Feats
The following feats are exclusive to this setting. Some feats have discount conditions, while others are associated with religions; see the rules below for details.
Discounts
A feat with a discount condition cost you 1 less feat point if you satisfy those conditions. If you obtain a feat at a discount, the discount condition becomes a part of the feat's prerequisites (so the feat is suppressed while the condition isn't met). You can only obtain one feat at a discount.
Religions
A player can't have feats from more than one religion at a time.
Feats Table
Feat ▼ | Cost | Discount (–1 Cost) | Prerequisites | Religion |
---|---|---|---|---|
Acolyte of Lolugo | 2 | A swim speed | Proficiency in Malese | Aquorism |
Beast Friends | 3 | Gnome (forest) | ||
Blessing of Amnat | 3 | Goblin (dark) or Servant of Amnat background | Mrakism | |
Burning Breath | 4 | Dracaskan (greater), Dragon's Breath feature, Fire Conversion feature | ||
Capricious Nature | 3 | Elf (fey), Fey Step racial trait | ||
Deadly Venom | 2 | Soraskan, Poison Conversion feature, Lingering Venom feat | ||
Elf Eyes | 1 | Elf | ||
Elven Accuracy | 4 | Elf, proficiency in Perception | ||
Flare Glamour | 3 | Elf (fey), Glamour racial trait | ||
Freezing Breath | 4 | Dracaskan (greater), Dragon's Breath feature, One of Frozen Heart feat | Frozen Heart | |
Lingering Venom | 2 | Soraskan, Venomous Claws feature | ||
Malleable Breath | 2 | Dracaskan (greater), Dragon's Breath feature | ||
Mental Block | 1 | Not immune to the frightened condition | ||
One of Frozen Heart | 0 | Dracaskan, Fire Conversion feature | Frozen Heart | |
Paralyzing Venom | 3 | Soraskan, Poison Conversion feature, Lingering Venom feat | ||
Priest of Lolugo | 4 | Acolyte of Lolugo feat | Aquorism | |
Severed Bonds | 1 | Feybound racial trait | ||
Shielding Wings | 4 | Dracaskan | ||
Soaring Wings | 4 | Dracaskan | ||
Swordmage's Ward | 3 | Proficiency in Elvish | Proficiency in Arcana and any martial melee weapon | |
Treesinger's Bow | 3 | Proficiency in Elvish | Proficiency in Nature and the longbow | |
Unusual Upbringing | 1 | Special | ||
Woodland Skirmisher | 3 | Proficiency in Elvish | Proficiency in Nature and Stealth |
For convenience, the list of standard 2D feats is given below.
Feats Table
Feat ▼ | Cost | Prerequisites |
---|---|---|
Alert | 1 | |
Artificer Initiate | 2 | |
Athlete | 2 | |
Bow Master | 3 | Proficiency with shortbows, longbows, or greatbows |
Brawler | 2 | |
Combat Medic | 2 | Proficiency in Medicine |
Crossbow Expert | 4 | |
Crusher | 3 | |
Divine Mark | 1 | |
Dual Wielder | 4 | Proficiency with a light weapon |
Eldritch Adept | 4 | Spellcasting or Pact Magic feature |
Elemental Adept | 1 | The ability to cast at least one spell |
Expert | 3 | |
Fighting Initiate | 4 | Proficiency with a martial weapon |
Frightening | 2 | Proficiency in Intimidation |
Gladiator | 4 | |
Grappler | 3 | Proficiency in Athletics |
Heavily Armored | 2 | Proficiency with medium armor |
Heavy Armor Master | 3 | Proficiency with heavy armor |
Infuriating | 2 | Proficiency in Deception, Performance, or Persuasion |
Keen Mind | 1 | Proficiency in Arcana, History, Investigation, Nature, or Religion |
Lightly Armored | 1 | |
Linguist | 1 | |
Mage Slayer | 3 | |
Magic Initiate | 4 | |
Martial Adept | 4 | |
Medium Armor Master | 2 | Proficiency with medium armor |
Metamagic Adept | 4 | Spellcasting or Pact Magic feature |
Mobile | 3 | |
Moderately Armored | 2 | Proficiency with light armor |
Piercer | 3 | |
Poisoner | 4 | Proficiency with the poisoner's kit |
Polearm Master | 4 | Proficiency with glaives, halberds, or pikes |
Powerful Build | 2 | Strength 2 or higher |
Resilient | 3 | |
Ritual Caster | 3 | Intelligence or Wisdom 1 or higher |
Sentinel | 5 | |
2 | Proficiency in Perception | |
Shield Master | 3 | Proficiency with shields |
Skilled | 2 | |
Slasher | 3 | |
Spell Sniper | 4 | The ability to cast at least one spell |
Squat Nimbleness | 2 | Dwarf or a Small race |
Stick Fighter | 3 | Proficiency with quarterstaffs |
Telekinetic | 4 | |
Telepathic | 3 | |
Torch Fighter | 1 | |
Variant Spells | 1 | The ability to cast at least one spell |
War Caster | 5 | The ability to cast at least one spell |
Weapons Generalist | 1 |
Beast Friends
Beast Friends
Prerequisite: Gnome (forest)
Cost: 3 feat points
Cost: 3 feat points
You gain the ability to make a special bond between yourself and a beast. The beast must be willing and Small or smaller. You can create the bond over the course of an hour, which may be during a short or long rest. You must be within 5 feet of the beast throughout the process as you bond with it. Afterwards, the beast gains the following benefits:
- Whenever the beast finishes a short or long rest, it gains a number of temporary hit points equal to your level.
- The beast learns a random spell on the Beast Spell table. It uses your Intelligence score as its spellcasting ability and your level for the purpose of cantrips. The beast can cast the spell at will unless otherwise specified, and it requires no material components. If the spell requires verbal or somatic components, the beast's squeaks, tail wagging, or other behaviors are sufficient.
