ChildOfTheNight . . . by ?: * '''''Blood Sense.''''' You have %define%Blindsight%% out to a range of 60 feet as long as you're not [[Mechanics/Conditions#deafened | %condition%Deafened%%]]. You can pinpoint the location of creatures that have blood (most creatures that are not Undead or Constructs) within this range, and can sense the general direction of such creatures within 1 mile of it. ''Requires '''Katakan'''''.
TrueVampire . . . by ?: * '''''Mind Drinker.''''' You ignore resistance to Psychic damage and treat immunity to Psychic damage as resistance against creatures who you have a telepathic link with, such creatures have disadvantage on saving throws rolled against you, and whenever you deal Psychic damage, you recover hit points equal to half that amount. Additionally, you can form nightmares in the dreams of creatures in your telepathic link who you visit while resting. ''Requires '''''Moroi'''''''.
DarkAdaptation . . . by ?: * '''''Echoes of the Past.''''' You have expanded what constitutes your resting place to include things that were significant to you in life. Any location with strong ties to your experiences in life, such as your childhood residence or a room decorated with several works of art you created while alive, can count as a resting place. A location can be designated as a resting place as long as you keep a single item of significance there, be it a plank of wood from your coffin, a satchel of dirt from your grave, or your favorite doll. This ritual takes one hour, and when you designate a new resting place with this ability, the old one becomes inert. Once you use this ability, you cannot do so again for a number of days equal to @@9 - your Proficiency Bonus@@. '^Modifies '''Resting Place'''^'
LeaderOfThePack . . . by ?: * '''Eternal Hunt.''' You may now maintain your hybrid or beast forms indefinitely. * '''Lunar Coat.''' While you are in your humanoid form, you are no longer vulnerable to bludeoning, piercing, and slashing damage from silvered weapons. In your hybrid and beast forms, you are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered, but retain your vulnerability to silvered weapons. * '''Tame the Beast.''' You no longer become feral by failing the saving throw when exposed to the full moon, though you are still forced to transform. Additionally, in your hybrid or beast form, you also gain the following benefit based on your type of therianthropy: ||!Therianthropy Type ||!Ability Name ||!Ability Description || ||Werebat ||??? ||??? || ||Werebear ||??? ||??? || ||Wereboar ||??? ||??? ||
Skinwalker . . . by ?: * '''Beast Form.''' When you take your hybrid form, you may choose to transform into a Medium or Large beast representative of your therianthropy instead. Your statistics (besides your size) in this form are the same as your hybrid form. Any equipment you aren't wearing or carrying isn't transformed. Additionally, in your hybrid or beast form, you also gain the following benefit based on your type of therianthropy: ||!Therianthropy Type ||!Ability Name ||!Ability Description || ||Werebat ||??? ||??? || ||Werebear ||??? ||??? || ||Wereboar ||??? ||??? || ||Werecat ||??? ||??? || ||Werecrocodile ||??? ||??? ||
BloodOfAsgorath . . . by ?: You are as close to a true dragon you can be without a total transformation. You may select a total of @@two@@ traits selected from the [[Half Dragon]] or [[Soul of the First World]] feats, or from the following traits. You can replace any one of these traits with two secondary traits from the Fiend-Touched gift.
SoulOfTheFirstWorld . . . by ?: Your soul is connected to echoes of draconic might across time and space. You may choose a total of @@two@@ traits selected from the [[Half Dragon]] feat, or from the following traits. You can replace any one of these traits with two secondary traits from the Fiend-Touched gift.
HalfDragon . . . by ?: The draconic influence which acts upon your essence grows stronger. Choose @@two@@ of the following traits. You can replace any one of these traits with two secondary traits from the Dragon-Blooded gift.
TrueCambion . . . by ?: * '''''Mark of Invasion.''''' The weapon attacks of Fiends you summon are magic. Additionally, you ignore the material components of spells that summon fiend creatures, and your concentration on these spells, or any that deal Fire or Necrotic damage, can't be broken as a result of taking damage.
