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Published by shirochaan, 2022-10-25 22:48:22

Enriched Feats

Enriched Feats

Enriched Feats

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Contents

Part I - Introduction 6 Blood Brothers..............................................................12
Bloodmage .......................................................................... 12
Enriching The Game......................................................6 Brain and Bronze..........................................................12
A Compendium of Feats...............................................6 Calculated Clinch........................................................12
Camp Master.......................................................................13
Embracing The Variant Rule.................................6 Cantrip Collegiate .......................................................13
Channeler ............................................................................13
Part II-Enriched Neutral Feats 7 Charger(Enriched) ......................................................13
Coldheart .............................................................................13
Abberant Dragonmark(Enriched) ....................7 Crossbow Expert(Enriched) .................................13
Actor(Enriched) ...............................................................7 Dart Lord..............................................................................13
Alert(Enriched) .................................................................7 Deadeye ...................................................................................14
Arcane Infusion................................................................8 Death's Denial.................................................................14
Arcane Reflector.............................................................8 Defensive Duelist(Enriched) ..............................14
Arcane Savagery................................................................8 Devilish Diplomat.........................................................14
Arcane Shield......................................................................8 Divine Channeler..........................................................14
Arcane Smith.......................................................................8 Double Team.......................................................................14
Arcane Warrior.................................................................8 Dual Wielder(Enriched) .........................................14
Archer's Dance..................................................................8 Dual Wielding Paragon ..........................................15
Armor Breaker....................................................................9 Dungeon Delver(Enriched) .................................15
Arrow Flurry.......................................................................9 Dungeon Devout...........................................................15
Artisan .......................................................................................9 Durable(Enriched) .......................................................15
Assassin .................................................................................... 9 Drunk Luck..........................................................................15
Assault Adept.......................................................................9 Eldritch Overlord .......................................................16
Astute ......................................................................................... 9 Elemental Adept(Enriched) ..................................16
Athelete(Enriched) ........................................................9 Elementalist .......................................................................16
Balanced Grip......................................................................9 Emboldened ........................................................................16
Battlefield Berserker ................................................10 Energist ..................................................................................16
Battering Brtue..............................................................10 Everlasting Vigor.........................................................16
Battlefield Controller ............................................10 Feast Feller.........................................................................17
Battlewise .............................................................................10 Finale ........................................................................................17
Berserking Arcanist ...................................................10 Finessed Finesser...........................................................17
Blacksmith ...........................................................................10
Blade Dancer(Enriched) .........................................10
Blade Master......................................................................11
Blader's Arc(Enriched) ............................................11

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First Bloodletter ..........................................................18 Mounted Combatant(Enriched) ......................23
Fleet Feet...............................................................................18 Necrotic Rites...................................................................23
Flesh Carver.......................................................................18 Observant(Enriched) .................................................23
Flesh Fortress..................................................................18 Phoenix Soul.....................................................................23
Focused Psionic..............................................................19 Plague Doctor.................................................................23
Furthered Resolve........................................................19 Polearm Master(Enriched) ...................................23
Gladiator ..............................................................................19 Primordial Hunter......................................................23
Glaive Dancer...................................................................19 Quartermaster .................................................................24
Glass Cannon...................................................................19 Reactive Ranger...............................................................24
Grappler(Enriched) .....................................................19 Resilient(Enriched) .....................................................24
Great Weapon Master(Enriched) ....................19 Ritual Caster(Enriched) ..........................................24
Havoced Bludgeoner .................................................20 Rune Caster.........................................................................24
Healer(Enriched) ..........................................................20 Savage Attcker(Enriched) .....................................25
Heavily Armored(Enriched) ................................20 Senitnel(Enriched) ......................................................25
Heavy Armor Master(Enriched) .......................20 Sharpshooter(Enriched) .......................................25
Heavy Sleeper....................................................................20 Shield Master(Enriched) .......................................25
Herculean ............................................................................ 20 Skilled(Enriched) .........................................................25
High Noon..........................................................................20 Skulker(Enriched) ........................................................25
Inspiring Leader(Enriched) .................................20 Solarity .................................................................................. 25
Jack of All Trades..........................................................21 Sonic Manipulator......................................................25
Keen Mind(Enriched) .................................................21 Spell Singularity...........................................................26
Kinetic Arcana..................................................................21 Spell Sniper(Enriched) .............................................26
Legionnaire ........................................................................ 21 Stormbringer ....................................................................26
Life Giver...............................................................................21 Summoner's Savant.....................................................26
Lightly Armored(Enriched) ................................21 Tactical Commander ...................................................26
Light Armor Master ....................................................21 Tavern Brawler................................................................26
Linguist(Enriched) ......................................................21 Teleportation Terror ................................................26
Lucky(Enriched) ............................................................. 22 Tough(Enriched) ...........................................................26
Mage Slayer(Enriched) ............................................22 Transmutative Arhcer ...............................................27
Magic Initiate(Enriched) .......................................22 Unshakable ......................................................................... 27
Martial Adept(Enriched) ........................................22 Vortex Chaser...................................................................27
Medium Armor Master(Enriched) ..................22 War Caster(Enriched) ...............................................28
Mobile(Enriched) ..........................................................22 Weapon Master(Enriched) ....................................28
Moderately Armored(Enriched) .....................22 Whip Master.......................................................................28