You can have a number of bonded beasts equal to your Intelligence score (minimum one). If a beast dies, its bond breaks, and you regain the ability to bond a new beast 1 week after its death.
Beast Spell
d100 | Spell |
---|---|
01-06 | dancing lights |
07-12 | druidcraft |
13-18 | mold earth |
19-24 | shape water |
25-30 | control flames |
31-36 | gust |
37-42 | friends |
43-48 | message |
49-54 | mage hand |
55-60 | spare the dying |
61-64 | primal savagery |
65-68 | thunderclap |
69-72 | poison spray (3/day) |
73-76 | vicious mockery (3/day) |
77-79 | sanctuary (self only) |
80-82 | expeditious retreat (1/day) |
83-85 | hex (1/day) |
86-87 | cause fear (1/day) |
88-89 | thunderwave (1/day) |
90-91 | cure wounds (1/day) |
92-93 | barkskin (self only) |
94-95 | spider climb (self only) |
96 | alter self |
97 | invisibility (1/day, self only) |
98 | dragon's breath (1/day, self only) |
99 | fly (self only) |
00 | Roll twice more, rerolling further 00s |
Dancing Lights
Dancing Lights
Evocation cantrip
Components
V, S, M (a bit of phosphorus or wychwood, or a glowworm)
V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You choose whether each light's position is fixed relative to your location (moving with you) or to the ground. You can also combine the four lights into one glowing, vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light (10 ft.).
You can reconfigure the lights as a repeatable minor action on each of your turns, doing any number of the following for each light:
- Move the light up to 60 feet.
- Switch the light's anchor point from yourself to the ground, or vice versa.
- Dismiss the light.
- Create a new light within range, up to a maximum of four lights.
A light automatically winks out if its distance from you ever exceeds the spell's range. The spell ends if you cast it again or all the lights have gone out.
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Druidcraft
Druidcraft
Transmutation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower bloom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
Mold Earth
Mold Earth
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Difficult Terrain
Difficult Terrain
Each foot traveled through an area of difficult terrain costs 1 extra foot of movement unless otherwise stated. For example, the difficult terrain created by the plant growth costs 3 extra feet of movement per foot traveled. A creature traveling through an area of overlapping sources of difficult terrain only pays the movement cost of the most expensive terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Shape Water
Shape Water
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Control Flames
Control Flames
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as a standard action.
Gust
Gust
Transmutation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Friends
Friends
Enchantment cantrip
Components
S, M (a small amount of makeup applied to the face as this spell is cast)
S, M (a small amount of makeup applied to the face as this spell is cast)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Message
Message
Transmutation cantrip
Components
V, S, M (a short piece of copper wire)
V, S, M (a short piece of copper wire)
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Mage Hand
Mage Hand
Conjuration cantrip
Components
V, S
V, S
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as a standard action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use a standard action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Spare the Dying
Spare the Dying
Necromancy cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You touch a living creature that has 0 hit points. If it is dying, it stops dying. Additionally, it can expend and roll a hit die to regain a number of hit points equal to the number rolled + its Constitution score. This spell has no effect on Constructs or Undead.
Primal Savagery
Primal Savagery
Transmutation cantrip
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Thunderclap
Thunderclap
Evocation cantrip
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
5 feet
5 feet
You create a burst of thunderous sound that can be heard up to 100 feet away. Each other creature within range must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage, or half as much damage on a successful one.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Poison Spray
Poison Spray
Conjuration cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must make a Constitution saving throw. On a failed save, it takes 1d12 poison damage, or half as much damage on a successful one.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Vicious Mockery
Vicious Mockery
Enchantment cantrip
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must make a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, it takes half as much damage and suffers no other effects.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Sanctuary
Sanctuary
1st-level abjuration
Components
V, S, M (a small silver mirror)
V, S, M (a small silver mirror)
Duration
1 minute
1 minute
Casting Time
1 minor action
1 minor action
Range
30 feet
30 feet
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Expeditious Retreat
Expeditious Retreat
1st-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 minor action
1 minor action
Range
30 feet
30 feet
Choose a creature you can see within range. The target can take the Dash action as a minor action for the duration of the spell and as a reaction when the spell is cast. If you are the target, you can Dash as part of the same action used to cast the spell instead of using a reaction.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Dash
Dash
Cost: 2 AP (repeatable)
Add your speed to the movement pool of your Move action. You can then take the Move action.
Move
Move
Cost: 0 AP (repeatable)
You move up to your speed. This action uses a special pool of movement that resets at the start of each of your turns.
Hex
Hex
1st-level enchantment
Components
V, S, M (the petrified eye of a newt)
V, S, M (the petrified eye of a newt)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 minor action
1 minor action
Range
90 feet
90 feet
You place a curse on a creature you can see within range. Choose one ability. While cursed, the target has disadvantage on ability checks made with the chosen ability, and your attacks against it deal an extra 1d6 necrotic damage on a hit.
If the target is dead or has 0 hit points, you can use a repeatable minor action to move the curse to a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Cause Fear
Cause Fear
1st-level necromancy
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You awaken the sense of mortality in one creature you can see within range. A Construct or an Undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends (save ends).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Thunderwave
Thunderwave
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Cure Wounds
Cure Wounds
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability score. This spell has no effect on Undead or Constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Barkskin
Barkskin
2nd-level transmutation
Components
V, S, M (a handful of bark)
V, S, M (a handful of bark)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You touch one willing creature to protect it with regenerating bark. Until the spell ends, the target's skin assumes a bark-like appearance, and at the end of each of the target's turns, the target gains a number of temporary hit points equal to your spellcasting ability score plus your proficiency bonus.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.