Halo . . . by ?: * '''Mark of the Host.''' The weapon attacks of Celestials you summon are magic. Additionally, you ignore the material components of spells that summon Celestials, and your concentration these spells, or any that deal Fire or Radiant damage, can't be broken as a result of taking damage.
EmpyreanSoul . . . by ?: * '''Mark of Heroic Purpose.''' You are immune to the Charmed and Frightened conditions.
HalfCelestial . . . by ?: The influence of the Upper Planes has manifested in noticeable changes which manifest on your person. Choose two traits the list below. You can replace any one of these traits with two secondary traits from the Heavenly Boon gift. * '''Mark of the Mind.''' You can communicate telepathically to creatures within 60 feet of you. The contacted creature doesn't need to share a language with you to communicate in this way with it, but it must be able to understand at least one language.
HalfFiend . . . by ?: The influence of the Lower Planes has manifested in noticeable changes which manifest on your person. Choose '''two''' traits the list below. You can replace any one of these traits with two secondary traits from the Fiend-Touched gift.
FairFolk . . . by ?: * '''''Mark of the Fierce.''''' Creatures of your choice that start their turns within 30 feet of you must make a '''Wisdom saving throw''' (DC equal to @@8 + your proficiency bonus + your Charisma modifier@@) or be '__Charmed__' or '__Frightened__' (your choice) of you until the start of its next turn. If the creature’s saving throw is successful, it is immune to this ability for the next 24 hours.
MetamagicAdept . . . by ?: * '''''Altered''''' You may only use each of these Metamagic options once without spending additional mana. After you do, you can't do so again until you finish a short if the metamagic would have cost 2 or less mana, or long rest if it cost more than 2 mana. If you are at least a 2nd level sorcerer, you may use these Metamagic options by spending mana as normal.
RitualCaster . . . by ?: *'''Ritual Book.''' You have a ritual book which can be used to store ritual spells similar to a wizard’s spellbook. When you choose this feat, you acquire a ritual book holding @@two@@ 1st-level spells of your choice. Choose @@one@@ of the following spell lists: cleric, druid, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the Ritual tag. 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. *'''Ritual Magic.''' You can cast spells in your ritual book as %define%Rituals%% as long as you keep it in hand while casting one of them. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat). *'''Quick Ritual.''' With this benefit, you can cast a %define%Ritual%% spell you can cast using its regular casting time, rather than the extended time for a %define%Ritual%%. Once you cast the spell in this way, you can’t do so again until you finish a %define%Long Rest%%.
DirtyFighter . . . by ?: *'''Fighting Style.''' You gain the Unarmed Fighting Style. If you already have this fighting style, you may choose another available to the [[Classes/Fighter]] class.
Stealthy . . . by ?: (:Prereq: Dexterity 13:) *'''Bonus Proficiency.''' You gain proficiency in the [[Mechanics/Stealth]] skill. If you are already proficient in the skill, you gain %define%Expertise%% instead. *'''Lay Low.''' If you are [[Mechanics/Conditions#hidden | %condition%Hidden%%]], you can move a number of feet up to @@10 x your Proficiency Bonus@@ in the open without revealing yourself. if you end your turn in a position where you're clearly visible, you reveal yourself. *'''Skulk.''' You learn the Skulk maneuver, and can use its initial ability without spending focus. You can reroll the stealth check once without spending focus. Once you do, you can't do so again until you finish a %define%Long Rest%%.
VigorOfTheHillGiant . . . by ?: *'''''Bulwark.''''' When you are subjected to an effect that would move you at least 5 feet or knock you [[Mechanics/Conditions#prone | %condition%Prone%%]], you can use your %define%Reaction%% to steady yourself. You are then neither moved nor knocked [[Mechanics/Conditions#prone | %condition%Prone%%]]. *'''''Hearty Health.''''' When you are subjected to a spell or ability that restores your hit points, you can regain additional hit points equal to your Constitution modifier. You can regain these additional hit points a number of times equal to your %define%Proficiency Bonus%%, and you regain all expended uses when you finish a %define%Long Rest%%. *'''''Iron Stomach.''''' Whenever you eat food as part of a %define%Short Rest%% and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your @@Constitution modifier + your Proficiency Bonus@@.
