned with this ritual. After using the
ritual, you can’t use it again until you end a long rest.
● When you hit with a melee or ranged spell attack against a
creature using a bard spell (including cantrips), you have advantage The following commands are allowed for the summoning.
on your next weapon attack made against the same creature before
(1) Fetch Object. The fiend will try its best to obtain and bring to
the end of your next turn.
you an object that you describe if you are able to identify the
● You can apply the benefit of Weapon Bond with a single musical object’s current location or owner.
instrument of your choice. This does not count against the normal
(2) Slay Foe. The fiend will try its best to kill a creature that you
limit of bonding with two weapons.
describe if you are able to provide the location or general
direction of the named target.
(3) Protect Me. The fiend will try its best to protect you for the
Studied Slayer duration of its summoning. It will stay within 5 feet of you if
Prerequisite: Rogue 4 (Assassin), Ranger 1 possible and as a reaction move between you and an
approaching hostile creature. The fiend will attack any hostile
Meticulous research into the habits and anatomies of your potential
creatures within range if possible as long as they are within 10
targets have offered you greater insight on how to slay them with
feet of you. If the fiend is larger than you by at least one size
ruthless efficiency.
category then you can use it as half cover.
● You have advantage on Wisdom (Insight) checks made to read the
(4) Protect Object or Location. The fiend will try its best to
intentions or body language of favored enemy creatures.
protect a designated object or location for the duration of its
● You gain an additional favored enemy of your choice. summoning. The designated object or location must be within 30
feet and in sight of the summoning location. The fiend will stay
● When you apply Sneak Attack extra damage against a favored within 20 feet of the designated object or location if possible and
enemy creature, you roll d8s instead of d6s (or d10s if you already as a reaction move between it and an approaching hostile
roll d8s). creature. The fiend will attack any hostile creatures within range
28
if possible as long as they are within 20 feet of the designated
Totem Phantasm
object or location.
Prerequisite: Barbarian 4 (Path of the Totem Warrior),
(5) Answer Questions. The fiend will answer to the best of its Cleric 2
ability to answer a number of questions equal to the level of the
The essence of your totem spirit is given a temporary form that
spell slot used to summon it plus your Charisma modifier
fights to protect you from enemies.
(minimum 1).
● You can treat beast sense and speak with animals as if they were cleric
domain spells, always having them prepared as cleric spells.
Theurge Knight ● You can use Channel Divinity as an action to conjure a totem
Prerequisite: Fighter 4 (Eldritch Knight), Paladin 2 phantasm, a construct of spiritual force that resembles a totem spirit
of your choice (Bear, Eagle, or Wolf).
Your eldritch combat skills are a surprisingly good fit with your
tactics as a divine champion. The phantasm is Medium-sized, and appears hovering within 5 feet
of you in a space that you can see and remains for 1 minute; you
● You can cast a paladin spell that has a casting time of 1 bonus
can mentally command it once during your turn to move to another
action as part of the same bonus action used to summon a weapon
space within 5 feet of you; this does not cost an action. The
using Weapon Bond. You must have two hands free just before you
phantasm follows you when you move, even if you are forced to
use this benefit.
move or fall to a lower space. The phantasm is incorporeal and is
● When you use Divine Smite, you can make a melee or ranged immune to attacks made against it.
spell attack with a wizard cantrip against the same target as part of
As an action, you can mentally command the phantasm to make a
the same action for the attack.
melee spell attack against a creature within 5 feet of it, using your
● You learn one wizard cantrip of your choice as an Eldritch cleric spellcasting ability. You can also use a reaction to have the
Knight; this cantrip must have an effect that involves making a spell phantasm make a spell attack against a creature entering a space
attack against a creature. within 5 feet of it.