Spider Climb
Spider Climb
2nd-level transmutation
Components
V, S, M (a drop of bitumen and a spider)
V, S, M (a drop of bitumen and a spider)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climb speed equal to its walk speed.
Climb
Climb
Natural Movement Modes: Climbing, jumping
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a climb speed to climb, you have advantage on any ability checks made to avoid falling.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Alter Self
Alter Self
2nd-level transmutation
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as a standard action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swim speed equal to your walk speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use a standard action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Swim
Swim
Natural Movement Modes: Jumping, swimming
Other Movement Modes (+1 Cost): Crawling, sneaking
Other Movement Modes (+1 Cost): Crawling, sneaking
When you have a swim speed, your unarmed weapons have the hydrodynamic property.
Swimming
Swimming
Swimming lets you travel in any direction through a liquid. While swimming, you don't sink and are immune to the prone condition.
Hydrodynamic
Hydrodynamic
A hydrodynamic weapon functions normally underwater.
Invisibility
Invisibility
2nd-level illusion
Components
V, S, M (an eyelash encased in gum arabic)
V, S, M (an eyelash encased in gum arabic)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Invisible
Invisible
Effects of This Condition
You can't be seen without specialized aid, such as magic or blindsight. Any equipment you are wearing or carrying similarly can't be seen.
You can take the Hide action once as a free action on the same turn that you become invisible.
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Dragon's Breath
Dragon's Breath
2nd-level transmutation
Components
V, S, M (a hot pepper)
V, S, M (a hot pepper)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use a standard action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Fly
Fly
3rd-level transmutation
Components
V, S, M (a wing feather from any bird)
V, S, M (a wing feather from any bird)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing creature. The target gains a hover speed of 60 feet for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Hover
Hover
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you have a hover speed, you are immune to the prone condition.
Flying
Flying
Flying lets you move through the air. If you are knocked prone while flying, you fall.
Blessing of Amnat
Blessing of Amnat
Mrakism
Amnat has blessed you with special powers of shadows and of revenge. You gain the following benefits:
- When you use the Attack action to make a melee weapon attack while in darkness, you can magically target a creature that you can see even if it is outside your reach. The creature must also be in darkness, and must be within 30 feet of you. The creature doesn't benefit from cover against this attack.
- When you reduce an enemy to 0 hit points while you are in darkness, you magically gain temporary hit points equal to your level. These temporary hit points vanish early if you are exposed to bright light.
Mental Block
Mental Block
Prerequisite: Not immune to the frightened condition
Cost: 1 feat point
Cost: 1 feat point
Your distrust of magic allows you to partially shield yourself from it. You gain the following benefit(s) and drawback:
- You have advantage on Intelligence saving throws.
- If you are a goliath, your Stone's Endurance trait can reduce psychic damage.
- When you attempt to cast a spell, you must first succeed on a Wisdom check. The DC is equal to 5 + the level of the spell. If you fail, it is as if you never attempted to cast the spell, but you can't attempt to cast a spell again on this turn.
Many goliaths have this feat due to their stories of the fearful spirit Inoa'ole, who can possess anyone who opens their mind to magic.
Severed Bonds
Severed Bonds
Prerequisite: Feybound racial trait
Cost: 1 feat point
Cost: 1 feat point
Somehow, you have severed your soul's connection to the Feywild. Before taking this feat, discuss the means by which you accomplish this with your DM, as it may be narratively significant. You gain the following benefits and drawback:
- You lose your Feybound racial trait (and this feat ceases to have any prerequisites for you).
- You can expel your spirit from your body to cast arcane eye without any components once with this trait. Charisma is your spellcasting ability for it. When you cast the spell in this way, you create a miniature version of yourself instead of an eye. You regain the ability to cast it in this way when you finish a long rest.
- While dying, it takes 1 less failed death saving throw for you to die.
Arcane Eye
Arcane Eye
4th-level divination
Components
V, S, M (a bit of bat fur)
V, S, M (a bit of bat fur)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You create an invisible, magical eye within range that hovers in the air for the duration.
You gain the eye's sense of sight in addition to your own. The eye has darkvision (30 ft.) and can look in every direction.
As a standard action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Darkvision
Darkvision
Base sense: sight
Within a specified range, a creature with darkvision can see in dim light as if it were bright light, and in darkness as if it were dim light. The creature can't discern color in darkness, only shades of gray.
Flare Glamour
Flare Glamour
Prerequisite: Elf (fey), Glamour racial trait
Cost: 3 feat points
Cost: 3 feat points
You can flare your glamour for a more potent effect. When you use Glamour, you can augment your guise with any of the following otherworldly elements: an aura of light or darkness, up to a foot of increased height, altered clothing and equipment, indistinct sounds, or the amplification of your voice. You have advantage on Charisma checks for the duration of the Glamour.
You may also choose to evoke fear or awe. If you do so, each creature within 10 feet of you that can see and hear you must make a Wisdom saving throw against your Glamour DC or be frightened (if you evoked fear) or charmed (if you evoked awe). The effect ends on a target if it can neither see nor hear your Glamour, or if it takes damage.
When you flare your Glamour in this way, it requires concentration, it ends after 1 minute, and you can't use Glamour again until you finish a short or long rest.
Charmed
Charmed
Effects of This Condition
- You can't deliberately harm the charmer.
- The charmer has advantage on any ability check to interact socially with you.
Concentration
Concentration
Some spells and other effects require you to maintain concentration in order to keep them active. If you lose concentration, such an effect ends. You can also choose to end concentration on any effect at any time (no action required).
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it.
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
- You lose concentration if you invoke another effect that requires concentration. You can't concentrate on two effects at once.