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Part III - Enriched Racial Feats 29 Gith ...............................................................................................33
Aarackocra ........................................................................... 29 Warped Mentalism........................................................33

Sky Warden..........................................................................29 Gnome .........................................................................................33
Aasimar ......................................................................................29 Fade Away(Enriched) ..................................................33
Svirfneblin Magic(Enriched) .............................33
God Born..............................................................................29
Aetherborn ........................................................................... 30 Goblin ........................................................................................ 34
Wrath of The Small....................................................34
Unsatiated Nightmare ............................................. 30
Animated Armor...............................................................30 Goliath ..................................................................................... 34
Unrelenting .......................................................................34
Bastioned Soul................................................................30
Bugbear .....................................................................................30 Grung ..........................................................................................34
Callous Amphibian .......................................................34
Silent Bruiser...................................................................30
Centaur.................................................................................... 31 Half-Orc .................................................................................34
Orcish Fury(Enriched) .............................................34
Equus Enforcer..............................................................31
Changeling ...........................................................................31 Halfling ...................................................................................34
Bountiful Luck................................................................34
Amorphous Genome....................................................31
Dragonborn ......................................................................... 31 Hobgoblin ..............................................................................34
Warring Glory.................................................................34
Dragon Fear(Enriched) ...........................................31
Dragon Hide......................................................................31 Human .........................................................................................34
Breath of Ancients ......................................................31 Wayfarer ................................................................................34
Dwarf .......................................................................................... 31
Kalashtar ............................................................................... 35
Dwarven Fortitude......................................................31 Partylink ...............................................................................35
Elf/Half-Elf .........................................................................32 Renegade ............................................................................... 35

Drow High Magic(Enriched) ..............................32 Kenku ..........................................................................................35
Elven Accuracy(Enriched) ....................................32 Shadowed Deceiver......................................................35
Fey Teleportation(Enriched) .............................32
Fey Wings..............................................................................32 Kobold .......................................................................................35
Revenant Blade................................................................32 Urd Ability...........................................................................35
Wood Elf Magic..............................................................32
Firbolg .......................................................................................32 Leonin ........................................................................................ 35
Beast Magic.........................................................................32 Undaunted .......................................................................... 35
Genasi .........................................................................................32
Dao Legacy...........................................................................32 Lizardfolk ..............................................................................35
Djinn Descent...................................................................33 Cold Predator..................................................................35
Efreeti Lineage.................................................................33
Marid Inheritance........................................................33 Locathah .................................................................................36
Leviathan Grit..................................................................36

Loxodon ...................................................................................36
Mindful Fortitude .......................................................36

Minotaur .................................................................................36
Labyrinthian Heart ......................................................36

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Orc ................................................................................................ 36 Credits:
Ruthless Fury...................................................................36
Written by Benjamin Marsteller
Satyr .............................................................................................36
Hedonism of The Wilds ...........................................36 Art by Warpaint, Refluo, Vuk Kostic,
Tithi Luadthong, Digital Storm,
Shifter....................................................................................... 36 Warm_Tail, Konstantin G
True Transformation ................................................36

Simic Hybrid.........................................................................36
Combine Amalgam.........................................................36

Tabaxi ......................................................................................... 37
Agility Sense......................................................................37

Tiefling/Feral Tiefling............................................37
Flame of Phlegethos .................................................37
Infernal Constitution(Enriched) .................37

Tortle .........................................................................................37
Tortle Protector...........................................................37

Triton .........................................................................................37
Maelstrom Sentinel....................................................37

Vedalken ..................................................................................37
Eternal Precision..........................................................37

