D&D Feats

Last 3 Edits

14th Oct, 2020

  • Added new elf racial feat: Light Elf Magic
  • Added Dwarf to Magic Resistance & Stone Forge Mystic racial feats.
  • Added new dwarf racial feat: Boulder Shoulders, Dwarven Durability, Forge Dwarf, One with the Earth
  • New General Feat: Warden of the Dead

13th Oct, 2020

  • Added new elf racial feats: Elven Verve, Lifelong Learning, Manifestation

12th Oct, 2020

  • Added two new goblin racial feats: Great Feeder and Bendy & Bouncy. (Not sure of name of second, but it has a bit of a ridiculous goblin feel to it). Inspired by feats in Pathfinder 2E.

Sept 30th, 2020

  • Added feats from Midgard Heroes Handbook & Deep Magic.

5th Sept, 2020

  • Added new feats from Grim Hollow.

1st July, 2020

  • Reformatted the elemental feats and reworded some parts. Replace with new ones if doing PDFs. added to Unkaged - BHG Races & Feats v1.2.docx Shane updated to July 3rd, 2020

Table of Contents
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GENERAL FEAT LIST

  1. Aberrant Dragonmark (Eberron Rising from the Last War p52). For anyone with inherent magical abilities.
  2. Alchemical Artillerist (EN5ider, Scientific Sorcery, Matt Roth).
  3. Alert (PHB p165)
  4. Athlete (PHB p165)
  5. Actor (PHB p165)
  6. Careful Dragon Mask. (Midgard Heroes Handbook p95, Kobold Press).
  7. Blackpowder Expert (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  8. Bladesinger (Masters of the Wild EN5ider, Thiago Rosa)
  9. Blood Hound (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  10. Brutal Combatant (House, see below)
  11. Cavalry Charge (House, see below)
  12. Charger (PHB p165)
  13. Circle Spellcaster. (Midgard Heroes Handbook p97, Kobold Press; Deep Magic p234, Kobold Press). Gives access to Dwarven Ring Magic.
  14. Couatl Crest (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  15. Crossbow Expert (PHB p165)
  16. Defensive Duelist (PHB p165)
  17. Deva Wings (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  18. Dragonrider. (Midgard Heroes Handbook p95, Kobold Press).
  19. Dragonsmith. (Midgard Heroes Handbook p95, Kobold Press).
  20. Dual Dragon Aspect. (Midgard Heroes Handbook p96, Kobold Press).
  21. Dual Wielder (PHB p165)
  22. Dungeon Delver (PHB p166)
  23. Durable (PHB p166)
  24. Earth Magic (House, see below)
  25. Elemental Adept (PHB p166)
  26. Expeditious Alchemy (EN5ider, Scientific Sorcery, Matt Roth)
  27. Extra Fighting Style (House, see below)
  28. Fearsome Dragon Mask. (Midgard Heroes Handbook p96, Kobold Press).
  29. Find the Titan's Weakness. (Midgard Heroes Handbook p96, Kobold Press).
  30. Fire Magic (House, see below)
  31. Flexible Combatant (House, see below)
  32. Fortifying Healer. (Midgard Heroes Handbook p96, Kobold Press).
  33. Grappler (PHB p167)
  34. Great Weapon Master (PHB p167)
  35. Healer (PHB p167)
  36. Heavily Armored (PHB p167)
  37. Heavy Armor Master (PHB p167)
  38. Holy Drive (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  39. Hulking Figure (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  40. Iaijutsu Master (Masters of the Wild EN5ider, Thiago Rosa)
  41. Inspiring Leader (PHB p167)
  42. Iron Gut (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  43. Keen Mind (PHB p167)
  44. Ley Initiate. (Midgard Heroes Handbook p97, Kobold Press).
  45. Ley-Bound. (Midgard Heroes Handbook p97, Kobold Press).
  46. Lightly Armored (PHB p167)
  47. Lightning Caster (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  48. Linguist (PHB p167)
  49. Lucky (PHB p167)
  50. Maculele (Masters of the Wild EN5ider, Thiago Rosa)
  51. Mage Slayer (PHB p168)
  52. Magic Initiate (PHB p168)
  53. Martial Adept (PHB p168)
  54. Medium Armor Master (PHB p168)
  55. Metabolic Control (Unearthed Arcana)
  56. Mobile (PHB p168)
  57. Moderately Armored (PHB p168)
  58. Mounted Combatant (PHB p168)
  59. Multi-Talented (House, see below)
  60. Negotiator. (Midgard Heroes Handbook p96, Kobold Press).
  61. Nimble Physique (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  62. Nocturnal (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  63. Observant (PHB p168)
  64. Pack Mule (House, see below)
  65. Pernicious Poisoner (EN5ider, Scientific Sorcery, Matt Roth).
  66. Planetar Visage (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  67. Polearm Master (PHB p168)
  68. Precision Shooter (House, see below)
  69. Radiant Dragon Heart. (Midgard Heroes Handbook p96, Kobold Press).
  70. Remarkable Recovery (House, see below)
  71. Resilient (PHB p168)
  72. Ring Bound. (Midgard Heroes Handbook p97, Kobold Press; Deep Magic p234, Kobold Press). Gives access to Dwarven Ring Magic.
  73. Ritual Caster (PHB p169)
  74. Rune Knowledge. (Midgard Heroes Handbook p98, Kobold Press).
  75. Rune Mastery. (Midgard Heroes Handbook p98, Kobold Press).
  76. Savage Attacker (PHB p169)
  77. Scatter Weapon Master (Grim Hollow - The Campaign Guide Ghostfire Gaming).
  78. Script Carver. (Deep Magic p214, Kobold Press). Gives access to Hieroglyph Magic.
  79. Script Sage. (Deep Magic p215, Kobold Press).
  80. Sentinel (PHB p169)
  81. Sharp Shooter (PHB p170)
  82. Shield Master (PHB p170)
  83. Skilled (PHB p170)
  84. Skulker (PHB p170)
  85. Solar Gaze (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  86. Soul of Light (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  87. Spell Sniper (PHB p170)
  88. Star & Shadow Casting. (Midgard Heroes Handbook p97, Kobold Press).
  89. Steady Shooter (House, see below)
  90. Survivor. (Midgard Heroes Handbook p96, Kobold Press).
  91. Tactical Maneuver. (Heroes of the Blade EN5ider, John Lynch).
  92. Tavern Brawler (PHB p170)
  93. Telekinetic (Unearthed Arcana)
  94. Telepathic (Unearthed Arcana)
  95. Thrown Weapon Master (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  96. Tough (PHB p170)
  97. Tower of Iron Will (Unearthed Arcana)
  98. Unicorn Horn (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  99. Unthreatening. (Midgard Heroes Handbook p96, Kobold Press).
  100. War Caster (PHB p170)
  101. Warden of the Dead (House, see below)
  102. Water Magic (House, see below)
  103. Weapon Master (PHB p170)
  104. Weaver of Maledictions (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  105. Wild Survivor (House, see below)
  106. Wild Talent (Unearthed Arcana)
  107. Witch Hunter (Grim Hollow - The Campaign Guide Ghostfire Gaming)
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NEW GENERAL FEAT DESCRIPTIONS

BRUTAL COMBATANT

You fight hard and hit hard. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You learn one stunt of your choice from those available to the Brutal Fighter. You gain raises the same way as a brutal fighter, but can only spend them on this stunt.

CAVALRY CHARGE

You are trained to mow down the enemy from horseback. You gain the following benefits:

  • If you are mounted and move at least 30 feet and then successfully hit a creature with a weapon that does piercing damage and has the Reach property, you double the damage die of the weapon. So if used with a standard lance, your damage becomes 2d12.

EARTH MAGIC

You have a strong magical connection to the earth. Perhaps it is your heritage, the deity you worship or a magical place or event affected you. You can now channel more earth-based magic into your spells, and your earth magic is more potent. You gain the following benefits:

  • If you cast an existing earth-based spell of 1st level or higher that already does bludgeoning damage, increase the damage by 1 die, once only. If the spell makes multiple attacks, only one damage roll can be increased. This applies to spells with the words earth, rock or stone in their titles, such as erupting earth or 'transmute rock' (both in Xanathar's Guide to Everything). Check with your GM for each spell.
  • When you learn a new spell: you can change some existing spells by adding the earth template to them. This decision is not made at the time of casting, but when you learn new spells. You are essentially creating new spells, so check with your GM before applying the earth template. The earth template can be applied to spells that normally deal cold, fire, lightning, piercing or slashing damage.
  • When you add the earth template to a spell: rename the spell something more appropriate. Instead of cloud of daggers, you learn cloud of pebbles. Cone of cold might become scree spray, etc. This should also indicate what the spell will look like. Change the spell's damage type to bludgeoning and if an area spell. Note that any spells you modify that have ongoing damage lose this feature when you apply the earth template. You can also choose to make the area of the spell difficult terrain, such as a line or cube/circle of upturned earth or strewn with rocks.
  • When you cast a spell with the earth template: for every 5 that a target fails their saving throw by, or for every 5 by which you exceed a target's AC, apply one of the following:

- target is knocked prone.
- target is knocked back 5 feet (can be applied more than once).
- target is dazed (-2 on all checks, saving throws and attacks until the end of its next turn).

EXTRA FIGHTING STYLE

Prerequisite: You must already have access to fighting styles through one of your classes.
You are a versatile combatant that has mastered multiple styles. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain another fighting style from those available to you.

FIRE MAGIC

You have a strong magical connection to fire. Perhaps it is your heritage, the deity you worship or a magical place or event affected you. You can now channel more fire-based magic into your spells, and your fire magic is more potent. You gain the following benefits:

  • If you cast an existing spell of 1st level or higher that already deals fire damage, increase the damage by 1 die, once only. If the spell makes multiple attacks, only one damage roll can be increased.
  • When you learn a new spell: you can change some existing spells by adding the fire template to them. This decision is not made at the time of casting, but when you learn new spells. You are essentially creating new spells, so check with your GM before applying the fire template. The fire template can be applied to spells that normally deal acid, cold, lightning or slashing damage.
  • When you add the fire template to a spell: rename the spell something more appropriate. Instead of cloud of daggers, you learn cloud of embers. Cone of cold might become cone of fire, etc. This should also indicate what the spell will look like. Change the spell's damage type to fire.
  • When you cast a spell with the fire template: for every 5 that a target fails their saving throw by, or for every 5 by which you exceed a target's AC, apply one of the following:

- target gains 1 level of exhaustion (from burns or breathing in hot air or smoke).
- target is set on fire and takes 1d6 fire damage at the start of each of its turns. The target can make a Dexterity saving throw against the caster's spell DC at the end of each of its turns to stop the ongoing fire damage or can do so automatically by spending their action to put out the flames. This option can be taken multiple times, each time increasing the ongoing fire damage by 1d6.