WeaponMaster . . . by ?: * '''Weapon Mastery.''' You gain proficiency with simple and martial weapons. If you are already proficient with both, you gain one Fighting Style of your choice from the [[Classes/Fighter]] class. You may not choose the same fighting style twice. Whenever you gain a level, you may exchange this fighting style for another one from the [[Classes/Fighter]] class. * '''Savage Attacker.''' Once per turn when you roll damage for a weapon attack, you can reroll the weapon’s damage dice and use either total. * '''Weapon Study.''' By spending 10 minutes practicing with a magical weapon you are proficient with, you learn all of the weapon's magical qualities, after which you may attune to it. You also learn if the item is %define%Cursed%%, but not the nature of the curse.
Theologian . . . by ?: *'''Bonus Proficiency.''' You gain proficiency in the [[Mechanics/Religion]] skill. If you are already proficient in the skill, you gain %%Expertise%% instead. *'''Spells.''' You learn the ''[[Spells/Thaumaturgy | thaumaturgy]], [[Spells/DetectEvilAndGood | detect evil and good]], and [[Spells/ProtectionFromEvilAndGood | protection from evil and good]]'' spells. You can cast ''detect evil and good'' and ''protection from evil and good'' without spending mana. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a %define%Long Rest%%. You can also cast these spells using mana if you can cast spells of that level or as a %define%Ritual%% if it has the Ritual tag.
Resourceful . . . by ?: * '''Tool Proficiency.''' You gain proficiency in the [[Equipment/HarvestingKit | harvesting kit]]. If you are already proficient with it, you gain %define%Expertise%%. * '''Swift Harvest.''' Both appraising and harvesting a creature take half the time. * '''Waste Note.''' When you fail to harvest a material stack by 5 or less, you acquire half of the stack's items (rounded down) instead of none.
Healer . . . by ?: * '''Skill Proficiency.''' You gain proficiency in the [[Mechanics/Medicine]] skill. If you are already proficient in the skill, you gain %define%Expertise%% instead. * '''Battle Medic.''' As an %define%Action%%, you can spend one use of a healer's kit to tend to a creature and restore @@1d6 + your Intelligence or Wisdom Modifier@@ hit points to it, plus additional hit points equal to yours or the creature's maximum number of Hit Dice (whichever is higher). The creature can't regain hit points from this feat again until it finishes a %define%Short Rest%%.
Cartomancer . . . by ?: *'''Hidden Ace.''' When you finish a %define%Long Rest%%, you can choose @@one@@ spell you know or have prepared and imbue it into a card; the chosen spell must have a casting time of %define%1 Action%%, and its level must be less than or equal to your %define%Proficiency Bonus%%. While the card is imbued with the spell, you can use your %define%Bonus Action%% to flourish the card and cast the spell within without expending mana. The card loses this effect after the spell is cast in this way, or when you finish a %define%Long Rest%%.
Mobile . . . by ?: (:Prereq: Dexterity or Constitution 13:) *'''Dash over Difficult Terrain.''' When you use the %define%Dash%% action, difficult terrain doesn't cost you extra movement on that turn. *'''Feinting Strikes.''' When you make a Melee Attack against a creature, you don't provoke %define%Opportunity Attacks%% from that creature for the rest of the turn, whether you hit or not.
EldritchAdept . . . by ?: * '''Talents.''' You gain @@two@@ [[Classes/WarlockTalents | Warlock Eldritch Invocations]] of your choice. You may use your total class level for prerequisites for @@one@@ of these talents. Whenever you level up, you may replace these talents with different ones.
DualWielder . . . by ?: *'''Enhanced Dual Wielding.''' You can use two-weapon fighting even when the one handed weapons you are wielding aren't %define%Light%%.
Charger . . . by ?: *'''Improved Dash.''' When you take the %define%Dash%% action, your speed increases by 10 feet for that action, and you can use a %define%Bonus Action%% to make one Melee Weapon Attack.
