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.
SoulOfTheFirstWorld . . . by ?: * '''''Draconic Size.''''' You are Large size, and your unarmed strikes deal an additional 1d6 damage of the same type. '^[Requires a natural weapon, such as a Bite or Claw attack]^'
BloodOfAsgorath . . . by ?: * '''''Mighty Breath.''''' When you use your Breath Weapon using the '''Deep Breath''' trait, you can unleash devastation upon your foes by expending @@two@@ uses of your breath weapon. If you do, choose @@one@@ of the following modifications of the breath weapon.
HalfDragon . . . by ?: The draconic influence which acts upon your essence grows stronger. Choose @@two@@ of the following traits: * '''''Deep Breath.''''' As an %define%Action%%, you can take a deep breath and unleash your Breath Weapon in a more powerful manner. When you do, the damage increases to a number of d10s equal to half your Proficiency Bonus. * '''''Visage.''''' As a %define%Bonus Action%%, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use a %define%Bonus Action%% to revert to your true form or until you die. Instead of one of these traits, you may choose @@two@@ of the following traits instead. * '''''Claws.''''' Your claws are natural weapons with the %define%Finesse%% property, which you can use to make unarmed strikes that deal %physical%slashing damage%% equal to @@1d6 + your Strength or Dexterity modifier@@. * '''''Desert Predator.''''' You gain a burrow speed equal to half your walking speed. You have %adv%Advantage%% on Saving Throws against effects from wind or sand. * '''''Draconic Hide.''''' When you aren't wearing armor, your base AC is @@13 + Dexterity modifier@@. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. * '''''Draconic Senses.''''' You gain proficiency in the [[Mechanics/Perception]] skill. If you are already proficient in this skill, you gain %define%Expertise%% instead.
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.
Skeptic . . . by ?: (:Prereq: Wisdom 13:) * '''Bonus Proficiency.''' You gain proficiency in the [[Mechanics/Insight]] skill. If you are already proficient in the skill, you gain %define%Expertise%% instead. * '''Lie Detector.''' You have a +5 bonus to your passive Wisdom (Insight) score and have %adv%Advantage%% on Insight checks to determine if creatures are lying. * '''Cynical Study.''' When you make an Insight check, you can choose to learn what the creature's bonus to Charisma (Deception) checks is. You can use this ability a number of times equal to your Proficiency Bonus. Once you have, you can't do so again until you finish a %define%Long Rest%%.
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%%.
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__'.
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.
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:)
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]]
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]]
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]]
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.