FLEXIBLE COMBATANT

Fortune favours you. You are able to twist fate a little when you fight. You gain the following benefits:

  • You learn two flexible maneuvers of your choice from those available to the Fortune Fighter.

MULTI-TALENTED

Prerequisite: You must have 3 levels in at least two different classes.
You are able to better combine the features of the different paths you have taken. You gain the following benefits:

  • Choose one class feature you already have from a class you have at least 3 levels in. (This feature cannot be Spellcasting or Pact Magic, which already have their own rules for multiclassing). Half your levels in a second class (chosen at the time you take this feat) contribute towards class levels for that one feature. You do not qualify for other class features that affect the chosen class feature. For example, if you choose your barbarian Rage feature, levels in another class do not contribute to you getting the Relentless Rage or Persistent Rage features, but they do contribute to how many times you can rage and your rage damage (all part of the Rage feature).

PACK MULE

You are able to carry more and do not tire easily. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • The number of item slots that you can carry is doubled.
  • You gain proficiency in Endurance.

PRECISION SHOOTER

You are able to perform several stunts with your ranged attacks. Only one of the following stunts can be applied to each attack. You gain the following benefits:

  • Ranged weapons used by you gain the disarming weapon property if you are proficient with them. (See our Weapon Properties Page).
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to make a crippling shot. If you hit a creature that relies on two to four legs for movement, you deal half damage, but their speed is reduced by 10 feet. A target of this attack can attempt a Strength saving throw at the end of its turn to remove the speed penalty. The DC equals 10 or half the damage they took from the crippling shot, whichever is higher. You can slow a creature with further crippling shots, but the DC to remove all speed penalties is equal to 10 or half the damage of the last lot of damage the target took. A success removes all speed penalties. You could also use this to target wings to reduce a target's flying speed, or an appendage to reduce climbing speed. You could also attempt to slow down creatures with more legs, but you need to target at least one quarter of the appendages to have any effect on speed.
  • Before you make an attack with a ranged weapon that you are proficient with that deals piercing damage, you can choose to make a pinning shot. There must be a suitable surface (typically wood) within 5 feet of the target and the surface needs to be further away from you than the target. On a successful hit, the target takes no damage, but is considered grappled. The DC to escape the grapple is equal to your attack roll total, but the target has advantage on their roll to escape (as they are not rolling against an active combatant). You can also attempt to pin a target to a second creature instead of a suitable surface. The attack roll must beat both target's AC. The initial target is still pinned and the creature acting as the surface takes half damage from the shot. Both are considered grappled, but if either breaks free, both creatures are free of the grapple.
  • If your initiative card is a Spade, you can choose to deal normal damage when you perform any of the stunts associated with this feat.

REMARKABLE RECOVERY

You are able to shake off debilitating effects in combat. You gain the following benefits:

  • Increase one ability score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat you can make a free saving throw against one effect you are suffering from that allows a saving throw each round to end.
  • If you get a particular suit for your initiative card, you automatically end one effect associated with that type of save at the start of your turn. Spade - Dexterity save; Heart - Wisdom & Charisma save; Diamond - Intelligence & Wisdom save; Club - Strength & Constitution save.

STEADY SHOOTER

Prerequisites: Proficiency with the Insight or Perception skill.
When performing ranged weapon attacks, you rely more on a careful eye or ability to anticipate your foe's movements, than manual dexterity. You gain the following benefits:

  • Increase your Wisdom ability score by 1, to a maximum of 20.
  • You can use your Wisdom modifier in place of your Dexterity modifier for ranged weapon attack and damage rolls.

WARDEN OF THE DEAD

Through a strong divine connection, you are able to defeat undead creatures and ward off their various attacks. If you are a dwarf you are likely known to be a member of an elite order of tomb guardians. You gain the following benefits:

  • You have resistance to necrotic damage.
  • You deal critical hits against undead creatures on a 19-20.
  • You have advantage on saving throws made to resist any power cast or initiated by an undead creature.

WATER MAGIC

You have a strong magical connection to water. Perhaps it is your heritage, the deity you worship or a magical place or event affected you. You can now channel more water-based magic into your spells, and your water magic is more potent. You gain the following benefits:

  • If you cast an existing water-based spell of 1st level or higher that already does bludgeoning damage, increase the damage by 1 die, once only. If the spell makes multiple attacks, only one damage roll can be increased. This applies to spells with that clearly describe water (not cold) being the source of the magic, such as encircling waters (see our House spells on the D&D Spells page) or 'tidal wave' (in Xanathar's Guide to Everything). Check with your GM for each spell.
  • When you learn a new spell: you can change some existing spells by adding the water template to them. This decision is not made at the time of casting, but when you learn new spells. You are essentially creating new spells, so check with your GM before applying the water template. The water template can be applied to spells that normally deal acid, cold, fire, lightning, or bludgeoning damage.
  • When you add the water template to a spell: rename the spell something more appropriate. Instead of acid spray, you learn water gout. Fireball might become water burst, etc. This should also indicate what the spell will look like. Change the spell's damage type to bludgeoning and you have the option of dealing half as much damage to automatically apply one of the conditions below under casting a spell with the water template. Note that any spells that you modify that have ongoing damage lose this feature when you apply the water template. All fires of 5 feet on a side or smaller are extinguished if in the area of your water spells and creatures made of fire (usually those that are immune to fire) have disadvantage on saving throws versus your water spells.
  • When you cast a spell with the water template: for every 5 that a target fails their saving throw by, or for every 5 by which you exceed a target's AC, apply one of the following:

- target is knocked prone.
- target is moved to the edge of the area of the spell.
- target is vulnerable to cold damage until the end of their next turn.
- if the target is a fire creature, it takes double damage.
- all fires, including magical ones, are extinguished by the spell.

WILD SURVIVOR

You have spent a lot of time alone in the wild and know how to survive there. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Survival skill. If you are already proficient in this skill, you gain expertise and can add double your proficiency bonus to all Survival checks. (This does not stack if you gain expertise from other sources).
  • You gain the Mask of the Wild trait as detailed under wood elf in the Player's Handbook chapter 2. If you already have this feature and are proficient in the Stealth skill, you add double your proficiency bonus to Stealth checks made in natural terrain.
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ADJUSTMENTS TO EXISTING GENERAL FEATS (from Player's Handbook)

ALERT

The following adjustment replaces the +5 to initiative in the Player's Handbook.

  • You gain a bonus initiative card every round.
  • You may throw back an initiative card up to double your Dexterity bonus.

ATHLETE

  • If your initiative card is a Spade, getting up from prone costs no movement at all and you can take the Dash action as a bonus action.

ACTOR

(No extra features).

CHARGER

(No extra features).

CROSSBOW EXPERT

(No extra features).

DEFENSIVE DUELIST

(No extra features).

DUAL WIELDER

(No extra features).

DUNGEON DELVER

(No extra features).

DURABLE

  • If your initiative card is a Club, you can gain the value of the card (all face cards count as 10) in temporary hit points. You cannot use this feature again until you take a long rest.

ELEMENTAL ADEPT

  • If your initiative card is a Diamond, you boost 1's and 2's rolled on damage dice to 3's.

GRAPPLER

  • If your initiative card is a Club, you are not treated as restrained whilst maintaining the pin. This means you can move with the target. To do so, you must make another opposed grappling roll. If you succeed you can move up to half your speed with the grappled target.

GREAT WEAPON MASTER

(No extra features).

HEALER

(No extra features).

HEAVILY ARMORED

(No extra features).

HEAVY ARMOR MASTER

  • If your initiative card is a Spade, increase the damage reduction feature from 3 to 4.

INSPIRING LEADER

  • If your initiative card is a Heart, then one ally within Short range that can hear and understand you can also act on your initiative card instead of its own. Their turn takes place immediately after yours.

KEEN MIND

  • If your initiative card is a Diamond you gain advantage on your first Intelligence, Wisdom or Charisma save made this round.

LIGHTLY ARMORED

(No extra features).

LINGUIST

(No extra features).

LUCKY

(No extra features).

MAGE SLAYER

(No extra features).

MAGIC INITIATE

(No extra features).

MARTIAL ADEPT

(No extra features).

MEDIUM ARMOR MASTER

  • If your initiative card is a Spade and you are wearing medium armor, you reduce bludgeoning, piercing and slashing damage that you take from non-magical weapons by 1.

MOBILE

(No extra features).

MODERATELY ARMORED

(No extra features).

MOUNTED COMBATANT

(No extra features).

OBSERVANT

  • If your initiative card is a Heart, you may choose one creature to observe at the start of your turn. If you succeed on an Intelligence check vs DC 10 + the creature's challenge rating, you learn one statistic about the creature. For example, you can discern their CR, a single ability score, vulnerabilities, bonus in a particular skill or specific attack, etc. (If you choose to share this information with your companions, this should of course be explained 'in character').

POLEARM MASTER

The ability to attack with a weapon's opposite ends applies to any weapon from the Polearms or Spears weapon groups that has the versatile or two-handed properties, but cannot be used with weapon that have reach (+10 feet).
The ability to make an opportunity attack when a creature enters your reach applies to all weapons from the Polearms and Spears groups with the versatile or two-handed properties.

RESILIENT

(No extra features).

RITUAL CASTER

(No extra features).

SAVAGE ATTACKER

(No extra features).

SENTINEL

(No extra features).

SHARPSHOOTER

Changed features and others adjusted to suit out house rules

  • You increase the range by one step for your ranged weapons. (This replaces the first feature in the PHB to suit our House Rules range increments).
  • You ignore half and three-quarter static cover or the cover provided by one moving creature. (You cannot shoot through multiple moving creatures without risk).
  • (The ability to reduce attack rolls by 5 to increase damage by 10 remains unchanged).

SHIELD MASTER

  • If you take the attack action with your shield, you do not lose its defensive quality.

SKILLED

(No extra features).

SPELL SNIPER

For the first feature, a spell's range moves to the next highest range category (not double range).

TAVERN BRAWLER

Second feature simply grants proficiency with the Brawling (simple) weapon group and the fourth feature applies to all weapons from the Brawling weapon group.

TOUGH

(No extra features).

WAR CASTER

(No extra features).