Naturalist . . . by ?: (:Prereq: Intelligence or Wisdom 13:) *'''Bonus Proficiency.''' You gain proficiency in the [[Mechanics/Nature]] skill. If you are already proficient in the skill, you gain %define%Expertise%% with it instead. *'''Spells.''' You learn the ''[[Spells/Druidcraft | druidcraft]]'', ''[[Spells/DetectPoisonAndDisease | detect poison and disease]]'', and ''[[Spells/Goodberry | goodberry]]'' spells. You can cast ''[[Spells/DetectPoisonAndDisease | detect poison and disease]]'' and ''[[Spells/Goodberry | goodberry]]'' without spending mana. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a %define%Long Rest%%. You can also cast these spells using mana if you can cast spells of that level or as a %define%Ritual%%, if they have the %define%Ritual%% tag.
MagicInitiate . . . by ?: * '''Spellcasting Foci.''' You also gain the ability to use the spellcasting focus options available for the spell list you chose: an arcane focus, gaming set, or performance art instrument for Arcane; a holy symbol for Divine, or a druidic focus for Primal.
WildernessAdept . . . by ?: * '''Bonus Proficiency.''' You gain proficiency with @@one@@ of the following: [[Equipment/HerbalismKit | herbalism kit]], [[Mechanics/Nature]], or light armor. If you are proficient with light armor, you can become proficient with medium armor and shields instead. * '''Talents.''' You gain @@two@@ [[Classes/DruidTalents | Druid Secrets of Nature]] of your choice. You may use your total class level for prerequisites for @@one@@ of these talents. Whenever you level up, you may replace these talents with different ones.
Arcanist . . . by ?: [[!Magic Feats]] [[!Skill Feats]]
TwinbladeMastery . . . by ?: *'''Double-Sided Weapons.''' Quarterstaves, spears, and tridents count as double-sided weapons for you while wielding them with two hands, and double-sided weapons have the %define%Finesse%% property when you wield them. *'''Twinblade Strike.''' When you attack with a double-sided weapon as part of the %define%Attack%% action on your turn, you no longer need to use a %define%Bonus Action%% to make the special extra melee attack with it.
Linguist . . . by ?: * '''Languages.''' You learn @@three@@ languages of your choice, and learning new languages takes half the time (rounded down). * '''Linguistics.''' You immediately recognize any language you hear or see written, and you can communicate simple ideas with creatures who can speak at least one language even if you don't share one with them. * '''Cipher.''' You can invent ciphers and are able to teach a cipher to others. Anyone who knows a cipher can encode and read hidden messages made with it; the apparent text must be at least four times longer than the hidden message unless it is obviously encrypted. The DC to detect your ciphers is @@8 + your Proficiency Bonus + your Intelligence modifier@@. If a creature’s passive Intelligence (Investigation) score matches or exceeds this DC, they may try to decipher it, but unless they exceed your cipher DC by 5, they learn only basic information hidden by the cipher.
Gambler . . . by ?: Spending countless hours winning and losing coin in ale-stained taverns has forged you into a consummate gambler and chance-seeking addict. You gain the following benefits and features: * '''Tool Proficiencies.''' You become proficient with a Gaming Set of your choice, and have %define%Expertise%% in all gaming sets you are proficient with. Learning new games takes half the time (rounded down). * '''Card Shark.''' You have %adv%Advantage%% on [[Mechanics/Deception | Deception checks]] to hide what you are thinking, and [[Mechanics/Convince | Convince checks]] when gold or other valuables are involved. * '''Casino Regular.''' When you take the %define%Carousing%% downtime action, you may reroll your result once, but must keep the results of the second roll. Increase the number of allied contacts you can keep by your Proficiency Bonus. Additionally, you can resolve the %define%Gambling%% action with the same week of downtime.
GuileOfTheCloudGiant . . . by ?: (:Description Gives proficiency or expertise in Convince and Deception and allows you to use your reaction to give resistance to damage from an attack roll and teleport away.:)
GrudgeBearer . . . by ?: *'''Initiative Bonus.''' During the first round of any combat against your chosen foes, your Attack Rolls against any of them have %adv%Advantage%%.