Verdan ........................................................................................37
Entropic Connection ................................................37

Warforged ..............................................................................38
Defensive Measures .....................................................38
Elemental Servo.............................................................38

Yuan-Ti Pureblood.......................................................38
Apathetic Superiority ................................................38

Miscellaneous ....................................................................38
Prodigy (Enriched) ......................................................38
Stout Nimbleness(Enriched) ..............................38

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Introduction

Enriching The Game

The following list details over 150 homebrew feats as well as
adjusted, core feats from the 5th edition of Dungeons and
Dragons. In essence, feats offer immense variation,
customization, and what truly differentiates characters. With
that in mind, the list attempts to offer unique and powerful
options for the variant feat rule when a character would be
subject to Ability Score Improvement.

Comparatively, the following feats provide a greater power
increase when utilized. However, every Dungeon Master may
freely tweak and adjust these feats as needed for their game
and what suites their play style. The main intent behind the
following is to allow player characters greater control over
shaping their ideal avatar for the world their DM constructs.

A Compendium of Feats

Rather than simply list the homebrew and altered feats only,
this list will contain all feats that have been left untouched as
well in order to offer a complete compendium of possible feat
options. For official feats that have been altered, a marking of
(Enriched) will appear next to the feat title. Keep in mind, not
all the official feats are tweaked; as such, they will not be
marked with the (Enriched) tag.

As a note, each feat has been given the ability to grant the
player characters an increase in ability scores. This aims to
focus on the variant feat rule as the main benefit of a
character reaching a level where they would improve their
Ability Scores. In this sense, a character with poor stats still
has an incentive to choose a feat as they will still be able to
increase an Ability Score. If this addition to each feat does
not suite your game, simply ignore the initial Ability Score
increase options on feats you wish to remove it from. As
detailed below in variant options, you may increase the 1
point Ability Score increase to 2 to truly focus on feats rather
than increasing Ability Scores. Of course, this means the
player characters will be relatively more powerful, but this
choice lies with the DM and the level of power they wish to
grant their players.

Embracing The Variant
Rule

A secondary purpose in using this resource is for Dungeon
Masters and Players that wish to fully engage in the variant
feat rule. If your group wishes to fully utilize feats, you might
consider offering 2 ability score increases rather than 1
wherever detailed in a feat. If this power spike is too great,
consider reducing the damage bonuses from a feat or offering
the player's less uses of an ability that a feat grants.
Ultimately, these feats are simply further ideas and options
for the Dungeon master to offer their players, and in
whatever way they must be altered for your game should
focus on the enjoyment your group gets from playing.

Part 1 | Introduction

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Enriched Neutral Feats (A-Z)

Abberrant Dragonmark (Enriched) Actor (Enriched)
Increase your Constitution or Intelligence score by 1, to a Increase your Charisma or Wisdom score by 1, to a
maximum of 20. maximum of 20.
You learn a cantrip from the sorcerer spell list. In addition, You gain advantage on Charisma (Persuasion), Charisma
choose a 1st-level spell from the sorcerer spell list. This is (Deception), and Charisma (Performance) checks
your aberrant spell. You learn that spell and can cast it at whenever you attempt to pass for a different person.
its lowest level. Once you cast it, you must finish a short or You can mimic the speech of another person or the
long rest before you can cast it again. Constitution is your sounds made by other creatures. You must have heard the
spellcasting ability for these spells, and any spells of 1st person speaking or heard the creature make the sound for
level or lower that you cast may also use Constitution as at least 1 minute. A successful Wisdom (Insight) check
your spellcasting ability. contested by your Charisma (Deception) check allows a
When you cast your first level spell with your aberrant listener to determine that the effect is faked.
mark, you may roll and expend one of your Hit Dice; if you You gain proficiency with the Disguise Kit; if you already
roll an even number, you gain temporary hp equal to the have proficiency, you gain expertise.
number rolled; if you roll an odd number, one random
creature within 30feet of you (determined by the DM, but Alert (Enriched)
not including you) takes force damage equal to the Increase your Dexterity or Wisdom score by 1, to a
number rolled maximum of 20.
Optional DM Choice (Growing Aberrant Power): You gain a +5 bonus to initiative.
Whenever a character reaches 10th level with this feat in Creatures cannot gain advantage on attack rolls against
their possession, the DM may grant that character an epic you as a result of being hidden from you.
boon of the DM’s choice; the character either immediately You cannot be surprised while you are conscious.
gains the epic boon or has a 10% chance to gain it when Additionally, during a surprise round, one weapon or spell
they reach tenth level; if they do not get it at 10th level, attack roll you make deals 1 additional damage die.
they have a 10% chance every level thereafter until they
receive an epic boon.