Prerequisite: Fighter 4 (Eldritch Knight), Rogue 1 (1) Bear. The target must make a Constitution saving throw versus
your cleric Spell Save DC. On a failed save, it takes additional
Your item bonding technique can be applied to more than just
force damage equal to 1d8 + your Wisdom modifier and has
weapons...
disadvantage on Strength and Dexterity saving throws until the
● Increase your Dexterity or Intelligence score by 1, to a maximum start of your next turn.
of 20.
(2) Eagle. The target must make a Dexterity saving throw versus
● You can bond with one container (ex. small box, satchel, your cleric Spell Save DC. On a failed save, you can make an
backpack), gaining the same benefit with the object as the weapons immediate melee attack against it with advantage on the attack
for your Weapon Bond feature. Any objects inside the container are roll if possible, and every creature within melee range of the
not treated as bonded items, but will be summoned with the target can also make an immediate melee weapon attack against
container if stored within it. The total weight of the container plus it.
any objects stored within it must not exceed 10 lb. or summoning it (3) Wolf. The target must make a Strength saving throw versus your
will automatically fail. cleric Spell Save DC. On a failed save, it is knocked prone.
If the bonded container is somehow destroyed or lost, you can
bond with a new container at the end of a long rest.
29
Valorous Gallant Vigorous Zealot
Prerequisite: Bard 4 (College of Valor), Fighter 1 Prerequisite: Cleric 4 (Life Domain), Paladin 2
Your valor and demeanor inspires others to trust and even revere Your piety is rewarded with divinely blessed vitality.
you as a hero.
● Increase your Wisdom or Charisma score by 1, to a maximum of
● You gain proficiency with heavy armors if you do not already 20.
have it. If you do already have it, then instead increase your
Strength or Charisma score by 1, to a maximum of 20. ● When you use Lay on Hands, you gain an equal number of
temporary hit points.
● You have advantage on Charisma (Diplomacy) checks made to
make neutral intelligent humanoids become friendly towards you. ● You can expend a use of Channel Divinity as a bonus action to
regain 2d4 plus cleric level hit points; in addition, you gain 1d6 plus
● On your turn, you can expend a use of Bardic Inspiration to add Charisma modifier temporary hit points every time you use Divine
Bardic Inspiration die to an attack roll with a weapon. On a Smite, for 1 minute. If you use Divine Smite on a a critical hit
successful hit, one friend within 30 feet of you adds your Bardic during this effect’s duration, you gain 2d6 plus Charisma modifier
Inspiration die to the next attack roll that the friend makes before temporary hit points instead. NOTE: temporary hit points do not
the start of your next turn. stack. If the amount of temporary hit points gained is greater than
the current amount already possessed, the current amount is
replaced, not increased, by the amount gained.
Versatile Trickster
Prerequisite: Rogue 4 (Arcane Trickster), Wizard 2
Warmage Training
Some of the best tricksters diversify their repertoire of options.
Prerequisite: Wizard 4, Fighter 1
● Increase your Dexterity or Intelligence score by 1, to a maximum You’ve undergone elite military training for war wizards, including
of 20. preparation for close quarters fighting.
● Choose one cantrip from any class. You learn that cantrip as a ● You can use Intelligence as your ability for attack rolls with melee
rogue (arcane trickster) and as a wizard. The school of the cantrip finesse weapons.
must be enchantment, illusion, or the school associated with your
Arcane Tradition. ● When you make a ranged spell attack while within 5 feet of a
hostile creature who can see you and who isn’t incapacitated, you
● You learn one 1st-level wizard spell as a rogue (arcane trickster) do not have disadvantage on the attack roll.
from the school associated with your Arcane Tradition. You add the
same spell to your wizard spell book. ● You learn one cantrip from any class that involves making a spell
attack or melee weapon attack; you cast the cantrip as a wizard.
● When you learn new spells as a rogue (arcane trickster), you can
choose spells from the school associated with your Arcane Tradition
in addition to enchantment or illusion.