WEAPON MASTER

Change second feature to 3 weapon group (simple) proficiencies. In place of another simple group, you could upgrade a group that you have simple proficiency with to martial.

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NEW RACIAL FEAT DESCRIPTIONS

Racial feats were first introduced to 5E D&D in Xanathar's Guide to Everything. I have added many more below. Some of these are for core races, others are for the races we have written. Lists of available feats are found under each race entry on our Races/Heritages pages.

ADAPTIVE ASPECTS

Prerequisites: Wilden.
The aspects of nature are not just transient states for you; they are reflections of nature's versatility and power. You are more fluid in your movements between the different aspects. You gain the following benefits:

  • You can change your Nature's Aspect racial trait following a short or long rest, instead of just after a long rest.
  • As an action, you gain the benefits of a second aspect. Choose an aspect you are not currently manifesting and add its benefits to the one you are manifesting. After 10 minutes you choose which aspect to stop manifesting and the other aspect continues as normal. You can use this feature once and regain the ability to do so following a long rest.
  • On a Joker, you can briefly manifest a second aspect for the round.

AMBUSHER

Prerequisites: Aqualish, dug, halfling (jungle), kenku medusa or shifter (swiftstride or wildhunt).
You are deadly when you get the drop on your foes. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You have advantage on attack rolls against any creature that you surprise.

ANGELIC MAGIC

Prerequisites: Aasimar.
Angels are sent as messengers and to deal divine wrath to evil mortals, and you act in a similar manner. You gain the following benefits:

  • You know the blade ward and message cantrips. Once you reach 3rd level, you can cast branding smite as a 2nd level spell once with this trait, and you regain the ability to do so once you finish a long rest. Once you reach 5th level, you can cast the cure wounds as a 3rd level spell once with this trait, and you regain the ability to do so when you finish a long rest. You do not need to provide material components for spells cast using this feature and Charisma is your spellcasting ability for these spells.

ASTRAL SPLENDOR

Prerequisites: Deva.
You take on an imperious aspect and silvery light - that of your astral soul - shines through your eyes, mouth, heart and wounds. You gain the following benefits:

  • When you take damage you can use your reaction to shed light in a 30 foot radius. Creatures that can be blinded have disadvantage on attacks made against you whilst this light shines. The light lasts until the end of your next turn.
  • You can use this feature a number of times per day equal to 3 + your Charisma modifier. All uses recharge following a long rest.
  • If you activate Astral Splendor as a result of receiving radiant damage, this does not count towards your daily uses.
  • If your Astral Splendor light is in effect when you have a Diamond initiative card, at the start of your turn as a free action, you can choose to deal radiant damage equal to your Charisma modifier (minimum 1) to all creatures within 5 feet of you.

AUSPICIOUS LINEAGE

Prerequisites: Deva of at least 5th level.
You have a strong connection with your past lives and call on those memories to get you out of a fix. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • When you use your Memory of the Thousand Lifetimes racial feature, you add 1d8 to the triggering roll, instead of 1d6.
  • If your initiative card is a Diamond and you use your Memory of the Thousand Lifetimes racial feature and the roll still fails, you are considered to have not used the feature.

AVATAR OF THE ANCIENTS

Prerequisites: Wilden.
You have a strong connection to the ancient spirits, fey and nature itself. You gain the following benefits:

  • Increase Wisdom score by 1, to a maximum of 20.
  • Whilst you are manifesting the aspect of the ancients, from your Nature's Aspects racial feature, you can cast commune with nature as a ritual.
  • Whilst you are manifesting the aspect of the ancients, from your Nature's Aspects racial feature, you have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
  • Whilst you are manifesting the aspect of the ancients, from your Nature's Aspects racial feature, you have advantage on all Charisma checks you make to influence fey creatures and you have advantage on saving throws made to resist any spells or powers cast by fey creatures.

AVATAR OF THE HUNTER

Prerequisites: Wilden.
You become a relentess stalker who cannot be put off your prey. You gain the following benefits:

  • Increase your Constitution, Dexterity or Wisdom score by 1, to a maximum of 20.
  • Whilst you are manifesting the aspect of the hunter, from your Nature's Aspects racial feature, you gain +10 feet to your Speed.
  • Whilst you are manifesting the aspect of the hunter, you never lose a trail once it is found. You are successful on all Wisdom (Survival) checks made to follow tracks, unless the trail is more than 3 days old or the quarry enters a non-natural place such as a town or dungeon or enters another plane.
  • Whilst you are manifesting the aspect of the ancients, from your Nature's Aspects racial feature, you have advantage on all saving throws that would force you to move, reduce your speed, or apply the restrained or paralyzed condition.

AVATAR OF THE DESTROYER

Prerequisites: Wilden.
You become a relentess destroyer that is hard to stop. You gain the following benefits:

  • Increase your Constitution, Dexterity or Wisdom score by 1, to a maximum of 20.
  • Whilst you are manifesting the aspect of the destroyer, from your Nature's Aspects racial feature, you add an amount of damage equal the number of wilden racial feats you have to all weapon attacks on any round that you have a Spade.
  • If you are reduced to 0 hit points, whilst you are manifesting the aspect of the destroyer, from your Nature's Aspects racial feature you can use your reaction to immediatley spend one hit dice. If you are standing on natural terrain, this hit dice restores the maximum number of hit points. If you have no hit dice available, then you cannot use this trait. You can use this trait once and regain the ability to use it in this manner once you finish a short or long rest.

BASTION OF MENTAL CLARITY

Prerequisites: Kalashtar.
You erect a psychic shield that protects you and your allies from mental assault. You gain the following benefits:

  • Increase Wisdom score by 1, to a maximum of 20.
  • Whenever you succeed on a Wisdom saving throw you gain temporary hit points equal to your Wisdom modifier + 1/2 your level.
  • If you have a Diamond initiative card your psychic shield branches out to encompass your allies. All allies within 30 feet of you make Wisdom saving throws with advantage.

BATTLEFIELD TRAMPLE

Prerequisites: Centaur, half-giant.
You dig the boots in to those that fall at your feet. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • As a bonus action, you can make a trample attack against one prone creature within 5 feet of you and every prone target whose space you move through this round. This trample attack is made as an unarmed attack or with a more suitable Natural Weapon attack that involves foot attacks, such as a centaur's Hooves.
  • If your initiative card is a Club, you score critical hits on these special trample attacks on a roll of 19-20.

BATTLE-READY

Prerequisites: Dug, faen (quickling), gith (githyanki), rodian, shifter (swiftstride or wildhunt) or sibeccai.
All gith have heightened senses, but the githyanki are focused upon conflict. Faen quicklings with this feat are simply fast. Dugs are aggressive and have lightning reflexes. Rodians are master hunters, ready to get the jump on all foes and highly perceptive. Shifters simply have heightened senses and react quickly. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Initiative checks. You can use this feature a number of times equal to your Dexterity bonus (minimum of 1). You regain all uses of this feature at the end of a long rest. (If you use our card initiative house rule, note that advantage grants you two extra cards to choose from for that round only, but you regain all uses of this feature following a short rest).

BEAR HUG

Prerequisites: Shifter (beasthide) or Ursus.
You are dangerous in close quarter fighting. You gain the following benefits:

  • Increase your Dexterity, Strength or Constitution score by 1, to a maximum of 20.
  • You can use your claws to make unarmed strikes. Any benefit you gain for unarmed strikes can be applied to them. (If using our weapon group proficiencies this grants Brawling Weapons (Simple) and Natural Weapons). If you are a shifter, you only gain a claw attack when shifting.
  • When you deal damage to a creature of your size or smaller with your claws, you can use your bonus action to grapple.
  • If your initiative card is a Club, you gain advantage on all Strength (Athletic) checks made for grappling.

BEAST AFFINITY

Prerequisites: Aarakocra (avians), canisaran (canines), catfolk (felines), darfellan (orcas), dhampyr (bats, rats & wolves), elf (dark/drow) (arachnids), goblin (rodents, wolves), hadozee (apes/monkeys), half-elf (Athas) (any one group), harkrinn (avians), ibisil (avians), litorian (felines), lizardfolk (lizards, crocodiles, alligators), locathah (fish), merfolk (fish), shifter (1 type dependent upon totem/heritage), tengu (avians), theran (felines), tigran (felines), tortle (turtles/tortoises), ursus (bears).
Through nature, a shared appearance, divine will or strong rapport, you have a supernatural connection to beasts of a particular kind (depending upon your race and noted in prerequisites above). On Kage, such a connection is common among the guardian races. You gain the following benefits:

  • Increase your Wisdom or Charisma by 1, to a maximum of 20.
  • You have advantage on all Wisdom (Animal Handling) checks made with the chosen beasts.
  • You can use Charisma-based skills and checks on beasts of the selected type.

BEAST RIDER

Prerequisites: Goblin. Canisaran (plains) characters automatically start with this feat.
Members of your race are talented riders, born to the saddle. Many also develop supernatural connections with certain mounts. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You have advantage on all Wisdom (Animal Handling) checks with a mount you are riding.
  • You have advantage on any check made to resist being knocked from your mount or to lessen damage from falling from your mount.
  • One of your racial traits also applies to your mount. Detailed below for each race:
  • - Goblins only: Your Nimble Escape trait can be used to Disengage even when mounted.
  • - Canisarans (plains) only: One mount of your choice has +1 hit point for each of your levels.

BENDY & BOUNCY

Prerequisites: Goblin.
Goblins tend to put their bodies through many tests and it is remarkable they live to adulthood. Some develop adaptations to cope with all this punishment. You may have a hard skull, flexible bones or simply bounce when you land awkwardly. You gain the following benefits:

  • When you would suffer falling damage, if you are not restrained, you can make a Dexterity saving throw to reduce the damage by half. The DC for this save is 10 +1 per 10 feet fallen.
  • You gain proficiency in the Acrobatics skill. If you are already proficient, then you gain expertise. (Add double your proficiency bonus).
  • You have advantage on any check made to resist being grappled or to escape grapples.
  • If you take bludgeoning, piercing or slashing damage when you have a Spade, you can use your reaction to move half your speed. This movement does not promote opportunity attacks and must be in a direction away from the source of the damage.

BENEFICIAL GROWTHS

Prerequisites: Wood Woad.
Your stronger connection to nature allows your body to produce extra plant-based features each day. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • Following a long rest, draw a card to see which growth you are able to access that day. If you get a Joker, choose two of the following features. Your DC for saving throws for these features is equal to 8 + your proficiency bonus + your Constitution modifier. Constitution is your spellcasting ability for spells gained with this feature and you require no spell components to cast these spells.