InspiringLeader . . . by ?: *'''Bonus Proficiency.''' You gain proficiency in the [[Mechanics/Leadership]] skill. If you are already proficient in the skill, you gain %define%Expertise%% with it instead.
Observant . . . by ?: *'''Bonus Proficiency.''' You gain proficiency in the [[Mechanics/Perception]] skill. If you are already proficient in it, you gain %define%Expertise%% with it instead.
Durable . . . by ?: * '''Bonus Proficiency.''' You gain proficiency in the [[Mechanics/Resilience]] skill. If you are already proficient in the skill, you gain %define%Expertise%% in it instead.
LeadershipTraining . . . by ?: * '''Bonus Proficiency.''' You gain proficiency with one of the following: [[Mechanics/Leadership]], [[Mechanics/Society]], simple weapons, or light armor. If you are proficient with light armor, you can become proficient with medium armor and shields instead. If you are proficient with simple weapons, you can become proficient with martial weapons instead. * '''Talents.''' You gain @@two@@ adventuring talents of your choice from [[Classes/MarshalTalents | Marshal Lessons of War]] or [[Classes/PaladinTalents | Paladin Divine Lessons]]. You may use your total class level for prerequisites for @@one@@ of these talents. Whenever you level up, you may replace these talents with different ones.
CovertTraining . . . by ?: * '''Bonus Proficiency.''' You gain proficiency with @@one@@ of the following: [[Mechanics/Streetwise]], [[Equipment/DisguiseKit | disguise kit]], [[Equipment/ForgeryKit | forgery kit]], [[Equipment/PoisonerKit | poisoner kit]], [[Equipment/ThievesTools | thieves’ tools]], or light armor. * '''Talents.''' You gain @@two@@ [[Classes/RogueTalents | Rogue Skill Tricks]] of your choice. You may use your total class level for prerequisites for @@one@@ of these talents. Whenever you level up, you may replace these talents with different ones.
Historian . . . by ?: *'''Scholarly Lore.''' When you make an Intelligence (Society) check and roll a 20 on the check, you gain a flash of insight on the topic, gaining the benefits of casting ''[[Spells/LegendLore | legend lore]]'' on the subject of the roll. Once you do, you can't do so again until you finish a %define%Long Rest%%.
BattleTraining . . . by ?: (:Description Gives proficiency in your choice of Athletics, Resilience, simple/martial weapons, or light/medium armor and can pick two talents from barbarian or fighter.:) * '''Bonus Proficiency.''' You gain proficiency with one of the following: [[Mechanics/Athletics]], [[Mechanics/Resilience]], simple weapons, or light armor. If you are proficient with light armor, you can become proficient with medium armor and shields instead. If you are proficient with simple weapons, you can become proficient with martial weapons instead. * '''Talents.''' You gain @@two@@ adventuring talents of your choice from [[Classes/BarbarianTalents | Barbarian Developed Talents]] or [[Classes/FighterTalents | Fighter Soldiering Knacks]]. You may use your total class level for prerequisites for @@one@@ of these talents. Whenever you level up, you may replace these talents with different ones.
EverybodysFriend . . . by ?: (:Prereq: Charisma 13:) (:Description Gives proficiency or expertise in Convince and lets you non-magically charm creatures for 1 hour.:) *'''Bonus Proficiency.''' You gain proficiency in the [[Mechanics/Convince]] skill. If you are already proficient in the skill, you gain %define%Expertise%% with it instead. *'''Diplomat.''' If you spend 1 minute talking to a creature who can understand what you say, you may make a Charisma (Convince) check with a DC equal to the creature’s passive Wisdom (Insight) score. On a success, the creature is non-magically [[Mechanics/Conditions#charmed | %condition%Charmed%%]] by you for 1 hour. The charm ends early if you or your allies harm the creature. The creature is immune to this ability for 24 hours if you fail the check or if the charm ends early. *'''Well-Liked.''' Most creatures find it difficult to dislike you. The starting attitude of creatures with 8 or higher intelligence who can understand you is one step higher, as long as it isn't %define%Hostile%%. Additionally, when a creature's attitude towards you increases, increase it by an additional step.