Part 2| Enriched Neutral Feats (A-Z) 7

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Arcane Infusion Arcane Smith
Prerequisite: Intelligence, Wisdom, or Charisma 13 or Prerequisite: Proficiency with Smith's tools and ability to
higher cast at least one spell

Increase your Intelligence, Wisdom, or Charisma score by Increase your Intelligence or Strength score by 1, to a
1, to a maximum of 20. maximum of 20.
You gain the knowledge to infuse your spells with You gain proficiency in Intelligence (Arcana) checks; if you
combined power: whenever you cast a spell using a spell already have proficiency, you gain expertise.
slot, you can replace the spells damage type with a During a long or short rest, you may combine your arcane
damage type of another spell you have prepared. and smithing knowledge to inscribe a singular rune on 1
Additionally, when you take this feat, choose two 3rd level weapon or 1 suit of Armor, magical or nonmagical. When
spells or lower that you know and can cast and have a you inscribe the rune, choose from Acid, Lightning, Fire,
casting time of 1 action; these two spells can, once each Cold, Thunder, or Poison. If your rune is placed on a
long or short rest, be cast as part of the same action, weapon, the first successful attack made with that weapon
expending 1 spell slot of a level equal to the highest level during the round deals an additional 1d6 of the damage
spell chosen. type chosen. This damage bonus lasts until you next rest.
If your rune is placed on armor, the wearer may choose to
Arcane Reflector use their reaction upon taking the chosen damage type to
Prerequisite: Intelligence, Wisdom, or Charisma 15 or gain resistance to that damage type. The resistance lasts
higher for 1 hour.

Increase your Intelligence, Wisdom, or Charisma score by Arcane Warrior
1, to a maximum of 20. Prerequisite: The ability to cast at least one spell
You may grant yourself advantage on a spell effect saving
throw (no action required). Increase your Intelligence, Wisdom, or Charisma score by
Alternatively, as a reaction, you may attempt to reflect a 1, to a maximum of 20.
spell attack back to its caster; The spell must target you. You may consume a 2nd level spell slot to grant yourself
You must make a spellcasting ability check against the proficiency in any one-handed weapon you are wielding or
caster's spell save DC; on a success, you reflect the spell a 3rd level spell slot to gain proficiency in any two-handed
back to the caster and they are subject to half the spell's weapon you are wielding. The proficiency lasts for 8
damage or effect, but on a failed check, you are subject to hours. While proficient with a weapon in this way, the
the full effect of the spell as normal. weapon is considered an arcane focus for you. You may
You may use the above abilities a number of times equal to utilize your spell attack and spell damage modifier in
your proficiency bonus each long rest. place of the normal ability score you would use for a
weapon of that type. Finally, as a bonus action, you may
Arcane Savagery conjure the weapon you are proficient with in this way to
Prerequisite: The ability to cast at least one spell anywhere within 30ft of you as long as the weapon is
within 1 mile of you.
Increase your Intelligence, Wisdom, or Charisma score by Additionally, you may consume a 2nd level spell slot to
1, to a maximum of 20. grant yourself proficiency in light armor, a 3rd level spell
Once each turn when you roll damage for a spell attack, slot to grant proficiency in medium armor, or a 4th level
you can reroll the spell's damage dice and use either total. spell slot to grant proficiency in heavy armor. The
You add your spell casting ability modifier to all spell proficiency lasts for 8 hours. While proficient with armor
attack damage rolls unless already stated as part of the in this way, you may utilize your spellcasting ability in
spell. place of your Dexterity modifier to calculate your AC while
Your spell attacks are considered critical strikes on a roll wearing the armor.
of 19 or 20.
Archer's Dance
Arcane Shield Prerequisite: Proficiency with a ranged weapon
Prerequisite: The ability to cast at least one spell
Increase your Dexterity or Wisdom score by 1, to a
Increase your Intelligence, Wisdom, or Charisma score by maximum of 20.
1, to a maximum of 20. Creatures have disadvantage when making attacks of
As a reaction to an incoming attack, you may sacrifice a opportunity against you while you are wielding a ranged
spell slot of 1st level or higher to increase your AC by an weapon.
amount equal to 4 + the level of the spell. The shield lasts When an enemy makes an attack targeting you, you may
until the end of your next turn. use your reaction to make a ranged attack if within 60ft of
After the triggering attack, any spell attack that targets you the attacker and then move up to half your movement
allows you to roll 1d6: on a roll of 6, you regain the spell speed as part of the same reaction. This movement does
slot expended to trigger the shield. not provoke attacks of opportunity.