- Spade: Thorns. You sprout thorny growths all over your body. Any creature you grapple or that grapples you, takes 3 piercing damage. Whilst you have thorns, you know the thorn whip. As an Attack action, you can make ranged attacks by launching needles. These needle attacks are treated as thrown dart weapon attacks, but you do not have to have a hand free, you can launch up to three needles as part of the Attack action, and you are considered proficient in their use. You can end your Thorns feature for the day by taking an action to launch all your needles in a single blast. Each target in a 15-foot cube originating from you, takes 3d6 piercing damage, or half that with a successful Dexterity saving throw.
- Heart: Goodberries. Your body grows healing berries as if you had cast the goodberry spell. You regain the ability to cast good berry spell once with this trait when you finish a short rest.
- Diamond: Blossoms. Choose either soothing pollen or spores when you gain this trait. If you choose soothing pollen, all creatures withing 5 feet of you have advantage on saving throws made against the frightened condition. If you choose spores, you know the poison spray cantrip. You can switch between these two traits as an action. You can end this feature if you are manifesting pollen by spreading them around you, casting a calm emotions spell, centered on you. If manifesting spores, you end this feature for the day by taking an action to exude a cloud of spores in a 10 foot radius around you. Everyone in the cloud takes 4d6 poison damage or half that on a successful Constitution saving throw.
- Club: Glowing Motes. Glowing motes grow from your body, shedding dim light in a 10-foot radius around you. You can suppress or ignite the lights at any time with a bonus action. Whilst you have glowing motes, you know the dancing lights cantrip. You can end the Glowing Motes feature for the day by having the motes target creatures as the faerie firespell, but instead of targeting all creatures in a 20 foot cube, you target up to four creatures that you can see within 120 feet.


BLADEDANCING SURGE

Prerequisites: Elf, Dexterity 13 or higher; ability to cast expeditious retreat or freedom of movement spells.
Bladedancing is an elven fighting style that blends with their bladesinging style. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You have enhanced your combat mobility with magic and weave your way through your enemies, leaving a path of ruin in your wake. To gain the following benefits, you must be wielding a weapon from the Long Blades or Short Blades weapon groups that must be held in one hand. You also must be wearing no armor or light armor and not using a shield. As an Attack action, you can move up to your speed. If you pass within 5 feet of a creature during your move, you can make a melee weapon attack roll against that target. There is no limit to the number of attacks you can make, but you cannot attack the same target twice. Any target hit by you whilst bladedancing makes opportunity attacks against you with disadvantage. Targets that you miss get opportunity attacks as normal, but you may end the bladedancing attack whenever you like. So if you miss a target, you can choose to end the bladedancing attack and remain within 5 feet of the missed target. You cannot use this feature again until you complete a short or long rest.
  • If your initiative card is a Spade, targets hit cannot make opportunity attacks at all.

BLOODIED FEROCITY

Prerequisites: Minotaur or nikto.
Pain taps into your inner ferocity and you release it back on your enemies. You gain the following benefits:

  • If an attack reduces you to below half your hit points, you can use your reaction to make a melee attack. If your initiative card is a club, then you can take advantage on this attack, but all attacks against you until the start of your next turn also gain advantage.
  • Whilst below half your hit point total, you can shove a creature as a bonus action whenever you hit with a melee attack. If you move at least 10 feet just prior to making the attack or you have a club for your initiative card, then the shove action becomes part of the Attack action.

BLOODTHIRST

Prerequisites: Dhampyr.
You drain the life energy from a creature and restore your own. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you use your bite attack you deal 1d6 necrotic damage as well as piercing damage. For each round you maintain the bite you deal 1d6 necrotic damage instead of 1 necrotic damage.
  • On any round that you use your bite attack to deal necrotic damage to a living creature, you gain temporary hit points equal to the necrotic damage dealt. (Each use/round of necrotic damage counts as a new source of temporary hit points, so these do not stack). Temporary hit points gained this way cannot exceed that amount of hit points a creature can lose. For example, if a creature only has 1 hit point, you only gain one temporary hit point, no matter how much necrotic damage you rolled.

BOULDER SHOULDERS

Prerequisites: Dwarf.
You use your compact frame to great effect when up close and personal. You gain the following benefits:

  • Increase your Constitution or Strength score by 1, to a maximum of 20.
  • You can use the Shove action as a bonus action, but you can only use this feature to push a creature back, not knock it prone. If you also have the Charger feat, you add 5 feet to any distance you move a target following a charge.

CHANGING CARAPACE

Prerequisites: Thri-kreen.
You are able to manipulate the colour and texture of your carapace through simple chemical reactions in your body. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • When in natural surroundings, you can use an action to gain advantage on Dexterity (Stealth) checks made to hide. This advantage lasts until you enter a different terrain type or spend an action to change the colour of your carapace so that it is not camoflaged.
  • You can also increase the hardness of your carapace. As an action, you can increase your natural AC to 16 + your Constitution modifier. (You do not add your Dexterity modifer to your AC whilst your carapace is hardened in this manner). Your hardened carapace lasts for 1 hour. You can use this feature once and regain the ability to do so following a long rest.

CLIFFWALK SHIFTING

Prerequisites: Shifter (swiftstride).
Your form and claws are those adapted for swift climbing. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Whilst shifting, you have a climb speed equal to your speed.

DETERMINED

Prerequisites: Gith, kor, mon calamari, nikto, rodian, sibeccai/khenra (lone) or zabrak.
Gith do not like being beaten in individual pursuits. Kor are known for quiet determination in the face of overwhelming odds. Mon calamari are daring and staunchly defend causes that inspire them. Nikto and lone sebeccai/khenra are tenacious and single-minded. Rodians are dedicated and tenacious. You gain the following benefits:

  • Increase one ability score by 1, to a maximum of 20.
  • When you make an opposed ability check versus another creature, you make the check with advantage. You need to finish a short or long rest before you can use this feature again.

DEVOTED

Prerequisites: Bith, mon calamari or tengu.
Your race is legendary in its commitment and devotion to mastering a particular life skill. You gain the following benefits:

  • ??? Check as I think this is already a feat somewhere. Basically Expertise.

DUERGAR MAGIC

Prerequisites: Dwarf (deep/duergar).
You can use the magic powers of the famous duergar - a race of dwarves warped and enslaved by the mind flayers. You gain the following benefits:

  • See the Duergar Magic feature under the duergar subrace in 5E D&D Mordenkainen's Tome of Foes chapter 3 and Sword Coast Adventurer's Guide chapter 3.

DRAGON SENSES

Prerequisites: Dragonborn or mojh.
Your senses become more attuned to your draconic heritage. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
  • You gain proficiency in the Insight or Perception skill.

DROW MAGIC

Prerequisites: Elf (dark/drow).
You can use the magic powers of the famous drow - a race of dark elf common to published D&D settings that have inherent magical powers. You gain the following benefits:

  • See the Drow Magic feature under the dark elf (drow) subrace in 5E D&D Player's handbook chapter 2.

DWARVEN DURABILITY

Prerequisites: Dwarf.
You recover faster. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Add your Consitution modifier to the number of Hit Dice you get back following a long rest.

EEL STRIKE

Prerequisites: Locathah.
You have studied the way eels strike on the move. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • If you take the Disengage action and move at least 10 feet during your turn, you can make a single weapon melee attack as a bonus action.
  • If this attack is made in water against a creature that does not have a swim speed, the attack is made with advantage.

ELVEN VERVE

Prerequisites: Elf.
You are rarely impeded. You have the vigour, will and nimbleness to keep moving when others would succumb. This is a heightening of the feature that makes elves resistant to the paralysing touch of ghouls. You gain the following benefits:

  • Increase your Constitution, Dexterity or Wisdom score by 1, to a maximum of 20.
  • You have advantage on all saving throws made to resist the paralyzed and restrained conditions.
  • You have advantage on saving throws made to resist magical effects that would reduce your Speed.
  • You have advantage on saving throws to resist disease.

EXCEPTIONAL NIMBLENESS

Prerequisites: Chadra-fan, dug or ratling.
You are never caught in a fix. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You have advantage on all Dexterity checks or saves made to avoid the restrained condition.
  • Getting up from prone only uses 5 feet of your movement.
  • When you are prone, the first attack of each round that is made against you by any creature within 5 feet does not gain advantage on the roll.

FEAST OF BLOOD

Prerequisites: Dhampyr.
When you drain a creature of its life energy, you experience a surge of vitality. You gain the following benefits:

  • When you use your bite attack and deal necrotic damage, your speed increases by 10 feet and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.

FONT OF RADIANCE

Prerequisites: Aasimar, deva.
Your connection to and use of radiant damage is powerful. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • As a bonus action, choose one target that you dealt radiant damage to. That target now glows with radiance. It sheds bright light out to 30 feet radius. The target takes radiant damage equal to half your level (minimum 1) at the start of each of its turns. Any creature that enters or starts its turn within Close range of the target takes radiant damage equal to your Charisma modifier (minimum 1). The initial target can make a Constitution saving throw at the end of each of its turns. On a successful save all radiant effects end. The saving throw for this is 8 + your proficiency bonus + your Charisma bonus. Once you use this feature, you cannot do so again until you finish a short or long rest.
  • If your initiative card is a Diamond, the initial target is also blinded until they make their saving throw.

FORGE DWARF

Prerequisites: Dwarf (celestial, deep, hill or mountain).
You have spent a long time at the forge and are likely blessed by Moradin or a famous smith ancestor. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You have resistance to fire damage.
  • You have proficiency in smith's tools. If you already have proficiency in smith's tools you gain expertise instead.
  • If you have access to a forge, you craft metal items in half the normal time. If using the downtime activity rules from Xanathar's Guide to Everything for example, when crafting a metal item at the forge, your divide the cost by 100 gp instead of 50 gp.
  • You have naturally adapted to hot climates as detailed in chapter 5 of the Dungeon master's Guide.

FOUR-LEGGED FREEDOM

Prerequisites: Centaur.
You can attack with your rear hooves. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You double all jumping distances and heights.
  • You have advantage on Dexterity or Strength saving throws or opposed checks to avoid being knocked prone.
  • If your initiative card is a Spade, your Speed increases by 20 feet.