- Whenever you take damage while you are concentrating, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- You lose concentration on an effect if you are incapacitated or if you die.
- Certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, may require you to succeed on a DC 10 Constitution saving throw to maintain concentration. This is at your DM's discretion.
Capricious Nature
Capricious Nature
Prerequisite: Elf (fey), Fey Step racial trait
Cost: 3 feat points
Cost: 3 feat points
Your moods mimic the seasons. Choose one season below and gain its benefits. Each time you use Fey Step, you can change your choice as you teleport.
Spring. A time of joyous awakening. You add your Charisma score to any Medicine check associated with the Heal action. You also have access to another option when you take the Heal action: if you succeed on a DC 10 Medicine check, the target is cured of one effect causing it to be blinded, deafened, dazed, or poisoned.
Summer. A time of relentless growth. When a creature obstructs your path, you can attempt to force them aside. You can use a minor action and expend 5 feet of movement to force the creature to make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Charisma score. On a failed save, the target is pushed up to 5 feet in a direction of your choice, you enter a space it formerly occupied, and your movement doesn't provoke opportunity attacks from the target for the rest of the turn.
Autumn. A time of diligent harvest. You gain a number of temporary hit points equal to your level + your Charisma score whenever you finish a short or long rest. These temporary hit points disappear if you change your season.
Winter. A time of pensive waiting. You add your Charisma score to Constitution saving throws you make to maintain concentration, as well as to all Intelligence, Wisdom, and Charisma saving throws you make.
Heal
Heal
Cost: 2 AP (repeatable)
With a cursory check at a creature's vitals, you perform one of the following actions:
- Stabilize. You attempt to stabilize one dying creature within your reach. Make a DC 10 Medicine check. On a success, the target stops dying.
- Treat Wounds. You give yourself or an ally within your reach a reprieve. Make a DC 15 Medicine check. On a success, the target can expend a hit die, roll it, and regain hit points equal to the number rolled plus its Constitution score.
Elf Eyes
Elf Eyes
Prerequisite: Elf
Cost: 1 feat point
Cost: 1 feat point
You gain proficiency in Perception.
You can take this feat twice. The second time you take it, you gain expertise in Perception.
Elven Accuracy
Elven Accuracy
When you have advantage on an attack roll that uses Dexterity, Intelligence, Wisdom, or Charisma, you take the highest of three d20 rolls instead of two.
Shielding Wings
Shielding Wings
Prerequisite: Dracaskan
Cost: 4 feat points
Cost: 4 feat points
Your bulk makes flying difficult, but your tough wings make excellent shields. You gain the following benefits:
- Your wings count as a kite shield, and you are proficient with them.
- Your base AC can be calculated as 10 + your proficiency bonus + your Strength score, regardless of your armor.
- If you also have the Shield Master feat, you can use the minor action to shove each creature in a 15-foot cube instead of just one creature if you do so with your wings.
Shield Master
Shield Master
Prerequisite: Proficiency with shields
Cost: 3 feat points
Cost: 3 feat points
You have mastered advanced shield techniques. You gain the following benefits using a shield you're proficient with:
- Donning or doffing a shield costs 1 less action point than normal.
- You can use a make a special push attack using your shield. You are proficient with this attack, and it doesn't have the unarmed property. If you take the Attack action on your turn, you can make this attack as a minor action on the same turn.
- If you're wielding a shield and are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use a reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Push
Push
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to push an opponent. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pushed up to 5 feet away from you.
Unarmed
Unarmed
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
Soaring Wings
Soaring Wings
Prerequisite: Dracaskan
Cost: 4 feat points
Cost: 4 feat points
Your wings are strong enough for flight. You gain a fly speed of 40 feet. If you also have the Shielding Wings feat or are wearing heavy armor, this fly speed is halved.
Fly
Fly
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a fly speed to fly, you fall if your fly speed is 0.
Unusual Upbringing
Unusual Upbringing
Prerequisite: Special
Cost: 1 feat point
Cost: 1 feat point
Special: you can only take this feat at level 1 when you create your character.
You were brought up somewhere unusual for your race. You lose the Language(s) trait of your own race (if you have one) and gain the Language(s) trait of a different race.
Swordmage's Ward
Swordmage's Ward
Prerequisite: Proficiency in Arcana and any martial melee weapon
Cost: 3 feat points
Discount (–1 Cost): Proficiency in Elvish
Cost: 3 feat points
Discount (–1 Cost): Proficiency in Elvish
You blend the arts of magic and swordplay in the style of the elves. You learn the blade ward cantrip. After you cast blade ward, you can cause one creature to take an extra 1d8 force damage when you deal damage to it with a melee weapon attack before the end of your next turn. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Blade Ward
Blade Ward
Abjuration cantrip
Components
V, S
V, S
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
Self
Self
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Treesinger's Bow
You've discovered—or been taught—a technique used by elves to imbue the wood of a bow with nature magic. You learn the shillelagh cantrip, and you ignore its material components. You can cast the spell on a shortbow, longbow, or greatbow, allowing you to use Wisdom instead of Dexterity for the weapon's attack and damage rolls.
Shillelagh
Shillelagh
Transmutation cantrip
Duration
1 minute
1 minute
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Woodland Skirmisher
You know how to take advantage of the terrain when you fight. You gain the following benefits:
- When you hit a creature with a melee attack twice on your turn, if the target is your size or smaller and standing in difficult terrain that it doesn't ignore, you can knock it prone after the second hit.
- When you take the Hide action, you can become hidden from a creature even when you're only lightly obscured from it.
- Making a ranged attack doesn't automatically reveal your location if you were hidden and the attack missed. Reroll the Hide DC instead.