Wild Armament
Prerequisite: Fighter 4 (Eldritch Knight), Druid 2
30
Wild Mage Wrathful Challenge
Prerequisite: Wizard 4, Sorcerer 2 (Wild Magic) Prerequisite: Paladin 4 (Oath of Vengeance), Barbarian 1
While studying the nature of wild magic, you have developed a Your outburst of anger can fill an enemy with a powerful dread of
method of controlling the effects of it to some extent. being run down upon turning away from your onslaught.
● Increase your Intelligence score by 1, to a maximum of 20. ● Increase your Charisma score by 1, to a maximum of 20.
● When you cast a sorcerer spell, you can spend 1 sorcery point to ● If you use Vow of Enmity while raging, the target must make a
change the spellcasting ability to Intelligence. Roll a d20 in this Charisma saving throw against your paladin Spell Save DC every
case; on a roll of 1, you initiate a wild magic surge. time it attempts to move normally away from you; on a successful
save, the target moves normally; on a failed save, the target is
If you spend 2 sorcery points instead of 1 for this benefit, you can
stopped from moving and loses all of its movement for the turn.
purposely initiate a wild magic surge.
If the target is immune to being frightened then it is immune to this
● When you roll on the Wild Magic Surge table, you can add or effect.
subtract up to half your Intelligence score from the result.
Wilderness Seer
Prerequisite: Wizard 4 (Divination), Ranger 1
31
Archetype Feats
All feats listed here are designed for use with D&D 5th edition Player’s Handbook.
Writer’s Note
Barbarous Fork (Path of the Berserker)
Prerequisite: Barbarian 4 (any archetype except Path of
Here are some possibilities for explaining how a character the Berserker)
gains the feats in this book.
● Increase your Strength score by 1, to a maximum of 20.
● Training from a master or colleague. ● You gain the barbarian’s Frenzy feature.
● A mysterious artifact that directly conveyed the teachings of a ● Increase your Strength score by 1, to a maximum of 20.
lost people or civilization through unknown magicks.
● You gain the barbarian’s Totem Spirit feature .
● Lost memories resurfaced as a result of recovery from amnesia. ● If a feat’s prerequisites include Barbarian 4 (or lower) (Path of the
Berserker), you are counted as fulfilling the prerequisite.
32
Second Major (College of Valor) ● You gain the cleric’s Warding Flare feature.
Prerequisite: Bard 4 (any archetype except College of ● If a feat’s prerequisites include Cleric 4 (or lower) (Light Domain),
Valor) you are counted as fulfilling the prerequisite.
● You gain proficiency with martial weapons. Divine Diversity (Nature Domain)
● You gain the bard’s Combat Inspiration feature. Prerequisite: Cleric 4 (any archetype except Nature
Domain)
● If a feat’s prerequisites include Bard 4 (or lower) (College of
Valor), you are counted as fulfilling the prerequisite. ● Increase your Wisdom score by 1, to a maximum of 20.
● You gain animal friendship and speak with animals as Domain Spells.
Divine Diversity (Knowledge Domain) ● You gain the cleric’s Acolyte of Nature feature.
Prerequisite: Cleric 4 (any archetype except Knowledge ● If a feat’s prerequisites include Cleric 4 (or lower) (Nature
Domain) Domain), you are counted as fulfilling the prerequisite.
● You gain command and identify as Domain Spells. Divine Diversity (Tempest Domain)
● You learn one language of your choice. Prerequisite: Cleric 4 (any archetype except Tempest
Domain)
● You gain proficiency with one of the following skills of your
choice: Arcana, History, Nature, or Religion. ● Increase your Wisdom score by 1, to a maximum of 20.
● If a feat’s prerequisites include Cleric 4 (or lower) (Knowledge ● You gain fog cloud and thunderwave as Domain Spells.
Domain), you are counted as fulfilling the prerequisite.
● You gain the cleric’s Wrath of the Storm feature.