GIANT FIGHTING

Prerequisites: Dwarf.
You are from a clan that had to deal with regular giant attacks. You gain the following benefits:

  • Increase your Constitution, Dexterity or Strength score by 1, to a maximum of 20.
  • You gain +2 AC when attacked with a melee or ranged weapon attack by a creature of the giant type.
  • You can use the Disengage action as a bonus action when fighting creatures of the giant type.
  • If your initiative card is a Spade, you can use the above two features versus any creature of a size larger than you (not just of the giant type).

GIANT STRIDE

Prerequisites: Half-giant.
Your large steps take you further and you can move through smaller enemies. You gain the following benefits:

  • Your speed increases by 10 feet.
  • You can move through the spaces of creatures one size smaller than you, but you cannot end your turn in a space occupied by another creature. (Normally, a creature must be two sizes difference from you to move through their space).
  • You can use a bonus action to stomp on one creature one ore more sizes smaller than you, whose space you move through. Treat this as an unarmed attack.
  • If your initiative card is a Club, you knock prone any target you hit with this special stomp attack.

GO FOR THE THROAT

Prerequisites: Shifter (longtooth or swiftstride).
You know how to make the killing blow. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per turn, if you have advantage and hit a target with a melee attack whilst shifting, you deal an extra 2d6 damage of the same type as the attack.
  • On a Club, this damage is +2d10 damage.

GREAT FEEDER

Prerequisites: Goblin.
Goblins love to eat and are renowned for eating practically anything. You have developed sharp teeth and an iron stomach. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have a bite attack. You can use your sharp teeth as an unarmed strike, dealing 1d4 slashing damage. (If using our House Rules this is a natural weapon attack and you are proficient in Natural Weapons).
  • You have advantage on saving throws versus disease and poison, and resistance to poison damage.

GROUP MIND LINK

Prerequisites: Kalashtar.
You can communicate telepathically with a group of creatures. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You can grant your mind link racial feature to a number of creatures equal to your Charisma modifier +1 (minimum of one).

HEROIC DESTINY

Prerequisites: Aasimar, human or zabrak.
You are here for a reason and have a destiny to fulfill. You gain the following benefits:

  • Increase any one ability score by 1, to a maximum of 20.
  • When you fall to 0 hit points or less, you instead go to 1 hit point. You cannot use this feature if the damage was enough to kill you outright. You cannot use this feature again until you complete a long rest.
  • If your initiative card is a King or Queen, you gain one inspiration token (or card if using our Inspiration Deck house rules). You must use the token by the start of your next turn or it is lost.

HOWL

Prerequisites: Canisaran or shifter (longtooth).
You can howl to strike terror into your enemies. You gain the following benefits:

  • Increase your Strength, Constitution or Charisma score by 1, to a maximum of 20.
  • As an action, you can howl, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. You must complete a short rest before you can use this feature again.

IMPENETRABLE MIND

Prerequisites: Bith, cerean, duros, gith (githzerai), mon calamari or shardmind.
Your mind is alien to others and a mental fortress against psychic attacks. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have resistance to psychic damage.
  • If your initiative card is a diamond you have advantage on all Intelligence, Wisdom and Charisma saving throws.

IMPROVED GAZE

Prerequisites: Medusa.
Your gaze attack has a longer range. You gain the following benefits:

  • Extend the range for your Petrifying Gaze feature to 60 feet.
  • If the target fails its initial saving throw by 5 or more it is instantly petrified.
  • A target initially restrained, but then makes their second saving throw, is slowed until the end of their next turn.

INSECTOID MOVEMENT

Prerequisites: Thri-kreen.
You leap quickly and without warning and you use your claws and multiple limbs to climb quickly. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain a climb speed equal to your movement speed.
  • Once on each of your turns if you jump out of the reach of opponents you do not promote opportunity attacks from those opponents.
  • If your initiative card is a spade, you can jump out of the reach of any number of opponents and you do not promote opportunity attacks this round.

INSTANT GROWTH

Prerequisites: Wood Woad.
You are able to manipulate your body in unusual ways to show off your plant heritage. You gain the following benefits:

  • You can use each of these features once and regain the ability to do so following a long rest. Each feature lasts for 10 minutes, but ends early if you are incapcitated, if you die, or if you dismiss it as a bonus action.
  • You can cast the enlarge part of the enlarge/reduce spell. You require no spell companents, but your weapons and equipment do not grow to adjust to your new size. Your natural weapon attacks each deal an extra die of damage and you have a reach of 10 feet. Attacks with weapons still deal normal damage unless you have a weapon sized for a Large creature.
  • You grow an extra limb. Whilst you have a third limb, you can hold an extra item and manipulate one item as a free action per turn. You also have advantage on all checks made to climb or increase your climb speed by 10 feet if you have a climb speed.
  • Any number of your limbs (chosen by you) become vine-like tendrils. Whilst in this form you can use an action to grapple with each limb. Each tendril is also a natural weapon that you can use to make an unarmed strike. if you hit with it, the target takes 1d6 + your Strength modifier bludgeoning damage, instead of the normal bludegining damage for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendage cannot precisely manipulate anything and can't wield weapons, magic items, or other specialised equipment.
  • You extend all limbs (including those affected by the above feature), gaining a reach of 15 feet or 20 feet if currently size Large.

IRON HOOVES

Prerequisites: Centaur.
You are deadly with your hoof attacks. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Your Hooves feature use a d6 for damage instead of a d4.
  • If your initiative card is a Spade, you can use your Hooves as a bonus action even if you have not used your Charge.
  • If your initiative card is a Club, your hooves deal d8 for damage instead of a d6.

JUNGLE DWELLER

Prerequisites: Canisaran (jungle), dug, halfling (jungle), rodian, tabaxi, theran or tigran.
You use the vegetation to your advantage. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You have advantage on all Strength (Athletic) checks made to climb. (This applies to Dexterity checks made to climb for those with the Light Frame feat).
  • When you would suffer falling damage, if you are not restrained, you can make a Dexterity saving throw to reduce the damage by half. The DC for this save is 10 +1 per 10 feet fallen.
  • You have naturally adapted to hot climates as detailed in chapter 5 of the Dungeon master's Guide.
  • If your initiative card is a Spade and you have some sort of vegetation within 5 feet of you, you gain +2 to AC and Dexterity saving throws.

KHENRA TWIN

Prerequisites: Sibeccai/khenra.
You have a twin and that twin is still alive. You gain the following benefits:

  • Increase one ability score by 1, to a maximum of 20. Your twin also increases the same ability score by 1, to a maximum of 20.
  • If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • If your initiative card is a joker, your twin is also treated as having a joker if they are within 30 feet of you and you can see them.

LIGHT ELF MAGIC

Prerequisites: Elf (high, eladrin).
You are descended from or have learnt to channel the magic of the light elves - the majestic and mysterious elves of hidden valleys and crystal towers. You gain the following benefits:

  • You know the light cantrip. When you reach 3rd level, you can cast the detect magic and moonbeam as 2nd level spells once each with this trait and regain the ability to do so once you finish a long rest. When you reach 5th level, you can cast the aura of life spell once with this trait and regain the ability to do so once you finish a long rest. You do not require material components when casting these spells, and Constitution or Wisdom (your choice) is your spellcasting ability for these spells.

LIGHT FRAME

Prerequisites: Catfolk, chadra-fan, dug, faen, halfling, gnome, goblin, ibisil, kenku, ratling or tabaxi.
You use your lack of bulk to your advantage. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can choose to make climbing checks using Dexterity (Acrobatics) instead of using Strength (Athletics).
  • Whenever you are forced to move, you can add a further 10 feet to the distance you move if you choose.
  • If your initiative card is a spade you add +1 to your AC if there is at least one humanoid of Medium size, that is not making the attack roll, within 5 ft. of you.

LONE KHENRA

Prerequisites: Sibeccai/khenra.
You have no twin or your twin is dead. You gain the following benefits:

  • Increase one ability score by 1, to a maximum of 20.
  • You are immune to the frightened condition.
  • If your initiative card is a joker, you can also count it as any other suit of your choosing.

LONGLIFE LEARNING

Prerequisites: Elf.
You have not only lived to see a lot in your many years, you get to go over and commit the important details to memory during your reveries. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain Expertise in the History skill. (You add double your proficiency bonus in place of proficiency bonus).
  • You also gain Expertise in one of the following skills: Arcana, Nature or Religion.
  • You learn another language of your choice.

MAGIC RESISTANCE

Prerequisites: Dwarf, or medusa.
For various reasons, many races are inherently resistant to magic. You gain the following benefits:

  • You have advantage on saving throws against spells and other magical effects.

MANIFESTATION

Prerequisites: Elf.
Through your primal connection to the world, an arcane connection to ley lines or the Feywild or Shadowfell, you can manifest an imposing presence. This may involve being surrounded by light or shadow, taking on a more appealing or frightening presence, but is often described as simply being 'more there'. This feat taps into the feeling of elves being 'otherworldly', so may not be suitable for some settings. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You can cast the enthrall spell once with this trait and regain the ability to do so once per long rest. You do not require material components to cast this spell using this trait and Intelligence, Wisdom or Charisma (chosen at the time you take this feat) is your spellcasting ability for this spell.
  • Whilst the enthrall is in effect on you, you also have advantage on Charisma (Persuasion) or Charisma (Intimidation) rolls. You must choose which skill when you first manifest enthrall and cannot change during this casting.
  • If your card is a Diamond, one target of your Persuasion or Intimidation check, must oppose your roll with a Wisdom saving throw, and if they fail, they are charmed (Persuasion) or frightened (Intimidation) by you for the duration of the entrall effect.

MEDUSA MAGIC

Prerequisites: Medusa.
You gain access to magic common to the medusa known as the undercity gorgons. You gain the following benefits:

  • You can cast the expeditious retreat and the misty step spells once each with this trait and regain the ability to do so when you finish a long rest.
  • When you reach 5th level, you can cast the fog cloud spell once with this trait and regain the ability to do so following a long rest.
  • You do not require material components to cast these spells using this trait and Charisma is your spellcasting ability for these spells.

MEDUSA NATURAL WEAPONS

Prerequisites: Medusa.
You have the advanced natural weapons of a true medusa or awaken these features through a day long ritual. You gain the following benefits:

  • Your head tendrils become small vipers. If you are grappling a target or are within 5 feet of a restrained target, you can make a snake hair attack against that target as a bonus action. If a creature grapples you, you can make a snake hair attack as a reaction. Your head snakes are a natural weapon that you are proficient with and they have the finesse weapon property. If you hit with them, you deal piercing damage equal to 1d4 + your Dexterity modifer, and the target must make a Constitution saving throw or suffer 4d6 poison damage. The DC to resist the poison is equal to 8 + your proficiency bonus + your Constitution modifer.
  • At the time you take this feat, you can also choose for your hands to delevop claws. Your claws are natural weapons that you can use to make unarmed strikes. (In our weapon group house rules, they are simply part of the Natural Weapons group). If you hit with your claws, you deal slashing damage equal to 1d4 + your Strength modifer, instead of the bludgeoning damage normal for an unarmed strike.
  • If using our weapon groups house rule, this feat grants you proficiency in the Natural Weapons group.
  • If your initiative card is a Spade, you can use your action to attack any target within 5 feet with your snake hair.