Part 2| Enriched Neutral Feats (A-Z)

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Armor Breaker Assault Adept
Prerequisite: Proficiency with a heavy, two-handed, melee Prerequisite: Proficiency with any axe, hammer, mace,
weapon morningstar, or flail

Increase your Strength or Constitution score by 1, to a Increase your Dexterity, Strength, or Constitution score by
maximum of 20. 1, to a maximum of 20.
When you make an attack with a heavy, two-handed, melee While wielding any axe, hammer, mace, morningstar, or
weapon and your attack roll is off by 5 or less of the flail with which you are proficient, you gain the following
creatures AC, your attack still lands but it does half benefits:
damage. As a bonus action, you may assume a defensive stance
granting you +1 AC or an offensive stance granting you +1
Arrow Flurry to attack rolls with these weapon; the stance lasts until the
Prerequisite: Dexterity 15 or higher end of your next turn.
When you land a critical strike with one of these weapons,
Increase your Dexterity or Wisdom score by 1, to a you roll two additional damage dice.
maximum of 20. When you take the attack action, you may make an attack
During the first round of initiative, if you take the attack with one of theses weapons as a bonus action.
action, you may make one additional attack as part of the The first successful attack you make during the round
same action with a ranged weapon. with these weapons deals an additional 1d6 of the
On any round after the first round of initiative, while weapon's damage type.
wielding a ranged weapon, you may then take a -3 penalty
to your attack roll in order to Fire a second round of Astute
ammunition, or a -5 penalty to your attack roll to Fire a Increase your Intelligence or Wisdom score by 1, to a
third round of ammunition during one of your attacks; maximum of 20.
each additional piece of ammunition deals an extra 1d6 You may use your Intelligence or Wisdom score to
damage of the ranged weapon's damage type. calculate your Initiative bonus rather than Dexterity.
During a long or short rest, you may choose between
Artisan Intelligence or Wisdom saving throws to grant yourself
Increase any ability score of your choice by 1, to a advantage on that type of saving throw until you next rest.
maximum of 20.
You gain proficiency in any two tool sets of your choice Athlete (Enriched)
and expertise in any tool sets you are already proficient in. Increase your Dexterity or Strength score by 1, to a
The time it would normally take to use any of your tool maximum of 20.
sets with which you are proficient or have expertise is cut You gain proficiency with Dexterity (Acrobatics) and
in half. Strength (Athletics) checks; if you already have
proficiency, you gain expertise.
Assassin When you are prone, standing up uses only 5 feet of your
Prerequisite: Dexterity 15 or higher movement.
Climbing doesn’t halve your speed.
Increase your Dexterity, Intelligence, or Charisma score You can make a running long jump or a running high jump
by 1, to a maximum of 20. after moving only 5 feet on foot, rather than 10 feet.
When you are hidden from a creature, and you make an
attack roll against that creature with a finesse or light Balanced Grip
weapon, you may add your proficiency bonus to the Prereauisite: Proficiency with a finesse weapon and
damage roll of the attack. Dexterity and Strength 13 or higher
If you attack a target during initiative or a surprise round
that has not yet taken a turn, your attack is considered a Increase your Dexterity or Strength score by 1, to a
critical strike. maximum of 20.
Your weapon attacks with finesse and light weapons are Your attacks with finesse weapons add both your Dexterity
considered critical strikes on a roll of 19 or 20. modifier and Strength modifier to attack rolls and damage
rolls.
Expertise: it's mentioned a lot When you land a critical strike with finesse weapons, you
may double either the Dexterity modifier or the Strength
Expertise is a shorthand simply meaning if you modifier on the damage roll.
have expertise in any skills, saving throws, tool Your weapon attacks with finesse weapons are considered
sets, or instruments you add double your critical strikes on a roll of 19 or 20.
proficiency bonus to any checks you make with
those skills, saving throws, tool sets, or
instruments. It's a Rogue class exclusive, but now
your Cleric can be an expert with a Disguise Kit
too.