● Increase your Wisdom score by 1, to a maximum of 20. Divine Diversity (Trickery Domain)
● You gain bless and cure wounds as Domain Spells. Prerequisite: Cleric 4 (any archetype except Trickery
Domain)
● You gain the cleric’s Disciple of Life feature.
● Increase your Wisdom score by 1, to a maximum of 20.
● If a feat’s prerequisites include Cleric 4 (or lower) (Life Domain),
you are counted as fulfilling the prerequisite. ● You gain charm person and disguise self as Domain Spells.
Divine Diversity (Light Domain) ● If a feat’s prerequisites include Cleric 4 (or lower) (Trickery
Domain), you are counted as fulfilling the prerequisite.
Prerequisite: Cleric 4 (any archetype except Light Domain)
33
Divine Diversity (War Domain) War Disciple (Champion)
Prerequisite: Cleric 4 (any archetype except War Domain) Prerequisite: Fighter 4 (any archetype except Champion)
● Increase your Wisdom score by 1, to a maximum of 20. ● Increase your Strength or Dexterity score by 1, to a maximum of
20.
● You gain divine favor and shield of faith as Domain Spells.
● You gain the fighter’s Improved Critical feature.
● You gain the cleric’s War Priest feature.
● If a feat’s prerequisites include Fighter 4 (or lower) (Champion),
● If a feat’s prerequisites include Cleric 4 (or lower) (War Domain), you are counted as fulfilling the prerequisite.
you are counted as fulfilling the prerequisite.
● If a feat’s prerequisites include Cleric 4 (or lower) (Circle of the ● You know two 1st-level wizard spells of your choice (from the
Moon), you are counted as fulfilling the prerequisite. abjuration or evocation schools) and have two 1st level spell slots,
which are regained at the end of a long rest. You are counted as
adding 1/3 to your caster level for the purpose of multiclassing.
Intelligence is your spellcasting ability for the wizard spells and
cantrip gained from this feat.
34
Assimilated Technique (Way of the Open Reinterpreted Tenets (Oath of Devotion)
Hand) Prerequisite: Paladin 4 (any archetype except Oath of
Prerequisite: Monk 4 (any archetype except Way of the Devotion)
Open Hand)
● Increase your Charisma score by 1, to a maximum of 20.
● Increase your Wisdom score by 1, to a maximum of 20.
● You gain protection from evil and good and sanctuary as Oath Spells.
● You gain the monk’s Open Hand Technique feature.
● You gain the paladin’s Channel Divinity: Sacred Weapon and
● If a feat’s prerequisites include Monk 4 (or lower) (Way of the Channel Divinity: Turn the Unholy features.
Open Hand), you are counted as fulfilling the prerequisite.
● If a feat’s prerequisites include Paladin 4 (or lower) (Oath of
Devotion), you are counted as fulfilling the prerequisite.
● You gain the monk’s Shadow Arts feature. ● Increase your Charisma score by 1, to a maximum of 20.
● If a feat’s prerequisites include Monk 4 (or lower) (Way of ● You gain ensnaring strike and speak with animals as Oath Spells.
Shadow), you are counted as fulfilling the prerequisite.
● You gain the paladin’s Channel Divinity: Nature’s Wrath and
Channel Divinity: Turn the Faithless features.
Assimilated Technique (Way of the Four ● If a feat’s prerequisites include Paladin 4 (or lower) (Oath of the
Elements) Ancients), you are counted as fulfilling the prerequisite.
35
Wilderness Training (Hunter) Notorious Profession (Arcane Trickster)
Prerequisite: Ranger 4 (any archetype except Hunter) Prerequisite: Rogue 4 (any archetype except Arcane
Trickster)
● Increase your Wisdom score by 1, to a maximum of 20.
● Increase your Dexterity score by 1, to a maximum of 20.
● You gain the ranger’s Hunter’s Prey feature.
● You learn the mage hand cantrip as a rogue (Arcane Trickster).