MEPHIT BREATH

Prerequisites: Halfling (elemental/Eledros).
You call on inner elemental spirit to exhale a breath weapon. You gain the following benefits:

  • When you select this feat, you must select a type of mephit spirit that is within you. This choice must be the same for other racial feats that connect with a mephit.
  • You can use a bonus action to exhale destructive energy. Your breath weapon has different features determined by the type of elemental spirit within. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. After you use your mephit breath, you cannot do so again until you finish a short or long rest.
  • Following using your breath weapon, you gain resistance to a particular damage type as determined by your breath weapon for 1 minute.
Mephit breath features
Mephit Breath form Damage and effects Increased effects with levels on a failed save Resistance gained
Air 15 ft. cone gust of air Strength save or be knocked prone At 6th level also pushed 5 ft; 10 ft at 11th level; 15 ft at 16th level All ranged weapon attacks
Dust 15 ft. cone of blinding dust Dexterity save or blinded until the end of the target's next turn At 6th level blinded for 1 minute, but a creature can repeat the saving throw at the end of each of its turns to remove the condition. At 11th level target is also pushed 5 ft; pushed 10 ft. at 16th level. All ranged weapon attacks
Earth 15 ft, cone of gravel and grit 1d8 bludgeoning damage, half damage with a Dexterity save Damage increases to 2d8 at 6th level; 3d8 at 11th level; 4d8 at 16th level. Bludgeoning damage
Fire 15 ft, cone of flame 1d8 fire damage, half damage with a Dexterity save Damage increases to 2d8 at 6th level; 3d8 at 11th level; 4d8 at 16th level. Fire damage
Ice 15 ft, cone of cold 1d8 cold damage, half damage with a Dexterity save Damage increases to 2d8 at 6th level; 3d8 at 11th level; 4d8 at 16th level. Cold damage
Lightning 5 by 15 ft, line of lightning 1d8 lightning damage, half damage with a Dexterity save Damage increases to 2d8 at 6th level; 3d8 at 11th level; 4d8 at 16th level. Lightning damage
Magma 15 ft, cone of flame 1d8 fire damage, half damage with a Dexterity save Damage increases to 2d8 at 6th level; 3d8 at 11th level; 4d8 at 16th level. Fire damage
Mud 1 Medium or smaller target within 15 ft, viscus glob of mud Dexterity save or restrained for 1 minute. Target creature can repeat the saving throw at the end of each of its turns to end the effect. Two appropriate targets at 6th level; 3 targets at 11th level; 4 targets at 16th level. Bludgeoning damage
Salt 15 ft, cone of salt crystals 1d8 slashing damage, half damage with a Dexterity save Damage increases to 2d8 at 6th level; 3d8 at 11th level; 4d8 at 16th level. Slashing damage
Smoke 15 ft. cone of smouldering ash Dexterity save or blinded until the end of the target's next turn At 6th level blinded for 1 minute, but a creature can repeat the saving throw at the end of each of its turns to remove the condition. At 11th level target is also takes 1d8 fire damage, half on a save; damage increases to 2d8 at 16th level. Fire damage
Steam 15 ft, cone of scalding steam 1d8 fire damage, half damage with a Dexterity save Damage increases to 2d8 at 6th level; 3d8 at 11th level; 4d8 at 16th level. Fire damage
Water 5 by 15 ft. line water spout Strength save or be knocked prone At 6th level also pushed 5 ft; At 11th level target is also takes 1d8 bludgeoning damage, half on a save; damage increases to 2d8 at 16th level. Bludgeoning damage

MEPHIT MAGIC

Prerequisites: Halfling (elemental/Eledros).
You access the elemental magic within your elemental spirit. You gain the following benefits:

  • When you select this feat, you must select a type of mephit spirit that is within you. This choice must be the same for other racial feats that connect with a mephit.
  • You know the one cantrip determined by your mephit type. Once you reach 3rd level, you can cast the spell listed below as a 2nd level spell once with this trait, and you regain the ability to do so once you finish a long rest. You do not need to provide material components for spells cast using this feature and Charisma is your spellcasting ability for these spells. If there is a choice pf spells or cantrips in the table below, you choose one of those at the time you take this feat.
  • If your initiative card is a Diamond, you can cast the cantrip or the listed spell as a bonus action if its normal casting time is 1 action. This does not give you more uses of the spell.
Mephit cantrips and spells gained
Mephit Cantrip Spell
Air Gust (XGtE) Gust of Wind
Dust Grit Burst (as Sword Burst (SCAG) but deals slashing damage) Dust Devil (XGtE)
Earth Magic Stone (XGtE) Earth Tremor (XGtE)
Fire Control Flames (XGtE) or Fire Bolt Burning Hands or Scorching Ray
Ice Ray of Frost Fog Cloud or Ice Knife (XGtE)
Lightning Lightning Lure (SCAG) or Shocking Grasp Witchbolt
Magma Create Bonfire (XGtE) Flaming Sphere or Heat Metal
Mud Mold Earth (XGtE) Grease
Salt Salt Burst (as Sword Burst (SCAG) but deals slashing damage) Cloud of Crystals (as Cloud of Daggers) or Color Spray
Smoke Dancing Lights Pyrotechnics (XGtE)
Steam Steam Splash (as Acid Splash but deals fire damage) Blur or Fog Cloud
Water Hydraulic Push (PCC) or Shape Water (XGtE) Encircling Waters (House) or Animate Water (PCC)

MEPHIT SPIRIT CONNECTION

Prerequisites: Halfling (elemental/Eledros).
You forge a connection with the elemental spirit within. You gain the following benefits:

  • When you select this feat, you must select a type of mephit spirit that is within you. This choice must be the same for other racial feats that connect with a mephit.
  • Increase your Constitution score by 1, to a maximum of 20.
  • You can speak Primordial .
  • You gain resistance to poison damage.
  • Whenever you drop to 0 hit points, your mephit manifests and leaves your body. You control this mephit, using the stats of an appropriate mephit from the Monster Manual. The mephit returns to your body if you are stabilised or healed, or if the mephit's hit points are reduced to zero. If you die, the mephit also winks out of existence.

MIGHTY HURL

Prerequisites: Half-giant.
You can throw boulders and other things like your giant ancestors. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • If proficient in Brawling (Simple) and Thrown & Slings (Simple) you add the thrown property to all improvised weapons. You can select objects such as rocks (or creatures) that are larger than typical improvised weapons and double the damage dice as you do with wielding Large-sized appropriate weapons, but this requires two hands. The range for all thrown improvised weapons is Short.
  • If your initiative card is a Club, all thrown weapons have their range increased one range increment this round.

MIND STAB

Prerequisites: Verrik.
Your mind powers have grown in potency. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • Choose one target that took psychic damage from a spell of 1st level or higher that you cast. You can roll one extra dice of the type listed for the spell.
  • If your initiative card is a Diamond, the target is also blinded or deafened (your choice) until the start of its next turn.

MINOTAUR VITALITY

Prerequisites: Minotaur.
Minotaurs are tough, strong beings that recover quickly. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • If you score a critical hit with a melee attack on a round when you have a club for an initiative card, you can immediately spend hit dice to recover hit points as if you had just completed a short rest.
  • When you recover hit dice following a long rest, you recover one extra. (So you recover half your level +1 hit dice).

MIST FORM

Prerequisites: Dhampyr.
Like legendary vampires, you can turn into a cloud of vapours temporarily. You gain the following benefits:

  • You can cast the gaseous form with the following adjustments. You do not need components and the duration is only until the end of your next turn (but still requires concentration). Charisma is your casting ability score for this spell. Once you have cast this spell using this feature, you cannot do so again until you have finished a short or long rest.
  • If you have temporary hit points, you can expend one of them each round to add one round to the duration of your gaseous form spell.

NATURE'S REBIRTH

Prerequisites: Wilden.
Your hardy form allow you to resist the elements and when they do damage you, you can change your aspect. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain resistance to one of the following choices: cold, fire, poison or thunder and lightning.
  • When you take cold, fire, poison, thunder or lightning damage, you can trap that raw elemental power and use it to change the Nature's Aspect you are currently manifesting. If you choose to, immediatley change to a different aspect of your choice, from your Nature's Aspect racial feature. You can use this feature a number of times equal to your Constitution modifer (minimum of 1) and regain all uses following a long rest.
  • If you drop to 0 hit points and are then restored to 1 hit point or more, you can change your Nature's Aspect as if you had taken a long rest.

NOSE FOR MAGIC

Prerequisites: Mojh.
Like a dragon you have a supernatural sense for finding magic. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You know the detect magic spell and can cast it. You must complete a short rest before you can cast this spell again. Intelligence is your casting ability for this spell.

ONE WITH THE EARTH

Prerequisites: Dwarf.
You have a strong connection with the earth are are in tune with everything touching the same earth as you. You gain the following benefits:

  • It does not cost you extra movement to move through difficult terrain due to rocks, sand or earth.
  • You gain tremorsense out to 30 feet, but you must concentrate (as if you had cast a Concentration spell) to maintain this sense.
  • When you hit an enemy standing on the same earthern or stone surface as you with a melee weapon attack, you can also Shove the target as a bonus action. This Shove can only be used to knock the target prone, not push it back.
  • If you have the Charger feat and use it to push a target back, they are also knocked prone if you and the target are on the same earthern or stone surface.

OVERRUN

Prerequisites: Centaur, half-giant.
You plow through your enemies, clearing a path. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Any time you take the Attack action to shove a creature and succeed, you can continue to move in a straight line and continue to make shoving attacks against any creatures of a size smaller than you. Your shoving attack ends when you move your speed and cannot go any further or when you fail your first shoving action. Whilst continuing to shove creatures you can either move them to the side or knock them prone. If they are knocked prone, you can move through their space and continue your shoving movement.
  • If your initiative card is a Club, you can move enemies 5 feet and knock them prone for any successful shove attempts made this turn.
  • If your initiative card is a Spade, you can make one trample attack as a bonus action against any target you knock prone. This is resolved as an unarmed attack, unless you have a more appropriate Natural Weapon attack, such as a centaur's Hooves.

