D&D Feats

Last 3 Edits

June 15th, 2019

  • Added new racial feats for Elsir Vale elemental halflings.

June 5th, 2019

  • Added new racial feats for half-giants & one shifter.

May 31st, 2019

  • Added new racial feats for shifters and minotaurs.

Table of Contents

GENERAL FEAT LIST

  1. Alchemical Artillerist (EN5ider, Scientific Sorcery, Matt Roth).
  2. Alert (PHB p165)
  3. Athlete (PHB p165)
  4. Actor (PHB p165)
  5. Bladesinger (Masters of the Wild EN5ider, Thiago Rosa)
  6. Charger (PHB p165)
  7. Couatl Crest (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  8. Crossbow Expert (PHB p165)
  9. Defensive Duelist (PHB p165)
  10. Deva Wings (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  11. Dual Wielder (PHB p165)
  12. Dungeon Delver (PHB p166)
  13. Durable (PHB p166)
  14. Elemental Adept (PHB p166)
  15. Expeditious Alchemy (EN5ider, Scientific Sorcery, Matt Roth)
  16. Grappler (PHB p167)
  17. Great Weapon Master (PHB p167)
  18. Healer (PHB p167)
  19. Heavily Armored (PHB p167)
  20. Heavy Armor Master (PHB p167)
  21. Holy Drive (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  22. Iaijutsu Master (Masters of the Wild EN5ider, Thiago Rosa)
  23. Inspiring Leader (PHB p167)
  24. Keen Mind (PHB p167)
  25. Lightly Armored (PHB p167)
  26. Linguist (PHB p167)
  27. Lucky (PHB p167)
  28. Maculele (Masters of the Wild EN5ider, Thiago Rosa)
  29. Mage Slayer (PHB p168)
  30. Magic Initiate (PHB p168)
  31. Martial Adept (PHB p168)
  32. Medium Armor Master (PHB p168)
  33. Mobile (PHB p168)
  34. Moderately Armored (PHB p168)
  35. Mounted Combatant (PHB p168)
  36. Observant (PHB p168)
  37. Pack Mule (House)
  38. Pernicious Poisoner (EN5ider, Scientific Sorcery, Matt Roth).
  39. Planetar Visage (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  40. Polearm Master (PHB p168)
  41. Remarkable Recovery (House, see below)
  42. Resilient (PHB p168)
  43. Ritual Caster (PHB p169)
  44. Savage Attacker (PHB p169)
  45. Sentinel (PHB p169)
  46. Sharp Shooter (PHB p170)
  47. Shield Master (PHB p170)
  48. Skilled (PHB p170)
  49. Skulker (PHB p170)
  50. Solar Gaze (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  51. Soul of Light (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  52. Spell Sniper (PHB p170)
  53. Tactical Maneuver. (Heroes of the Blade EN5ider, John Lynch).
  54. Tavern Brawler (PHB p170)
  55. Tough (PHB p170)
  56. Unicorn Horn (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  57. War Caster (PHB p170)
  58. Weapon Master (PHB p170)

NEW FEAT DESCRIPTIONS

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.

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.

ADJUSTMENTS TO EXISTING 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

(No extra features).

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.


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 on our D&D Races page.

AMBUSHER

Prerequisites: Aqualish, halfling (jungle), kenku 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.

BATTLE-READY

Prerequisites: Faen (quickling), gith (githyanki) or shifter (swiftstride or wildhunt).
All gith have heightened senses, but the githyanki are focused upon conflict. Faen quicklings with this feat are simply fast. 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).

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), elf (dark/drow) (arachnids), goblin (rodents, wolves), half-elf (Athas) (any one group), harkrinn (avians), ibisil (avians), litorian (felines), shifter (1 type dependent upon totem/heritage), tengu (avians), theran (felines), tigran (felines), 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.

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.
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.

CLIFFWALK SHIFTING

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

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

DETERMINED

Prerequisites: Gith.
Gith do not like being beaten in individual pursuits. 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.

DEVOTION

Prerequisites: 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.

EXCEPTIONAL NIMBLENESS

Prerequisites: 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.

FONT OF RADIANCE

Prerequisites: Aasimar.
Your connection to and use of radiant damage is poweful. 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.

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 of Small size or smaller, but you cannot end your turn in a space occupied by another creature.
  • If your initiative card is a Club, you can use a bonus action to stomp on one size Small creature whose space you move through. Treat as an unarmed attack. If you damage the target it is also knocked prone.

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.

HEROIC DESTINY

Prerequisites: Aasimar or human.
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. You must use the token by the start of your next turn or it is lost. You cannot use this token to turn into XP.

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: Gith (githzerai) or shardmind.
Your mind is alien to 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 you initiative card is a diamond you have advantage on all Intelligence, Wisdom and Charisma saving throws.

JUNGLE DWELLER

Prerequisites: Canisaran (jungle), halfling (jungle), 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.

LIGHT FRAME

Prerequisites: Catfolk, 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.

MEPHIT BREATH

Prerequisites: Halfling (elemental/Elsir Vale).
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 gains 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/Elsir Vale).
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 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/Elsir Vale).
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).

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.

OVERRUN

Prerequisites: Half-giant.
You plough throw 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 size Medium or smaller. 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.

PACK INSTINCTS

Prerequisites: Shifter (longtooth).
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.

POWERED DRAGON BREATH

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.
  • If your initiative card is a Club, you can expand the area of your dragonbreath if used this round. You can choose to double the length or width of a line attack. You double the length of a cone attack.

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.

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.

RUBBERY HIDE

Prerequisites: 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.

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.

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: Goblin.
You are even more nimble than the average goblin, 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 consider to have the Humanoid and Giant types for the effects of spells, etc.
  • You become more cumbersome and must take the Clumsy (Minor) drawback.

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.
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.

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.

STURDY

Prerequisites: Dwarf.
Your solid build with a low centre of gravity and 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.

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).

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 casting 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.

UNWAVERING DESTINY

Prerequisites: Aasimar, half-elf, half-orc, human, or tiefling.
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.

WASTELAND WANDERER

Prerequisites: Canisaran (badlands), dwarf (desert), elf (desert), or half-elf (Athas).
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.

WILD SURVIVOR

Prerequisites: Canisaran, dwarf (wild), elf (desert, wood), firbolg, gnome (forest), goblin, half-elf (Athas), halfling (jungle), lizardfolk, ratling, shifter, theran, tigran, ursus.
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.

ADJUSTMENTS TO EXISTING RACIAL FEATS (from Xanathar's Guide to Everything)

FADE AWAY

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

  • If your initiative card is a Diamond, any willing ally within close range can be granted the same benefits of this feat.

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