● If a feat’s prerequisites include Ranger 4 (or lower) (Hunter), you
are counted as fulfilling the prerequisite. ● You know two 1st-level wizard spells of your choice (from the
enchantment or illusion schools) and have two 1st level spell slots,
which are regained at the end of a long rest. You are counted as
adding 1/3 to your caster level for the purpose of multiclassing.
Wilderness Training (Beast Master) Intelligence is your spellcasting ability for the wizard spells gained
Prerequisite: Ranger 4 (any archetype except Beast from this feat.
Master)
● You gain the rogue’s Mage Hand Legerdemain feature.
● Increase your Wisdom score by 1, to a maximum of 20.
● If a feat’s prerequisites include Rogue 4 (or lower) (Arcane
● You gain the ranger’s Ranger’s Companion feature. Trickster), you are counted as fulfilling the prerequisite.
Prerequisite: Rogue 4 (any archetype except Thief) ● Increase your Charisma score by 1, to a maximum of 20.
● Increase your Dexterity score by 1, to a maximum of 20. ● You gain the sorcerer’s Dragon Ancestor feature.
● You gain the rogue’s Fast Hands feature. ● You gain the sorcerer’s Draconic Resilience feature.
● You gain the rogue’s Second-Story Work feature. ● If a feat’s prerequisites include Sorcerer 4 (or lower) (Draconic
Bloodline), you are counted as fulfilling the prerequisite.
● If a feat’s prerequisites include Rogue 4 (or lower) (Thief), you are
counted as fulfilling the prerequisite.
Prerequisite: Rogue 4 (any archetype except Assassin) ● Increase your Charisma score by 1, to a maximum of 20.
● Increase your Dexterity score by 1, to a maximum of 20. ● You gain the sorcerer’s Wild Magic Surge feature.
● You gain proficiency with the disguise kit and the poisoner’s kit. ● You gain the sorcerer’s Tides of Chaos feature.
● You gain the rogue’s Assassinate feature. ● If a feat’s prerequisites include Sorcerer 4 (or lower) (Wild Magic),
you are counted as fulfilling the prerequisite.
● If a feat’s prerequisites include Rogue 4 (or lower) (Assassin), you
are counted as fulfilling the prerequisite.
36
Eldritch Revelation (The Archfey) Magical Student (School of Abjuration)
Prerequisite: Warlock 4 (any archetype except The Prerequisite: Wizard 4 (any archetype except School of
Archfey) Abjuration)
● Increase your Charisma score by 1, to a maximum of 20. ● Increase your Intelligence score by 1, to a maximum of 20.
● You gain faerie fire and sleep as Expanded Spells. ● Add two 1st-level abjuration wizard spells of your choice to your
spellbook.
● You gain the warlock’s Fey Presence feature.
● You gain the wizard’s Abjuration Savant feature.
● If a feat’s prerequisites include Warlock 4 (or lower) (The
Archfey), you are counted as fulfilling the prerequisite. ● You gain the wizard’s Arcane Ward feature.
● Increase your Charisma score by 1, to a maximum of 20. Magical Student (School of Conjuration)
Prerequisite: Wizard 4 (any archetype except School of
● You gain burning hands and command as Expanded Spells. Conjuration)
● You gain the warlock’s Dark One’s Blessing feature. ● Increase your Intelligence score by 1, to a maximum of 20.
● If a feat’s prerequisites include Warlock 4 (or lower) (The Fiend), ● Add two 1st-level conjuration wizard spells of your choice to your
you are counted as fulfilling the prerequisite. spellbook.
Eldritch Revelation (The Great Old One) ● You gain the wizard’s Minor Conjuration feature.
Prerequisite: Warlock 4 (any archetype except The Great
● If a feat’s prerequisites include Wizard 4 (or lower) (School of
Old One)
Conjuration), you are counted as fulfilling the prerequisite.
● Increase your Charisma score by 1, to a maximum of 20.