Acolyte of Lolugo
Acolyte of Lolugo
Aquorism
You have entered the clergy of Aquorism in service of the slain kraken Lolugo. You gain the following benefits:
- You gain proficiency in Deep Speech, which you use to conduct rituals and commune with your lesser gods.
- You know the primal savagery cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it; you choose which when you gain this feat. When you cast the spell, your arms turn into tentacles and have the reach (10 ft.) property.
Reach
Reach
The reach of a melee weapon with the "reach" property is given in parentheses after the property's listing.
Priest of Lolugo
Priest of Lolugo
Prerequisite: Acolyte of Lolugo feat
Cost: 4 feat points
Cost: 4 feat points
Aquorism
You deepen your service to Lolugo. You gain the following benefits:
- You gain a mutation of your choice from the Abyssal Mutations table. You can choose a mutation you already have if it makes sense, such as altering a different hand or arm.
- You learn the spell hunger of the void. You can cast it once with this feat without expending a spell slot, regaining the ability to do so when you finish a long rest. Your spellcasting ability for it is the same as the one you chose for primal savagery when you took the Acolyte of Lolugo feat.
Hunger of the Void
Hunger of the Void
3rd-level conjuration
Components
V, S, M (a pickled octopus tentacle)
V, S, M (a pickled octopus tentacle)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
One of Frozen Heart
One of Frozen Heart
Prerequisite: Dracaskan, Fire Conversion feature
Cost: 0 feat points
Cost: 0 feat points
Frozen Heart
You pledge your loyalty and soul to Čalšaus, the Ice Dragon. You gain the following benefits:
- Your Fire Conversion feature becomes Frost Conversion. It is exactly the same as Fire Conversion, except it gives you frost charges instead of fire charges, and the roles of fire damage and cold damage are reversed.
- Each of your features that would use fire charges uses frost charges instead, and the roles of fire damage and cold damage therein (if any) are reversed.
- This feat's Fire Conversion prerequisite becomes a Frost Conversion prerequisite.
Freezing Breath
Freezing Breath
Prerequisite: Dracaskan (greater), Dragon's Breath feature, One of Frozen Heart feat
Cost: 4 feat points
Cost: 4 feat points
Frozen Heart
When you use your Dragon's Breath and expend all your frost charges to deal damage, you can exhale a supercooled breath that can freeze your foes in place. If you do so, each creature that fails its saving throw is also hindered by ice formations (standard action ends), and you stop gaining frost charges at the ends of your turns until you finish a short or long rest.
Hindered
Hindered
Effects of This Condition
- Each foot you travel costs 1 additional foot of movement.
- Attack rolls against you have advantage.
- Your attack rolls and Dexterity saving throws have disadvantage.
Burning Breath
Burning Breath
Prerequisite: Dracaskan (greater), Dragon's Breath feature, Fire Conversion feature
Cost: 4 feat points
Cost: 4 feat points
When you use your Dragon's Breath and expend all your fire charges to deal damage, you can exhale a superheated breath that can set your foes ablaze. If you do so, each creature that fails its saving throw is also ignited (a number of d6's equal to the number of fire charges expended) (standard action ends), and you stop gaining fire charges at the ends of your turns until you finish a short or long rest.
Ignited
Ignited
Effects of This Condition
- You take ongoing fire damage. The amount of ongoing damage is typically specified in parentheses after this condition's listing; for example, "ignited (1d6)" causes 1d6 ongoing fire damage.
- You shed light (20/40 ft.)
Ending This Condition
Unless otherwise specified, this condition ends if you are submerged underwater.
Ongoing Damage
Ongoing Damage
Ongoing damage is damage that you take at the end of each of your turns. When ongoing damage is "save ends", make the saving throw first; you take no damage on a successful save.
Malleable Breath
Malleable Breath
Prerequisite: Dracaskan (greater), Dragon's Breath feature
Cost: 2 feat points
Cost: 2 feat points
You are skilled at manipulating the path of your breath. You can augment your Dragon's Breath in the following ways each time you use it:
- You can change the shape to be a 30-foot line instead of a 15-foot cone.
- You can cause the breath to emanate further than usual, doubling the length of the line or cone. To do so, you must spend additional fire charges equal to the number of fire charges spent on the breath itself. These extra charges are expended immediately after the initial expenditure of charges and don't contribute towards the breath's damage.
Lingering Venom
Lingering Venom
Prerequisite: Soraskan, Venomous Claws feature
Cost: 2 feat points
Cost: 2 feat points
When you use your Venomous Claws and roll a 4 on any of the d4s of the poison damage, the target must succeed on a Constitution saving throw. The DC is 8 + your proficiency bonus + your Constitution score. On a failed save, the target is poisoned (save ends).
Poisoned
Poisoned
Effects of This Condition
You have disadvantage on attack rolls and ability checks.
Paralyzing Venom
Paralyzing Venom
The venom in your claws contains traces of immobilizing neurotoxins. You have a special poison charge that you can expend as if it were a poison charge from your Poison Conversion feature. When the d4 associated with this special poison charge triggers your Lingering Venom feature, the target is paralyzed while poisoned by your Lingering Venom.
This special poison charge replenishes when you finish a short or long rest. Alternatively, when you succeed on a saving throw against being poisoned, you can choose to replenish this special poison charge instead of a regular poison charge. You can never have more than 1 of this special poison charge.
Paralyzed
Paralyzed
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Incapacitated
Incapacitated
Effects of This Condition
- You can't take actions or reactions.
- You can't maintain concentration.
- You can't speak.
Deadly Venom
Deadly Venom
Some of the venom in your claws is highly potent. You have a special poison charge that you can expend as if it were a poison charge from your Poison Conversion feature. When the d4 associated with this special poison charge triggers your Lingering Venom feature, the target takes ongoing poison damage while poisoned by your Lingering Venom. The ongoing damage is a number of d4s equal to half your level.