QuickFingered . . . by ?: *'''Cunning Action: Fast Hands.''' You can use a %define%Bonus Action%% to make a Dexterity (Precision) check, use your thieves' tools to disarm a trap or open a lock, or take the %define%Use an Object%% action.
NaturalCharm . . . by ?: (:Description Gives proficiency in your choice of Arcana, a performance art, a game set, light armor, or a language and can pick two talents from bard and sorcerer.:) * '''Bonus Proficiency.''' You gain proficiency with @@one@@ of the following: [[Mechanics/Arcana]], a performance art, a game set, light armor, or a language. * '''Talents.''' You gain @@two@@ adventuring talents of your choice from [[Classes/BardTalents | Bard Adventuring Tricks]] or [[Classes/SorcererTalents | Sorcerer Arcane Innovations]]. You may use your total class level for prerequisites for @@one@@ of these talents. Whenever you level up, you may replace these talents with different ones.
Athlete . . . by ?: (:Prereq: Strength or Dexterity 13:) *'''Bonus Proficiency.''' You gain proficiency in the [[Mechanics/Athletics]] skill. If you are already proficient in the skill, you gain %define%Expertise%% with it instead. *'''Hop Up.''' When you are [[Mechanics/Conditions#prone | %condition%Prone%%]], standing up uses only 5 feet of your movement. *'''Jumping.''' You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet, and you have %adv%Advantage%% on any ability check you make while jumping.
AnimalHandler . . . by ?: *'''Animal Husbandry.''' Your animal friends are well taken care of. You can care for a number of beasts equal to your Proficiency Bonus over the course of a %define%Long Rest%%. For the next 24 hours, these beasts are considered to have ample food and water, and have %adv%Advantage%% on saving throws against the [[Mechanics/Conditions#charmed | %condition%Charmed%%]], [[Mechanics/Conditions#frightened | %condition%Frightened%%]], and [[Mechanics/Conditions#poisoned | %condition%Poisoned%%]] conditions.
Detective . . . by ?: * '''Fact Finder.''' When you take the %define%Research%% downtime action, you may reroll your result once, but must keep the results of the second roll. Increase the pieces of Lore you can keep by your Proficiency Bonus. Additionally, you can resolve the %define%Work%% action with the same week of downtime, using the same Investigation check, so long as they share the information they find with local authorities or organizations.
Alert . . . by ?: * '''Ready.''' You can’t be [[Mechanics/Conditions#surprised | %condition%Surprised%%]] while you are conscious.
AgentOfOrder . . . by ?: * '''Added''' You have resistance to %force%force damage%%.
Actor . . . by ?: (:Prereq: Charisma 13:) (:Description Gives proficiency or expertise in Deception and Oration or Disguise Kit and gives an ability to distract creatures with performances.:)
AcePilot . . . by ?: * '''Lead Foot.''' You can take the %define%Stop%% action as a %define%Bonus Action%%, and you have %adv%Advantage%% on '''Dexterity saving throws''' you make as a part of this action.
Prodigy . . . by ?: * '''Skill Proficiency.''' You gain proficiency in @@one@@ skill of your choice.
HeavyArmorMaster . . . by ?: *'''Damage Reduction.''' If you are already proficient with heavy armor, while you are wearing heavy armor, %physical%bludgeoning, piercing, and slashing damage%% that you take from non magical weapons is reduced by an amount equal to your proficiency bonus.
IronHero . . . by ?: * '''Enrage.''' You have %adv%Advantage%% on attack rolls against a creature that has reduced one of your allies to 0 hit points in the last round. * '''Quick-Time Event.''' If a creature you can see within 60 feet takes a %define%Legendary Action%%, you can use your %define%Reaction%% to try to interrupt the effect. Chose an ability score you have saving throw proficiency with and make an ability check with a DC equal to @@10 plus 3@@ for each action the %define%Legendary Action%% takes. On a success, the %define%Legendary Action%% has no effect, but the actions are still spent. Once this ability successfully negates a %define%Legendary Action%%, you can't use it again until you finish a %define%Short Rest%%.
DungeonDelver . . . by ?: ''As in the '''Player's Handbook''''' except remove reference to Investigation.