Part 2| Enriched Neutral Feats (A-Z) 9

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Battlefield Berserker Berserking Arcanist
Prerequisite: Strength 15 or higher Prerequisite: The ability to cast at least one spell

Increase your Strength or Constitution score by 1, to a Increase your Intelligence, Charisma, Wisdom, or
maximum of 20. Strength score by 1, to a maximum of 20.
You may wield any two handed, heavy, melee weapon with Whenever you cast a spell with a spell attack roll that does
which you are proficient in one hand, allowing you to not have a range of touch, you may instead make the
engage in two weapon fighting with a weapon in your range touch. When you change the range to touch in this
other hand that is not two-handed. way, you may make the attack Reckless as in the Reckless
Before you make an attack roll while engaging in two attack ability of the Barbarian: you gain advantage on the
weapon fighting this way, you may take a -5 penalty to your attack roll, but creatures have advantage on attack rolls
AC to add +5 to both the attack rolls and damage rolls against you until the start of your next turn.
until the end your turn with both weapons; your AC Additionally, if you change the range to touch in this way,
remains reduced until the start of your next turn. you add your proficiency bonus to the damage roll of the
spell if the spell deals damage, or a creature makes their
Battering Brute saving throw with disadvantage if the creature must make
Prerequisite: Strength 13 or higher a saving throw after the attack roll. If the spell deals both
damage and forces the target to make a saving throw, you
Increase your Strength or Constitution score by 1, to a choose which effect occurs.
maximum of 20.
When you make a melee attack against a creature of size Blacksmith
medium or smaller and the attack lands, you may force Increase your Dexterity, Intelligence, or Strength score by
them to make a Strength saving throw (no action 1, to a maximum of 20.
required) of a DC equal to your attack roll; if the creature You gain proficiency in smithing tools; if you already have
fails, they fall prone and your next successful attack roll proficiency, you gain expertise.
against the creature deals an additional 1d8 damage. On a During a short or long rest, you may sharpen one weapon
successful save, nothing happens. You may force creatures or up to 15 pieces of ammunition, nonmagical or magical.
to make a saving throw in this way a number of times each Sharpening a weapon or ammunition in this way grants
long rest equal to your Strength modifier. the weapon or ammunition your proficiency bonus as a
bonus to damage rolls. These effects last until you next
Battlefield Controller rest.
Prerequisite: Intelligence, Wisdom, or Charisma 15 or Additionally, during a long or short rest you may work on a
higher set of armor, either granting the wearer a bonus to AC
equal to half your proficiency bonus (rounded down) or
Increase your Intelligence, Wisdom, or Charisma score by eliminating disadvantage on stealth checks caused by the
1, to a maximum of 20. set of armor. These effects last until you next rest.
You may concentrate on one additional spell that requires
concentration. When making concentration checks, you Blade Dancer
make a separate check for each spell you are Prerequisite: Dexterity 13 or higher
concentrating on.
You add the modifier of whichever ability score you used Increase your Dexterity or Strength score by 1, to a
to take this feat to Constitution saving throws required to maximum of 20.
maintain concentration over your spells. When you take the attack action while wielding a finesse
When you cast a spell that forces any number of targets to or light weapon with which you are proficient, and land
make a saving throw and you are concentrating on 1 or two consecutive strikes against a singular creature, you
more spells, you may choose to roll two additional damage may force the creature to make a Dexterity saving throw
dice for the spell or force the targets to make their saving (no action required) against your choice of a Dexterity
throw at disadvantage. (Acrobatics) check or a Strength (Athletics) check. On a
failed save, the creature has disadvantage on attacks
Battlewise against you until the end of their next turn, and you may
Increase your Wisdom or Constitution score by 1, to a make another attack with your finesse or light weapon as
maximum of 20. part of the same action.
Your initiative bonus is increased by an amount equal to Additionally, after landing two consecutive attacks against
your Wisdom modifier. a creature while wielding a finesse or light weapon with
When you take the Help, Disengage, or Use an Object which you are proficient, you may Disengage (no action
action, you may make one attack as part of the same required) and move an additional 10ft until the end of your
action. turn.
Once each long or short rest, you may utilize your action Your weapon attacks with finesse and light weapons are
to both Help another willing creature and grant both you considered critical strikes on a roll of 19 or 20.
and the willing creature temporary hitpoints equal to your
Wisdom modifier + your character level + 1d10.