This special poison charge replenishes when you finish a short or long rest. Alternatively, when you succeed on a saving throw against being poisoned, you can choose to replenish this special poison charge instead of a regular poison charge. You can never have more than 1 of this special poison charge.
Alert
Alert
Cost: 1 feat point
Always on the lookout for danger, you gain the following benefits:
- When you roll initiative, you can add your proficiency bonus to the roll.
- Immediately after you roll initiative, you can swap your initiative with the initiative of one willing ally in the same combat. You can't make this swap if you or the ally is incapacitated.
Artificer Initiate
Artificer Initiate
Cost: 2 feat points
You've learned some of an artificer's inventiveness:
- You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
- You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
- You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
Athlete
Bow Master
As comfortable with a bow at close range as at long range, you gain the following benefits:
- You are proficient with arrows as melee weapons. For you, an arrow's damage die and type is 1d4 piercing, and it has the finesse property. Additionally, when you hit a creature with this attack, your movement doesn't provoke opportunity attacks from that creature for the rest of the turn.
- As a major action, you can make a single, precise ranged attack with a shortbow, longbow, or greatbow. The weapon's normal and long ranges are doubled for the attack, and it ignores half and three-quarters cover. You have advantage on the attack roll if the target is within the weapon's usual normal range.
Finesse
Finesse
Finesse weapons are designed for speed and precision. When you make a melee attack with a finesse weapon, you can use use Dexterity instead of Strength for the attack and damage rolls.
Brawler
Brawler
Cost: 2 feat points
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- You are proficient with improvised weapons.
- The damage die of your unarmed strike is a d4.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a minor action to make a grapple attack against the target.
Unarmed Strike
Unarmed Strike
Simple melee weapon
Cost: —
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
You punch, kick, or otherwise strike at an opponent with your body. On a hit, you deal bludgeoning, piercing, or slashing damage as appropriate.
An unarmed strike that you make with an empty hand also has the light property.
Light
Light
A light weapon is small enough to be easily wielded in one hand. Each time you spend at least 2 AP to take the Attack action and use a light weapon for the attack, you can take the Attack action once later that turn as a minor action. The secondary attack—called an offhand attack—must be made with a different light weapon, and it deals half damage.
Attack
Grapple
Grapple
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to grab an opponent with an empty hand or other suitable appendage. On a hit, the target is grappled by you, with you as the grappling creature.
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
Combat Medic
Crossbow Expert
Crossbow Expert
Cost: 4 feat points
Thanks to extensive practice with the crossbow, you gain the following benefits:
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a minor action to attack with a hand crossbow you are holding.
Crusher
Crusher
Cost: 3 feat points
You are practiced in the art of crushing your enemies, granting you the following benefits:
- Once per turn, when you hit a target with a weapon that deals bludgeoning damage, you can move the target 5 feet to an unoccupied space, provided it is no more than one size larger than you.
- When you score a critical hit with a weapon that deals bludgeoning damage to a target that's no more than one size larger than you, you can knock the target prone.
Divine Mark
Divine Mark
Cost: 1 feat point
Your skin is permanently marked with a religious symbol. The appearance, location, and manner of acquisition of the symbol is up to you. It may be a birthmark you've always had, a tattoo you paid for, or a supernatural mark that appeared at some pivotal moment. Whatever its source, the mark counts as a holy symbol. Like similar holy symbols, it must be visible to be used as a spellcasting focus.
Holy Symbol
Holy Symbol
A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand or wear it visibly.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- When you attack a creature with a light weapon and miss, you gain advantage on the next attack you make with a different light weapon against that creature before the start of your next turn.
- When a creature you can see hits you with a melee weapon attack, you can attempt to parry the blow as a reaction. For each hand holding a light melee weapon that you're proficient with, add your proficiency bonus to your AC for that attack, potentially causing it to miss.
Eldritch Adept
Eldritch Adept
Prerequisite: Spellcasting or Pact Magic feature
Cost: 4 feat points
Cost: 4 feat points
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Elemental Adept
Elemental Adept
Prerequisite: The ability to cast at least one spell
Cost: 1 feat point
Cost: 1 feat point
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Expert
Fighting Initiate
Fighting Initiate
Prerequisite: Proficiency with a martial weapon
Cost: 4 feat points
Cost: 4 feat points
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Frightening
Frightening
Prerequisite: Proficiency in Intimidation
Cost: 2 feat points
Cost: 2 feat points
You are especially menacing. When you take the Frighten action, you can target any number of creatures within range and within 20 feet of each other. Use your passive Intimidation score when you do so.
Gladiator
Gladiator
Cost: 4 feat points
If you're wielding a shield when a creature misses you with a melee weapon attack, you can make a melee weapon attack against that creature as a reaction.
Grappler
Grappler
Prerequisite: Proficiency in Athletics
Cost: 3 feat points
Cost: 3 feat points
An expert at grappling, you gain the following benefits:
Heavily Armored
Heavily Armored
Prerequisite: Proficiency with medium armor
Cost: 2 feat points
Cost: 2 feat points
You gain proficiency with heavy armor and heavy shields.
Heavy Armor Master
Heavy Armor Master
Prerequisite: Proficiency with heavy armor
Cost: 3 feat points
Cost: 3 feat points
You can use your armor to deflect strikes that would kill others. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage is reduced by your proficiency bonus.
Infuriating
Infuriating
You are especially irritating. When you take the Taunt action, you can target any number of creatures within range and within 20 feet of each other. Use your passive Deception, Performance, or Persuasion score if you do so.
Keen Mind
Keen Mind
You can think quickly. You gain the following benefits:
- You can take the Study action as a minor action.