AncestralExemplar . . . by ?: (:Description Allows you to select another Paragon Trait.:)
Chef . . . by ?: * '''Added''' As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. [[!Skill Feats]]
Skilled . . . by ?: ''As in the '''Player's Handbook''''', except you get 2 tools if you opt not to get a skill proficiency. [[!Skill Feats]]
SpellSniper . . . by ?: (:Description Grants the Close-Quarters Shooter fighting style, doubles the range of spell attacks, and lets them ignore cover.:) *'''Bypass Cover.''' Your ranged spell attacks ignore half cover and three-quarters cover.
BloodMagic . . . by ?: * '''Life Channel.''' You can channel your lifeforce into the power of your magic. When a creature you can see within 60 feet of you makes a saving throw against a spell that deals damage that you cast, you can add an additional number of d6s to the damage. You have a number of d6s equal to your proficiency bonus that can be spent, and you can expend Hit Dice to add additional d6s equal to the number of Hit Dice expended. The total number of d6s that can be added is equal to the level of the spell. Roll the expended d6s and add them together. The damage that the creature takes increases by an amount equal to that total. If any of the dice have a result of 1 or 2, the number of Hit Dice or uses are refunded equal to the number of dice with a result of 1 or 2. Your free uses are regained at the end of a Long Rest.
AgilePredator . . . by ?: (:Prereq: A natural weapon trait, such as a Bite or Claw attack, or the ability to gain one easily with a class feature, such as Wild Shape or Predatory Strikes:)
WardingMagic . . . by ?: (:Prereq: 6th level, Ability to cast at least three spells:)
Slasher . . . by ?: (:Description Gives the Opportunist fighting style, reduces enemy speed when you hit, and gives disadvantage when you crit.:)
Piercer . . . by ?: (:Description Gives additional damage die when you crit, lets you deal additional damage with a flourish, and allows you to damage a creature even if you miss.:)
Crusher . . . by ?: (:Description Lets you move creatures hit with a bludgeoning weapon, knock them prone, and gives advantage when you crit.:)
TitanGrip . . . by ?: * '''''Weightless Weapons.''''' You can ignore the heavy quality on weapons you wield, or add the light quality to weapons without the heavy quality (no action required). You may wield heavy weapons without penalties if you are Small or smaller.
Telekinetic . . . by ?: (:Description Gives ability to telekinetically grapple or shove a creature and allows you to learn ''mage hand''.:)
FellHanded . . . by ?: ''As in '''Unearthed Arcana: Feats''''' [[!Combat Feats]]
FlexibleWeaponMastery . . . by ?: ''As in '''Unearthed Arcana: Feats''''' except now works with flails or whips instead of just flails. [[!Combat Feats]]
GreatWeaponMaster . . . by ?: * '''''Altered''''' Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to make the attack without adding your proficiency bonus. If the attack hits, you deal additional damage equal to twice your proficiency bonus. [[!Combat Feats]]
LightlyArmored . . . by ?: * '''Added''' With efficient storage, pouches, and pockets, you gain an additional object interaction on your turn which can be used to retrieve or store a single item that weighs 5 pounds or less as long as you are wearing light armor. [[!Combat Feats]]
MageSlayer . . . by ?: * '''''Altered''''' You have advantage on saving throws against spells cast by creatures within 30 feet of you. [[!Combat Feats]]
MartialAdept . . . by ?: * You gain focus equal to half your proficiency bonus. [[!Combat Feats]]
MountedCombatant . . . by ?: ''As in the '''Player's Handbook''''' [[!Combat Feats]]
PolearmMaster . . . by ?: *'''Reactive Strike.''' While you are holding a weapon that has the two-handed and reach properties, you can use your reaction to make one melee attack against a creature that enters the reach you have with that weapon. [[!Combat Feats]]