37
Magical Student (School of Enchantment) Magical Student (School of Necromancy)
Prerequisite: Wizard 4 (any archetype except School of Prerequisite: Wizard 4 (any archetype except School of
Enchantment) Necromancy)
● Increase your Intelligence score by 1, to a maximum of 20. ● Increase your Intelligence score by 1, to a maximum of 20.
● Add two 1st-level enchantment wizard spells of your choice to ● Add two 1st-level necromancy wizard spells of your choice to
your spellbook. your spellbook.
● You gain the wizard’s Enchantment Savant feature. ● You gain the wizard’s Necromancy Savant feature.
● You gain the wizard’s Hypnotic Gaze feature. ● You gain the wizard’s Grim Harvest feature.
● If a feat’s prerequisites include Wizard 4 (or lower) (School of ● If a feat’s prerequisites include Wizard 4 (or lower) (School of
Enchantment), you are counted as fulfilling the prerequisite. Necromancy), you are counted as fulfilling the prerequisite.
● Increase your Intelligence score by 1, to a maximum of 20. ● Increase your Intelligence score by 1, to a maximum of 20.
● Add two 1st-level evocation wizard spells of your choice to your ● Add two 1st-level transmutation wizard spells of your choice to
spellbook. your spellbook.
● You gain the wizard’s Abjuration Savant feature. ● You gain the wizard’s Transmutation Savant feature.
● You gain the wizard’s Sculpt Spells feature. ● You gain the wizard’s Minor Alchemy feature.
● If a feat’s prerequisites include Wizard 4 (or lower) (School of ● If a feat’s prerequisites include Wizard 4 (or lower) (School of
Evocation), you are counted as fulfilling the prerequisite. Transmutation), you are counted as fulfilling the prerequisite.
38
Barbarian
Feat List
Page # Feat Name Classes
3 Animal Spirit Guide Barbarian 4 (Path of the Totem Warrior) Wizard 2 (School of Divination)
18 One with the Spirits Barbarian 4 (Path of the Totem Warrior) Druid 2
26 Song of the Ancient Totem Barbarian 4 (Path of the Totem Warrior) Bard 1
39
Bard
Feat List
Page # Feat Name Classes
16 Lore of the Land Bard 4 (College of Lore) Druid 2 (Circle of the Land)
26 Song of the Ancient Totem Barbarian 4 (Path of the Totem Warrior) Bard 1
40
Cleric
Feat List
Page # Feat Name Classes
41
Druid
Feat List
Page # Feat Name Classes
16 Lore of the Land Bard 4 (College of Lore) Druid 2 (Circle of the Land)
18 One with the Spirits Barbarian 4 (Path of the Totem Warrior) Druid 2
42
Fighter
Feat List
Page # Feat Name Classes
15 Invasive War Mind Fighter 4 (Battle Master) Warlock 1 (The Great Old One)
43
Monk
Feat List
Page # Feat Name Classes
10 Enlightenment of Land and Sky Monk 4 (Way of the Open Hand) Ranger 1
44
Paladin
Feat List
Page # Feat Name Classes
11 Fey Lord’s Arbiter Paladin 4 (Oath of the Ancients) Warlock 2 (The Archfey)
45
Ranger
Feat List
Page # Feat Name Classes
10 Enlightenment of Land and Sky Monk 4 (Way of the Open Hand) Ranger 1
46
Rogue
Feat List
Page # Feat Name Classes
47
Sorcerer
Feat List
Page # Feat Name Classes
48
Warlock
Feat List
Page # Feat Name Classes
11 Fey Lord’s Arbiter Paladin 4 (Oath of the Ancients) Warlock 2 (The Archfey)
15 Invasive War Mind Fighter 4 (Battle Master) Warlock 1 (The Great Old One)
49
Wizard
Feat List
Page # Feat Name Classes
3 Animal Spirit Guide Barbarian 4 (Path of the Totem Warrior) Wizard 2 (School of Divination)
50