- The Recognize Spell reaction is a free reaction for you, and it doesn't count against your limit of 1 reaction per turn.
Lightly Armored
Lightly Armored
Cost: 1 feat point
You gain proficiency with light armor and light shields.
Linguist
Linguist
Cost: 1 feat point
Through study or experience, you gain the following benefits:
- You learn three languages of your choice.
- You have a +5 bonus to Intelligence checks made to understand a language or dialect that you don't already know.
Mage Slayer
Mage Slayer
Cost: 3 feat points
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
- When a creature within 5 feet of you casts a spell, you can use a reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Magic Initiate
Magic Initiate
Cost: 4 feat points
You have trained to channel a specific domain of magic. Pick one of the following domains:
Arcane. You learn the prestidigitation cantrip, plus two other cantrips and a 1st-level spell of your choice with the Arcane tag.
Divine. You learn the thaumaturgy cantrip, plus two other cantrips and a 1st-level spell of your choice with the Divine tag.
Primal. You learn the druidcraft cantrip, plus two other cantrips and a 1st-level spell of your choice with the Primal tag.
When you take this feat, choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells. You can cast the 1st-level spell without expending a spell slot a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest. You can also cast the 1st-level spell using any spell slots you have, as normal.
Prestidigitation
Prestidigitation
Transmutation cantrip
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Thaumaturgy
Thaumaturgy
Transmutation cantrip
Components
V
V
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as a standard action.
Martial Adept
Martial Adept
Cost: 4 feat points
You have martial training that allows you to perform a special combat maneuver. You gain the following benefits:
- You learn one maneuver of your choice from the fighter class.
- If you don't already have a maneuver die, your maneuver die is a d4, and you can only use your chosen maneuver a number of times equal to your proficiency bonus. You regain expended uses when you finish a short rest or long rest.
Medium Armor Master
Medium Armor Master
Prerequisite: Proficiency with medium armor
Cost: 2 feat points
Cost: 2 feat points
You have practiced moving in medium armor to gain the following benefits:
- You ignore the unstealthy property of medium armor.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Metamagic Adept
Metamagic Adept
Prerequisite: Spellcasting or Pact Magic feature
Cost: 4 feat points
Cost: 4 feat points
You've learned how to exert your will on your spells to alter how they function:
- You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
- You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Mobile
Mobile
Cost: 3 feat points
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, you gain the benefits of the Disengage action, and difficult terrain doesn't cost you extra movement on that turn.
Moderately Armored
Moderately Armored
Prerequisite: Proficiency with light armor
Cost: 2 feat points
Cost: 2 feat points
You gain proficiency with medium armor and medium shields.
Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
Opportunity Attack
Opportunity Attack
Trigger: you're wielding a melee weapon when either of the following occurs:
You make a melee attack against the triggering creature with your weapon. Your attack, called an opportunity attack, occurs immediately before the target leaves your reach or immediately after the target makes a ranged attack.
Resilient
Resilient
Cost: 3 feat points
Choose one ability score. You gain proficiency in saving throws using the chosen ability.
Ritual Caster
Ritual Caster
Prerequisite: Intelligence or Wisdom 1 or higher
Cost: 3 feat points
Cost: 3 feat points
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Piercer
Piercer
Cost: 3 feat points
You have achieved a penetrating precision in combat, granting you the following benefits:
- Once per turn, when you hit a target with a weapon that deals piercing damage, you can reroll one of the weapon's damage dice. You must use the new roll.
- When you score a critical hit with a weapon that deals piercing damage, you can roll one additional weapon damage die when determining the extra piercing damage the target takes.
Poisoner
Poisoner
Prerequisite: Proficiency with the poisoner's kit
Cost: 4 feat points
Cost: 4 feat points
You can prepare and deliver deadly poisons, granting you the following benefits:
- You know how to bypass a creature's defenses against poison. When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
- When you take the Use action to apply poison to a weapon or piece of ammunition, it costs you 1 action point instead of 2, and you don't need a free hand to do so.
- You can make poison from virtually anything. With one hour of work using a poisoner's kit and an Intelligence (poisoner's kit) check, you can make a number of doses of makeshift poison equal to the the check's result divided by 5 (you still have to provide a container for the poison, such as a vial). Makeshift poison functions as basic poison, except it loses its potency after 8 hours and you add your poisoner's kit proficiency to the save DC.
Poison, Basic (Vial)
Poison, Basic (Vial)
Cost: 100 gp
This vial contains three doses of basic poison.
Use (2 AP). You apply one dose of poison to a melee weapon or piece of ammunition that deals piercing or slashing damage. Once applied, the poison retains its potency for 1 minute or until an attack with the weapon or ammunition hits, whereupon the target makes a DC 10 Constitution saving throw. On a failed save, it takes 2d8 poison damage and is poisoned until the end of your next turn. On a successful save, it takes half as much damage and isn't poisoned.
Powerful Build
Powerful Build
Prerequisite: Strength 2 or higher
Cost: 2 feat points
Cost: 2 feat points
Sentinel
Sentinel
Cost: 5 feat points
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- Creatures provoke an opportunity attack from you even if they take the Disengage action before leaving your reach.
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use a reaction to make a melee weapon attack against the attacking creature.
Sharp Senses
Sharp Senses
Prerequisite: Proficiency in Perception
Cost: 2 feat points
Cost: 2 feat points
As long as you can see and hear, you gain the following benefits:
- You don't suffer from passive Perception falloff.
- You have blindsight (5 ft.). If you already have blindsight from another source, the range of that blindsight is increased by 5 feet.
Blindsight
Blindsight
Base sense: varies
If you have blindsight, you can sense physical shapes within a specified range, allowing you to effectively see creatures and objects within that range. Blindsight doesn't go around cover, nor can it detect color or intangible things. Thus, blindsight enables you to effectively see invisible things, but you can't use it to detect an illusory object created by a spell such as minor illusion.