DefensiveDuelist . . . by ?: * '''''Altered''''' You learn the Deflect maneuver from the Skirmisher combat tradition. If you are wielding a finesse weapon, you can use this maneuver without spending focus. [[!Combat Feats]]
Sentinel . . . by ?: *'''Guardian.''' Immediately after a creature within your reach takes the Disengage action or hits a target other than you with an attack, you can make an opportunity attack against that creature. [[!Combat Feats]]
ShieldMaster . . . by ?: *'''Interpose Shield.''' If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. [[!Combat Feats]]
TandemTactician . . . by ?: * '''''Altered''''' When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 30 feet. [[!Combat Feats]]
BladeMastery . . . by ?: ''As in '''Unearthed Arcana: Feats''''' [[!Combat Feats]]
ShadowTouched . . . by ?: * '''''Altered''''' Also learn a cantrip. The spells' spellcasting ability is Intelligence, Wisdom, or Charisma (your choice). [[!Magic Feats]]
FeyTouched . . . by ?: * '''''Altered''''' Also learn a cantrip. The spells' spellcasting ability is Intelligence, Wisdom, or Charisma (your choice). [[!Magic Feats]]
Telepathic . . . by ?: * '''''Altered''''' Also learn the ''mental barrier'' spell. The spells' spellcasting ability is Intelligence, Wisdom, or Charisma (your choice). [[!Magic Feats]]
DivinelyFavored . . . by ?: * '''Added''' You can also use druidic spellcasting foci. [[!Magic Feats]]
ArtificerInitiate . . . by ?: ''As in '''Tasha's Cauldron of Everything''''' [[!Magic Feats]]
RuneCarverApprentice . . . by ?: *Combined the versions from [[https://media.wizards.com/2022/dnd/downloads/UA2022-drjwf73f8n.pdf | Unearthed Arcana: Giant Options]] and [[https://media.wizards.com/2022/dnd/downloads/UA2022-WondersoftheMultiverse.pdf | Unearthed Arcana: Wonders of the Multiverse]]. [[!Magic Feats]]
WarCaster . . . by ?: * Now grants {+Advantage+} to all concentration checks, not just ones triggered from damage. [[!Magic Feats]]
OutsizedMight . . . by ?: (:Category: Unchanged:) (:Description Gives proficiency in Athletics or Acrobatics, advantage on saves against being moved, and have an increased carrying capacity.:) (:Source: UAGO:) ''As in '''[[https://media.wizards.com/2022/dnd/downloads/UA2022-drjwf73f8n.pdf | Unearthed Arcana: Giant Options]]'''''
ElementalTocuhed . . . by ?: (:Category: Unchanged:) (:Description Gives ability to learn ''druidcraft'' or ''thaumaturgy'' and allows you to attune to an element each long rest, giving you a special ability affiliated with the chosen element.:) (:Source: UAGO:) ''As in '''[[https://media.wizards.com/2022/dnd/downloads/UA2022-drjwf73f8n.pdf | Unearthed Arcana: Giant Options]]'''''
SkillExpert . . . by ?: (:Description Gives proficiency in a skill, expertise in a skill, and a talent from any class.:) (:Source: TCE:)
Poisoner . . . by ?: (:Description Gives proficiency or expertise in poisoner's kit, resistance to poison, and poison DC and usage scales.:) (:Source: TCE:)
VampyrLord . . . by ?: (:Prereq: 17th level, Child of the Night or Unholy Regeneration:) (:Category: New:) '''Prerequisite(s):''' {$:Prereq} You have reached the peak of your necromantic potential, and have become one of the vampyr lords. You are unkillable and inhumanly charismatic, capable of raising thralls for your undead army, and rapidly regenerating any damage you take. You gain the following features: * Choose Strength, Dexterity, Constitution, or Charisma. If the chosen score is lower than 18, it becomes 18. Then, choose one of the remaining three. If the chosen score is lower than 16, it becomes 16. Finally, choose one of the remaining two ability scores. If it is lower than 14, it becomes 14. If the last ability score is lower than 12, it becomes 12. * You may attempt to charm and beguile others. You may target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. Each time you or your allies do something harmful to the target, it can repeat the saving throw, ending the effect on itself as a success. Otherwise, it lasts 24 hours or until you are killed, travel to a different plane of existence, or use a bonus action to end the effect. * Your darkvision extends to 120 feet.