AnimalHandler . . . by ?: *'''Bonus Proficiency.''' You gain proficiency in the [[Mechanics/Animal Handling]] skill. If you are already proficient in the skill, you gain expertise instead. *'''Beast Command.''' You can use a '__Bonus Action__' on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. This action can be used to bypass normal action restrictions, such as with controlled mounts or animal companions. *'''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 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.
EldritchAdept . . . by ?: (:Description Gives two [[Classes/WarlockTalents | Warlock Eldritch Invocations]].:)
Healer . . . by ?: (:Description Gives proficiency or expertise in [[Mechanics/Medicine]] and lets you better stabilize and heal creatures with a healer's kit.:) * '''Skill Proficiency.''' You gain proficiency in the [[Mechanics/Medicine]] skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * '''Battle Medic.''' As an '__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 '__Short or Long Rest__'.
Arcanist . . . by ?: (:Description Gives proficiency or expertise in [[Mechanics/Arcana]] and allows you to learn ''[[Spells/Prestidigitation | prestidigitation]]'', ''[[Spells/DetectMagic | detect magic]]'', and ''[[Spells/Identify | identify]]''.:) * '''Entry-Level Arcana.''' You learn the ''[[Spells/Prestidigitation | prestidigitation]]'' cantrip. You also learn the ''[[Spells/DetectMagic | detect magic]]'' and ''[[Spells/Identify | identify]]'' spells and can cast them once without expending mana. You regain the ability to do so when you finish a '__Long Rest__'. You can also cast these spells using mana if you can cast spells of that level, or as a ritual if it has the ritual tag. The spells' spellcasting ability is Intelligence.
AncestralExemplar . . . by ?: (:Description Allows you to select another Paragon Trait.:)
IronHero . . . by ?: (:Description Gives a bonus to AC against strong creatures, '__Advantage__' against creatures that down an ally, and can attempt to cancel a Legendary Action.:)
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]]
RighteousHeritor . . . by ?: * '''Added''' You have resistance to radiant damage. [[!Combat Feats]]
EverybodysFriend . . . by ?: *'''Diplomat.''' If you spend 1 minute talking to a creature who can understand what you say, you may make a Charisma (Persuasion) with a DC equal to the creature’s passive Wisdom (Insight) score. On a success, the creature is non-magically 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. [[!Skill Feats]]
QuickFingered . . . by ?: *'''Cunning Action: Fast Hands.''' You can use a bonus action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. [[!Skill Feats]]
Observant . . . by ?: *'''Keen Observer.''' You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. [[!Skill Feats]]
Prodigy . . . by ?: * '''Added''' You may select an adventuring talent from any class and immediately learn that talent. It does not count against the number of talents you know. If the talent has any prerequisites you must fulfill them, and whenever you level up, you may replace this talent with a different one. [[!Skill Feats]] [[!Talent Feats]]
Historian . . . by ?: *'''Scholarly Lore.''' When you make an Intelligence (History) check and roll a 20 on the check, you gain a flash of insight on the topic, gaining the benefits of casting legend lore on the subject of the roll. Once you do, you can't do so again until you finish a long rest. [[!Skill Feats]]
Athlete . . . by ?: *'''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 advantage on any ability check you make while jumping. [[!Skill Feats]]
Actor . . . by ?: * '''Added''' While performing, you can try to distract one creature you can see who can see and hear you. Make a Charisma (Performance) check with a DC equal to the creature's passive Wisdom (Insight) score. If your check succeeds, you grab the creature's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing. [[!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.
Cartomancer . . . by ?: *''Hidden Ace.'' When you finish a 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 1 action, and its level must be less than or equal to your proficiency bonus. While the card is imbued with the spell, you can use your bonus action to flourish the card and cast the spell within without expending mana. The card loses its after the spell is cast, or when you finish a long rest.
Crafter . . . by ?: *'''High-Quality Goods.''' Whenever you sell an item you craft, you earn 20% more gold.
TrueVampire . . . by ?: * '''''Darkvision.''''' Your darkvision extends by 60 feet.
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:)
DarkAdaptation . . . by ?: (:Prereq: 3rd level, Vampirism:)
ChildOfTheNight . . . by ?: (:Prereq: 9th level, Vampirism:)
Skinwalker . . . by ?: (:Prereq: 3rd level, Therianthropy:)
HeavyArmorMaster . . . by ?: *'''Powerful Build.''' You count as one size larger when grappling or shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift.
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.
Halo . . . by ?: * '''Mark of Inscrutability.''' You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuses. Wisdom (Insight) checks made to ascertain the your intentions or sincerity have disadvantage. If you have the Mark of the Mind, the range of your telepathy becomes 120 feet.
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]]
Mobile . . . by ?: *'''Feinting Strikes.''' When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. [[!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]]
Tough . . . by ?: *'''Durable.''' When you roll a Hit Die to regain hit points, you add twice your Constitution modifier (minimum 2) to the amount of hit points you regain. [[!Combat Feats]]
TwinbladeMastery . . . by ?: *'''Twinblade Strike.''' When you attack with a double-sided weapon as part of the Attack action on your turn, you no longer need to use a bonus action to make the special extra melee attack with it. [[!Combat Feats]]
Charger . . . by ?: *'''Charge Attack.''' If you move at least 10 feet in a straight line immediately before hitting with a melee weapon attack, the attack deals an additional 1d8 damage of the attack's type and may push the target up to 10 feet away from you, provided the target is no more than one size larger than you. You can use this benefit only once on each of your turns. [[!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]]
Survivalist . . . by ?: You can cast these spells without mana, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using mana you have, and you can cast alarm as a ritual. [[!Magic Feats]]
Telepathic . . . by ?: * '''''Altered''''' Also learn the ''mental barrier'' spell. The spells' spellcasting ability is Intelligence, Wisdom, or Charisma (your choice). [[!Magic Feats]]
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 or long rest. If you are at least a 2nd level sorcerer, you may use these Metamagic options by spending mana as normal. [[!Magic Feats]]
RitualCaster . . . by ?: *'''Quick Ritual.''' With this benefit, you can cast a ritual spell you can cast using its regular casting time, rather than the extended time for a Ritual. Once you cast the spell in this way, you can’t do so again until you finish a long rest. [[!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]]
InspiringLeader . . . by ?: (:Prereq: Wisdom or Charisma 13 or higher:) (:Category: Altered:) Encouraging Performance. You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Wisdom or Charisma modifier (whichever is higher). A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
AcePilot . . . by ?: * '''Bonus Proficiency.''' You gain proficiency with a vehicle type of your choice. If you are already proficient in that type of vehicle, you gain expertise instead. * '''Lead Foot.''' You can take the '__Stop__' action as a bonus action, and you have '__Advantage__' on '''Dexterity saving throws''' you make as a part of this action. * '''Careful Driver.''' Vehicles you are piloting only suffer mishaps when it suffers damage above its mishap threshold and has less than half of its maximum hit points remaining. In addition, when the vehicle does suffer a mishap, you roll twice on the mishap table and choose which die to use for the result. * '''Collision Insurance.''' Vehicles you are piloting gain a bonus to their Armor Class equal to half your proficiency bonus with that vehicle, rounded up.
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]]'''''
DungeonDelver . . . by ?: (:Description Gives advantage to detect secret doors and avoid or resist traps, resistance to trap damage, and fast travel pace does not affect passive Perception.:) (:Source: PHB:)
Linguist . . . by ?: (:Description Gives three languages, the ability to recognize languages you hear or see written and communicate simple ideas, and also create ciphers. Languages take half the time to learn.:) (:Source: PHB:)
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.