PACK INSTINCTS

Prerequisites: Shifter (longtooth) or togruta.
Your connection to your pack mates is strong and your fight better with allies around you. You gain the following benefits:

  • You deal extra damage if you hit a prone target with a melee attack. This extra damage is 1, plus 1 for every ally that is not incapacitated within 5 feet of the target.
  • Once during your turn when you are shifting or have a club initiative card, you gain advantage to an attack made against a target that has at least one of your allies that is not incapacitated within 5 feet of it.

PARAGON OF THE ANCIENTS

Prerequisites: Wilden.
You connect strongly with the aspect of the ancients. You gain the following benefits:

  • Increase your Constitution, Wisdom or Charisma score by 1, to a maximum of 20.
  • When you are manifesting the Aspect of the Ancients, you can cast the misty step as a first level spell a number of times equal to your Wisdom modifer (minimum 1) with this trait. You regain all uses of this spell when you finish a long rest. Wisdom is the spellcasting ability for this spell.

PARAGON DESTROYER

Prerequisites: Wilden.
You connect strongly with the aspect of the destroyer. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are manifesting the Aspect of the Destroyer, you can use your reaction to make one weapon attack against a target that causes damage to you or an ally within 5 feet of you. You can use this feature a number of times equal to your Dexterity modifer (minimum 1) with this trait. You regain all uses of this trait when you finish a long rest.

PARAGON HUNTER

Prerequisites: Wilden.
You connect strongly with the aspect of the hunter. You gain the following benefits:

  • Increase your Wisdom or Dexterity score by 1, to a maximum of 20.
  • When you are manifesting the Aspect of the Hunter, you can cast the hunter's mark as a first level spell a number of times equal to your Wisdom modifer (minimum 1) with this trait. You regain all uses of this spell when you finish a long rest. Wisdom is the spellcasting ability for this spell.

PARALYZING BITE

Prerequisites: Thr-ikreen.
Your spittle can be a toxin to toher creatures. You gain the following benefits:

  • If you hit a target with your bite attack, you can choose to poison them with your paralytic spittle. The target must make a Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. The DC to resist the poison is equal to 8 + your proficiency bonus + your Constitution modifer. You can use poison in this manner a number of times equal to your Constitution modifier (minimum of 1) and regain all uses following a short rest.
  • As you are more accustomed to biting your enemies, your bite attack now deals 1d6 + your Strength modifier slashing damage.

PLANT MIND

Prerequisites: Wood Woad.
Your mind is not affected by the simple emotions of other creatures. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You are immune to the charmed and frightened conditions.

POTENT REBIRTH

Prerequisites: Deva.
Your short respite allows you to connect with and gather power from your soul. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • If you drop to 0 hit points you deal +2 damage on all attacks following your return to positive hit points. This benefit lasts until you finish a short or long rest.
  • If your initiative card is a Diamond, you have advantage on all attack rolls against any creature that reduced you to 0 hit points. This benefit only lasts from when you return to positive hit points until you finish a short or long rest.

POWERED BREATH WEAPON

Prerequisites: Dragonborn.
Your breath weapon is lethal. You gain the following benefits:

  • Increase your Strength, Constitution or Charisma score by 1, to a maximum of 20.
  • All dice rolled for your Breath Weapon trait are d8's. At 11th level then become d10's and at 17th level they become d12's.
  • If your initiative card is a Club, you can expand the area of your breath weapon if used this round. You can choose to double the length or width of your breath weapon. (Doubling the width of your cone attack simply means duplicating the cone's area side by side).

PSIONIC STOMP

Prerequisites: half-giant.
You combine your strength with your latent psionic ability to knock foes off their feet. You gain the following benefits:

  • Increase your Strength or your Wisdom score by 1, to a maximum of 20.
  • Psionic Stomp. You can stamp your foot and send a psionic ripple through the earth. You can cast earth tremor as a 1st level spell (from the 5E D&D Xanathar's Guide to Everything or Elemental Evil Player's Guide) without needing a material component. After you use this trait, you can't use it again until you finish a short or long rest. Wisdom is your spellcasting ability for this spell.

QUICK BITE

Prerequisites: Canisaran, sibeccai.
You are skilled in using your bite attack as part of your fighting style. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You can use your bite as a bonus action.
  • Your bite attack gains the Finesse weapon property.
  • If you hit with a bite attack you can choose to initiate a grapple as part of the attack. If you maintain a grapple at the start of your turn, you can deal bite attack damage as a free action on your turn.
  • If your initiative card is a Club, you can make the initial bite attack as a free action at any point during your turn.
  • This feat grants proficiency with Natural Weapons if using our weapon group house rules.

QUICK KICK

Prerequisites: Centaur.
You can attack with your rear hooves. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You can use your Hooves as a bonus action at any time (not just at the end of a Charge).
  • If a creature moves into a flanking position on you (attackers are on opposite side of you), you can use your reaction to use your Hooves feature. If you hit with this attack, your Hooves damage dice are doubled as you strike with both feet. If the target hit is of size Medium or smaller they are also knocked prone.
  • If your initiative card is a Club, you can also knock a Large sized creature prone and any creature able to be knocked prone can also be pushed 10 feet first.

QUICKENED BREATH WEAPON

Prerequisites: Dragonborn.
Your breath weapon can be exhaled rapidly, leaving you free to clean up the mess with a melee attack. You gain the following benefits:

  • Increase your Strength, Constitution or Dexterity score by 1, to a maximum of 20.
  • You can use your breath weapon feature as a bonus action.

QUORI SHIELD

Prerequisites: Kalashtar.
You convert assaults on your mind into mental strength. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • Any time you take psychic damage, you gain temporary hit points equal to your level.
  • You can expend your temporary hit points on a one-to-one basis to add extra psychic damage to any successful attack you make that deals psychic damage.
  • If your initiative card is a Diamond, you can expend temporary hit points to add the same amount of psychic damage to any successful attack you make. If this attack already deals psychic damage then the extra psychic damage from this feature is doubled.

REGENERATION

Prerequisites: Dhampyr, wood woad.
Your connection to the supernatural or earth allows you to regenerate for a short period of time. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You can initiate regeneration on your turn as a free action. For the next minute, you regain hit points equal to your level at the start of your turn. Once you use this feature, you cannot use it again until you finish a long rest.
  • For dhampyrs, if you take radiant damage, this trait does not function at the start of your next turn. Furthermore, if you are in direct sunlight, all hit points regained are halved (round up).
  • For wood woads, if you take fire damage, this trait does not function at the start of your next turn. Furthermore, if you are not in direct sunlight or standing on natural earth, all hit points regained are halved (round up).

REPEATING BREATH WEAPON

Prerequisites: Dragonborn.
You can use your breath weapon more frequently. You gain the following benefits:

  • You can use your dragon breath feature a number of times equal to 1 + your Constitution modifier. You regain all uses of this feature following a short rest.

ROAR

Prerequisites: Litorian, shifter (beasthide) or ursus.
You can roar to strike terror into your enemies. You gain the following benefits:

  • Increase your Strength, Constitution or Charisma score by 1, to a maximum of 20.
  • As an action, you can roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. You must complete a short rest before you can use this feature again.

ROOTED IN PLACE

Prerequisites: Wood Woad.
Your lower limbs bind with the earth to provide stability and nutrients. You gain the following benefits:

  • If you do not move on your turn, until the start of your next turn, you cannot be knocked prone and reduce any forced movement by 10 feet.
  • If you do not move on your turn, until the start of your next turn, you have tremorsense. Whilst you have tremorsense, you can detect and pinpoint the origins of vibrations within a 30-foot radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.
  • If you spend a short or long rest rooted in fertile earth, the first hit dice you spend immediately following that rest restores the maximum number of hit points.

RUBBERY HIDE

Prerequisites: Darfellan, nautolan.
Due to spending extra time in the deeps, your tough hide has strengthened further. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain resistance to bludgeoning damage.

SCOURGE OF THE FALLEN

Prerequisites: Deva.
You are very capable of dealing with fiendish influences. You gain the following benefits:

  • All fiends make saving throws with disadvantage against spells or features used by you that deal radiant damage or apply the frightened condition.
  • When you use your Memory of the Thousand Lifetimes racial feature to modify an attack made upon a fiend, you can also apply the modifier from this feature to damage for that attack if you hit.
  • If your initiative card is a Diamond, the above features apply to any creature with an evil alignment.

SCREECH

Prerequisites: Vulkrar.
You can emit a frightening screech to strike terror into your enemies. You gain the following benefits:

  • Increase your Strength, Constitution or Charisma score by 1, to a maximum of 20.
  • As an action, you can screech, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. You must complete a short rest before you can use this feature again.

SERENE COUNTENANCE

Prerequisites: Deva.
Many devas have strong minds and can call upon past memories to help them when in a fix. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You make any Intelligence, Wisdom or Charisma saving throws with advantage to avoid the charmed, frightened and stunned conditions.

SERPENTINE BODY

Prerequisites: Medusa.
Your legs are replaced by a serpentine body. The length of the serpentine tail is at least 20 feet, but your size remains Medium. You gain the following benefits:

  • Your base speed increases to 40 feet.
  • You can use your tail as a natural weapon to attack a creature within 5 feet. Your tail is a natural weapon that you have proficiency with, and you use your Strength modifier for the attack modifer. If you hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier and you can choose to grapple the target if they are size Large or smaller. You deal constriction damage to a grappled target during each of your turns as a fee action if the target has not escaped your grapple. You can only constrict one target at a time.
  • If using our weapon group house rules, this feat grants proficiency with the Natural Weapons group.

SHIFTING AFFINITY

Prerequisites: Shifter.
Your ties to a beast companion is strong and you can channel you spiritual shift through it. You gain the following benefits:

  • Whenever you use your shifting racial feature, one beast companion within 30 feet can also benefit from this feature. The companion must be: an animal you have bonded with using the Animal Affinity feat; a ranger beast master's companion; or any other beast with an Intelligence of 4 or less that is friendly to you or currently charmed by you.

SHIFTY

Prerequisites: Chadra-fan or goblin.
You are even more nimble than the average small humanoid, able to leap out of the way from swinging blades and run to safety. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can take the Dash action or make a Dexterity (Sleight of Hand) skill check as a bonus action on each of your turns.
  • If your initiative card is a Spade, you can use your reaction to move 10 feet if an enemy within 5 feet of you misses you with a melee attack roll. This movement does not provoke attacks of opportunity.
  • If you have the Cunning Action rogue feature, you can combine any two of the following actions as a single reaction: Dash, Disengage, and Hide.