The base sense of blindsight varies. A common base sense is hearing, in which case blindsight can often be interpreted as echolocation. Some creatures have no base sense for their blindsight; this represents a fundamentally distinct sense, such as a shark's electroreception. When a base sense is present, it is usually given in parentheses after this sense's listing.
Skilled
Slasher
Slasher
Cost: 3 feat points
You've learned where to cut to have the greatest results, granting you the following benefits:
- Once per turn when you hit a target with a melee weapon that deals slashing damage, you can choose one of the weapon's damage dice that rolled a 6 or lower, and a second target within the weapon's reach and within 5 feet of the first target. You graze the second target with the blow that hit the first, dealing slashing damage equal to the number on the chosen die.
- When you score a critical hit with a melee weapon that deals slashing damage, you can use the momentum of the strike to immediately make another attack with that weapon as part of the same action. You can't attack a target that you've already attacked as part of that action.
Spell Sniper
Spell Sniper
Prerequisite: The ability to cast at least one spell
Cost: 4 feat points
Cost: 4 feat points
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Squat Nimbleness
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 5 feet.
- You gain proficiency in the Acrobatics or Athletics skill (your choice).
- You have advantage on saving throws you make to resist being grappled.
Stick Fighter
Stick Fighter
Prerequisite: Proficiency with quarterstaffs
Cost: 3 feat points
Cost: 3 feat points
You have practiced using both ends of a weapon to great effect. You gain the following benefits:
- After you take the Attack action to make a two-handed attack with a quarterstaff or spear, you can use a minor action to make another melee attack with the opposite end of the weapon. The weapon's damage die and type for this attack is 1d4 bludgeoning, and you must hold the weapon in two hands (you don't benefit from the weapon's versatile property for this attack).
- You gain a +1 bonus to AC while wielding a quarterstaff or spear with two hands.
Telekinetic
Telekinetic
Cost: 4 feat points
You learn to move things with your mind, granting you the following benefits:
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence, Wisdom, or Charisma (choose when you select this feat).
- As a minor action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma score, chosen when you select this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Telepathic
Telepathic
Cost: 3 feat points
You awaken the ability to mentally connect with others, granting you the following benefits:
- You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
- You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is Intelligence, Wisdom, or Charisma (choose when you select this feat). If you have spell slots of 2nd level or higher, you can cast this spell with them.
Detect Thoughts
Detect Thoughts
2nd-level divination
Components
V, S, M (a copper piece)
V, S, M (a copper piece)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You gain mindsense (30 ft.) for the duration.
When you cast the spell and as a standard action on each turn until the spell ends, you can focus your mind on a particular creature that you can sense with mindsense to learn its surface thoughts (what is most on its mind at that moment). As a subsequent standard action, you can attempt to probe deeper into that creature's mind. If you probe deeper, the target must make an Intelligence saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use a standard action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
Mindsense
Mindsense
Base sense: none
If you have mindsense, you know the location of thinking creatures within a specified range. A creature can be detected in this way if it knows at least one language, has an Intelligence score of at least -3, or is maintaining concentration. You can also sense whether each detected creature is maintaining concentration. Mindsense doesn't count as a form of sight, however.
Mindsense can penetrate most barriers, but it is blocked by a thin sheet of lead, 1 inch of any other metal, 1 foot of stone, or 3 feet of wood.
Torch Fighter
Torch Fighter
Cost: 1 feat point
Darkness is all too common. Fortunately, you never go anywhere without a trusty torch. You gain the following benefits:
- Through magic, special gear, or some other means, you can light torches unbelievably quickly. You can use the Use to light a torch you're holding as a minor action. You don't need any tools or even a free hand to do so.
- You are proficient with torches as melee weapons. For you, a torch's damage die and type is 1d4 fire, and it has the finesse, light, and thrown (20/60 ft.) properties.
- When you score a critical hit with a torch, the target is ignited (1d4; standard action ends) for 1 minute.
Use
Use
Cost: varies (repeatable)
The Use action allows you to manipulate one object or feature of the environment in a potentially involved way. Activating an item's effect requires the Use action, which takes 2 AP unless otherwise specified. You can also take this action to do anything that the Interact action can do, and unlike the Interact action, it is repeatable.
Interact
Interact
Cost: 0 AP
When you take the Interact action, you manipulate one object or feature of the environment in a trivial way. For example, you could open a door or pick up a dropped weapon. You can also use this action to grapple a willing creature.
If you need to interact with more than one thing on a turn, subsequent interactions require the Use action.
Thrown
Thrown
If a weapon has the "thrown" property, you can make a ranged attack with it by throwing it. If the weapon is a melee weapon, you use the same ability for the attack roll and damage roll that you would use for a melee attack with the weapon.
The numbers shown in parentheses after this property's listing are the weapon's normal range and long range when thrown, in that order.
Variant Spells
Variant Spells
Prerequisite: The ability to cast at least one spell
Cost: 1 feat point
Cost: 1 feat point
When you gain this feat, choose one of the following damage types: acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder. Also choose a number of spells up to your proficiency bonus that deal damage of one of the listed types. When you cast one of the chosen spells, it deals damage of the chosen type instead of the listed type.
Additionally, for each chosen spell, you can change the saving throw associated with the damage. Both the original and new saving throw must be Strength, Dexterity, or Constitution.
Whenever you gain a level, you can replace one of the chosen spells with another, or choose an additional spell if the number of chosen spells is less than your proficiency bonus.
War Caster
War Caster
Prerequisite: The ability to cast at least one spell
Cost: 5 feat points
Cost: 5 feat points
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use a reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 standard action and must target only that creature.