Part 2| Enriched Neutral Feats (A-Z)

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Blade Master Blader's Arc
Prerequisite: Proficiency with a bladed weapon as in a Prerequisite: Dexterity or Strength 13 or higher
dagger, sword, greatsword, or shortsword and Dexterity
or Strength 13 or higher Increase your Dexterity or Strength score by 1, to a
maximum of 20.
Increase your Dexterity or Strength score by 1, to a You gain a Recharge (5-6) ability when attacking with a
maximum of 20. melee weapon, Blader's Arc: When you make a melee
While wielding a dagger, sword, greatsword or shortsword weapon attack you may choose to arc the attack, to strike
with which you are proficient, you gain a +2 bonus to all creatures within your melee range (no action required).
attack rolls and damage rolls with those weapons. All creatures within this range must make a Dexterity
As a reaction to being target by a melee weapon or ranged saving throw against your attack roll with this weapon. If
weapon attack, you may parry the attack, granting yourself failed, creatures take the weapon damage. On a success,
+3 bonus to your AC until the start of your next turn. creatures take half of the weapon's damage. After using
You have advantage on all attacks of opportunity while this ability, roll 1d6 at the start of your next turn; until you
wielding a dagger, sword, greatsword, or shortsword with roll a 5 or 6, you cannot use this ability, and you roll again
which you are proficient. at the start of your next turn. Otherwise, this ability
recharges on your next short or long rest.

Part 2| Enriched Neutral Feats (A-Z) 11

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Blood Brothers Bloodmage
Prerequisite: Two characters must agree to take this feat Prerequisite: The ability to cast at least one spell
together
Increase your Intelligence, Wisdom, Charisma or
Increase your Constitution or Charisma score by 1, to a Constitution score by 1, to a maximum of 20.
maximum of 20. Your maximum hitpoints increase by an amount equal to
The two characters that take this feat together become the addition of all your spell slots' levels, up to 6th level
blood brothers and gain the following benefits: spell slots. Your hitpoints increase with the addition of
As a bonus action, when you are within 60ft of your blood new spell slots when you gain levels, by an amount equal
brother, you may harm yourself for up to half your to the level of the new spell slot.
maximum hitpoints, and your blood brother regains Whenever you cast a spell that deals damage, you may
hitpoints equal to the amount of damage you took. expend up to 5 of your hit dice; you then take half the
As a reaction, when you are within 60ft of your blood value rolled on your hit dice as damage and add the total
brother and they are struck by an attack, you may instead value rolled to the damage of the spell.
take the damage and your blood brother takes none. After casting a spell using an action that targets only one
creature, you may expend up to 1 hit dice as a bonus
action; you take damage equal to the total rolled on your
hit die, and you may target additional creatures equal to
the number rolled.
A number of times per long rest equal to your spellcasting
ability modifier (minimum of one), you may cast spells
with your blood rather than a spell slot. Spells cast in this
way still require all components listed. When casting a
spell in this way, roll a number of dice equal to the spells
level, to a maximum of 6th level. The dice rolled are the
same as your hit dice, however you do not expend any hit
dice. Make a constitution saving throw against your own
spell save DC: on a success, you take half the damage
rolled and on a fail, you take the total damage rolled.
Regardless, you then cast the spell.
If you roll a critical strike when casting a spell with an
attack roll, you regain a number of hit dice equal to the
level of the spell (minimum of 1).

Brain and Bronze
Increase your Intelligence or Strength score by 1, to a
maximum of 20.
You gain expertise with an Intelligence and Strength skill
of your choice when you take this feat.
You gain proficiency in Intelligence and Strength saving
throws; if you are already proficient in one or both saving
throws, you gain expertise in that saving throw.

Calculated Clinch
Increase your Dexterity or Strength score by 1, to a
maximum of 20.
When you are targeted by a melee weapon attack and you
are wielding a melee weapon, you may use your reaction
to intercept the attack, reducing the damage of the attack
by your Dexterity or Strength modifier + your character
level + 1d10.
If you reduce an attack's damage to less than half in this
way, you force the attacker to drop their weapon if
possible, and you may make a singular melee attack
against the attacker as part of the same reaction.