SIZE LARGE

Prerequisites: Ceremonial giant. You must be at least 5th level and have increased your Strength score by at least 2 (after initial race adjustments). Furthermore, you can only take this feat if your DM is comfortable with size Large characters in your game.
You undertake the day long ritual Shu-Rin ("attaining the essence") and grow to size Large. You gain the following benefits:

  • Change your size to Large.
  • If fitted out with weapons made for your size, they deal twice the amount of damage dice.
  • You are considered to have the Humanoid and Giant types for the effects of spells, etc.
  • You become more cumbersome and must take the Clumsy (Minor) drawback.

STEADFAST

Prerequisites: Dwarf.
You do not waver.

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You have advantage on saving throws versus the frightened condition.
  • In any round that you succeed on a save to avoid the frightened condition, you can use your reaction to make a Charisma (Intimidation) check against the creature that forced the check on you. This feature can only be used if a single creature forced the saving throw on you.
  • If your initiative card is a diamond, allies within short range of you also gain advantage on any saving throws made to avoid the frightened condition this round.

STONE FORGE MYSTIC

Prerequisites: Dwarf, kor.
You are a member of a honored tradition. You forge powerful weapons from stone. You gain the following benefits:

  • You gain proficiency in stone mason's artisan tools. If you are already proficient with mason's tools you gain expertise.
  • Weapons you forge from stone do not gain the Fragile weapon property.
  • You know the mending cantrip but can only use it on objects of stone when using this feature.
  • You can cast the stone shape spell once with this trait, and you regain the ability to do so when you finish a long rest. Uses of stone shape with this feature can only be used to make stone tools and weapons. You do not need to provide material components for this spell and Wisdom is your spellcasting ability.
  • Once you reach 5th level, you can infuse one stone weapon you craft or create with the stone shape spell, turning it into a magic weapon. At the end of a long rest, you touch one stone weapon of your crafting. The weapon becomes a magical +1 weapon until you complete a long rest. You can only have one such weapon infused at a time. When you reach 10th level you can create two +1 weapons or a single +2 weapon with this feature. If you die, the magic vanishes from the weapons.

STORM OF CLAWS

Prerequisites: Thri-kreen.
You use your multiple limbs to full effect. You gain the following benefits:

  • Increase your Strength, Constitution or Dexterity score by 1, to a maximum of 20.
  • If you use your bonus action to initiate two-weapon fighting, you can attack with light weapons or your claws with up to three of your extra appendages. You can use this feature a number of times equal to your Constitution modifer (minimum of 1) and you regain all uses following a short rest.
  • If your initiative card is a club, and you hit a creature with a claw attack, once during your turn, you can initiate a grapple as a free action.

STURDY

Prerequisites: Dwarf, tortle.
Your solid build with a low centre of gravity and/or your supernatural connection to the earth makes you very steady on your feet and hard to move. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You can use Constitution in place of Dexterity or Strength checks for saving throws made to resist forced movement or being knocked prone. You can even make a saving throw when none is normally granted. If there is not already a DC, it is 10. On a success you do not fall prone or reduce the distance moved by 5ft. + 5ft for every 5 by which you beat the DC.
  • You can carry up to 50% more items before you are encumbered.

SURFACE WALKER

Prerequisites: Locathah.
You have adapted to live out of the water. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You only gain a level of exhaustion if you go a number of days equal to 1 + your Constitution modifier (minimum 2) without immersing yourself in water.

SURGING DESTINY

Prerequisites: Human.
Your time is now! You gain the following benefits:

  • Increase any one ability score by 1, to a maximum of 20.
  • You double any bonus granted by a Joker. You cannot use this feature again until you complete a short or long rest.
  • If your initiative card is a King (if your character is male) or Queen (if your character is female), you treat it as a Joker (and can therefore use the above feature with that card).

SURVIVAL INSTINCT

Prerequisites: Goblin, ratling or zabrak.
Whether through fear, luck or good old grit, you manage to survive against the odds. You gain the following benefits:

  • When you are below half your maximum hit points, you gain +2 AC.

SWEEPING TAIL

Prerequisites: Dragonborn, lizardfolk.
You can use your tail as a weapon in combat. You gain the following benefits:

  • Increase your Dexterity, Strength, or Constitution score by 1, to a maximum of 20.
  • As an action or a bonus action, you can make a weapon attack with your tail. If you hit, you deal 1d6 + your Strength modifier bludgeoning damage. Your tail has the Trip weapon property.
  • You are proficient with your tail attack. If using our Weapon Group proficiency rules, you gain proficiency in Natural Weapons.

SWIFT CHARGE

Prerequisites: Half-orc.
You have the ferocity of a true orc when it comes to engaging enemies. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Any time you move towards an enemy (including when you take the dash action) and end your move 15ft or less short of the target, you can move to within 5ft of the target (to be within melee reach of them).

TELEPATHIC SENSITIVITY

Prerequisites: Kalashtar.
You access the minds of those with which you share a mind link. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You choose one creature with with you share your mind link racial feature. Whilst connected, you can use their modifier for Intelligence, Wisdom and Charisma saving throws and for Insight and Perception checks.
  • Your chosen creature also benefits from the connection. They can use your modifier for one of the same saving throws or skill checks. This is chosen at the time the mink link is made.

TENGU MAGIC

Prerequisites: Tengu.
Many tengu are known for the inherent magic. You gain the following benefits:

  • You know the minor illusion cantrip. When you reach 5th level, you choose two of the following spells: alter self, invisibility, mirror image, thunderwave. You can cast each of these chosen spells once as 2nd level innate abilities requiring no material components. You must complete a long rest before you can cast these spells again. Charisma is your spellcasting ability for these spells.

THICK HIDE

Prerequisites: Shifter (beasthide) or ursus.
Your hide is thick enough to provide you with protection from attacks. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you are not wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You have resistance to cold damage.

THRI-KREEN PSIONICS

Prerequisites: Thri-kreen.
You manifest psionic abilites common to thri-kreen. You gain the following benefits:

  • You know the mage hand cantrip and the hand is invisible when you cast the cantrip wiht this trait.
  • When you reach 3rd level, you can cast the blur and magic weapon spells once each with this trait and regain the ability to do so once you finish a long rest.
  • When you reach 5th level, you can cast the invisibility spell targeting yourself once with this trait and regain the ability to do so once you finish a long rest.
  • You do not require material components when casting these spells with this trait, and Wisdom is your spellcasting ability for these spells.

TREE STRIDE

Prerequisites: Wood Woad.
You gain the ability to move inside a tree and teleport to another tree. You gain the following benefits:

  • Once on each of your turns, you can use 10 feet of your movement to step magically into one living tree within 5 feet of you and emerge from a second tree within 60 feet that you can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
  • On a Diamond, the tree that you step into, momentarily awakens and can make up to two slam attacks against any creature within 10 feet of it. The attack modifier for these attacks are 4 + your proficiency modifier and deal 2d6 + 4 bludgeoning damage.

UNWAVERING DESTINY

Prerequisites: Aasimar, half-elf, half-orc, human, kor, tiefling or zabrak.
You cannot fail now. That is not your destiny. You gain the following benefits:

  • Increase any one ability score by 1, to a maximum of 20.
  • When you fail a saving throw, you may reroll the save with advantage. You cannot use this feature again until you complete a long rest.
  • If your initiative card is a King or Queen, you may reroll any 1's showing on any dice you roll before the start of your next turn. All rerolls, including 1's, must be accepted.

URSUS FURY

Prerequisites: Ursus.
You do not get mad often, but when you do your enemies should know better than to hang around. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you hit with a melee weapon or unarmed strike in the same round as and immediately following the use of your Burst of Speed trait, you can roll one of your weapon's dice an additional time and add it as extra damage of the weapon's damage type.
  • You can use your Burst of Speed trait a number of times equal to your Constitution modifier +1. These uses recharge after a short or long rest.

VAMPIRIC CHARM

Prerequisites: Dhampyr.
Like a true vampire, the authority in your piercing gaze demands complete submission. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You target one humanoid you can see withing 30 feet of you. If the target can see you, the target must make a Wisdom saving throw or be charmed. The DC for the saving throw is 8 + your proficiency bonus + your Charisma modifier. The charmed target regards you as a trusted friend and will protect you. Although, not under your control, the target takes your requests or actions in the most favourable way it can, and is a willing target for your bite attack. Once you use this feature successfully, you cannot use it again until you finish a long rest.
  • Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the charmed effect on a success. Otherwise, the effect lasts until you or the target take a long rest. The effect also ends if you are on separate planes of existence, you are killed, or when you take a bonus action to end the effect.

WASTELAND WANDERER

Prerequisites: Canisaran (badlands), dwarf (desert), elf (desert), half-elf (Athas), nikto, twi'lek or zabrak.
You are used to being on your feet and have adapted to the heat. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You have advantage on all Constitution checks made to avoid the effects of a forced march or thirst (Player's Handbook chapter 8). This is an Endurance skill check in our House Rules.
  • You have naturally adapted to hot climates as detailed in chapter 5 of the Dungeon master's Guide.

WOODLAND COMMUNICATION

Prerequisites: Wood woad.
You are able to speak with the vegetation around you. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You have the ability to communicate in a limited manner with plants. Plant creatures can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence plant creatures.
  • You can cast the speak with plants spell once with this trait and regain the ability to do so once you finish a long rest. You do not require material components when casting this spell, and Charisma or Wisdom (your choice) is your spellcasting ability for this spell.

WOODS MAGIC

Prerequisites: Wilden, wood woad.
You are able to tap into the primal energy of nature. You gain the following benefits:

  • You know the druidcraft cantrip. When you reach 3rd level, you can cast the pass without trace and entangle spells once each with this trait and regain the ability to do so once you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so once you finish a long rest. You do not require material components when casting these spells, and Constitution or Wisdom (your choice) is your spellcasting ability for these spells.

WOODY HIDE

Prerequisites: Wood woad.
Your bark-like hide is very hard. You gain the following benefits:

  • You have resistance to bludgeoning and piercing damage.
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ADJUSTMENTS TO EXISTING RACIAL FEATS

FADE AWAY

Add the following feature to this feat from Xanathar's Guide to Everything.

  • If your initiative card is a Diamond, one willing ally within close range (5 feet) of you when you blink out can go with you and appear in a space next to you when you reappear.

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