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Camp Master Charger (Enriched)
Increase your Constitution or Wisdom score by 1, to a Increase your Dexterity or Strength score by 1, to a
maximum of 20. maximum of 20.
Your passive perception and passive investigation You may Dash as a bonus action.
increases by +3. When you use all your movement during your turn or dash
When you take watch while camping, you have add +5 to as an action, you can use a bonus action to make one
Wisdom (Perception) checks you must make. melee weapon attack or to shove a creature. If you dash as
Your expertise in camping maximizes comfort while a bonus action, you have advantage on your next melee
resting: you may grant any number of friendly creatures weapon attack during this turn.
temporary hitpoints equal to your character level + your If you move at least 10 feet in a straight line immediately
Wisdom modifier that have taken a short or long rest before taking an attack, you either gain a +5 bonus to the
within 30ft of you; the temporary hitpoints last until your attack's damage roll (if you choose to make a melee attack
next short or long rest. and hit) or push the target up to 10 feet away from you (if
you choose to shove and you succeed).
Cantrip Collegiate
Prerequisite: The ability to cast at least two cantrips Coldheart
Increase your Intelligence, Wisdom, or Charisma score by
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
1, to a maximum of 20. When you deal Cold damage to a target immune to Cold,
When you take this feat, choose two of the cantrips you you damage that creature as if it were only resistant.
know and can cast. These two cantrips gain the following When you deal cold damage, as a reaction, you may force
benefits: one creature damaged to make a Strength saving throw
The chosen cantrips can be cast as an action or bonus against your spell save DC; on a fail, the creature's
action, regardless of the normal casting time. If the movement speed is 0 until the start of its next turn.
cantrip has you make a weapon attack as part of its When you would deal Cold damage, you roll 1 additional
casting, you may instead cast the cantrip as a singular Cold damage die (no action required). You may add an
attack as part of the attack action. additional dice in this way a number of times equal to your
If any of the chosen cantrips are spell attack rolls and you proficiency bonus each long or short rest.
successfully land an attack as an action, you may cast the
same cantrip as a bonus action. If any of the chosen Crossbow Expert (Enriched)
cantrips force a target to make a saving throw, the target Increase your Dexterity or Intelligence score by 1, to a
must make the saving throw at disadvantage. maximum of 20.
If the chosen cantrip does not deal damage, you do not You ignore the loading quality of crossbows with which
need to consume an action to end any effects, and you do you are proficient.
not need to concentrate on the cantrip if it normally Being within 5ft of a hostile creature doesn’t impose
requires concentration. disadvantage on your ranged attack rolls.
Channeler When you use the Attack action and attack with a one-
Prerequisite: Intelligence, Wisdom, or Charisma 15 or handed weapon, you can use a bonus action to attack with
higher a loaded hand crossbow you are holding.
Increase your Intelligence, Wisdom, or Charisma score by Any crossbow with which you are proficient gains an
1, to a maximum of 20. additional 20ft/20ft of range.
You may concentrate on a number of spells that require The first successful attack you make during the round
concentration equal to half of your spellcasting ability with a crossbow with which you are proficient deals an
modifier (rounded down) simultaneously. When you roll to additional 1d6 of the crossbow's damage type.
make concentration checks, you roll a separate
concentration check for each spell you are concentrating Dart Lord
on. Increase your Dexterity or Wisdom score by 1, to a
When you fail a Concentration check, you may choose to maximum of 20.
maintain concentration instead and gain 1 point of While wielding darts you are proficient with, you gain a +2
exhaustion. bonus to attack rolls with those darts.
Any darts with which you are proficient gain double their
Concentration Checks normal range.
When an enemy moves within range of any darts you are
Concentration checks are constitution saving wielding, you may use your reaction to make an attack
throws you make while concentrating on a spell. against that creature with your darts.
You make concentration checks when you take You roll one additional damage die when you successfully
damage. The DC of the saving throw is either 10 or land an attack with a dart.
half the damage you receive, whichever is higher.

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Deadeye Divine Channeler
Prerequisite: Proficiency with a ranged spell or ranged Prerequisite: Must be a Cleric, Paladin, or Warlock
weapon
Increase your Wisdom or Charisma score by 1, to a
Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
maximum of 20. You may prepare 2 additional spells or you learn 2
Being within 5ft of a hostile creature doesn't impose additional spells from your class's spell list.
disadvantage on your ranged attack rolls. You gain 1 additional usage of your Channel Divinity, or
You ignore the effects of half cover and three-fourths cover you gain 1 additional usage of your 6th level Mystic
when targeting a creature with a reanged attack. Arcanum on each short or long rest (if you do not yet have
Your damage rolls on ranged attacks gain bonus damage either ability, you gain this effect once you reach the class
depending on your distance from the target; being within level that grants you this ability).
5ft-60ft grants +2, 65ft-120ft grants +4, 125ft-180ft grants You may make Intelligence (Religion) checks using either
+6, and 185ft or more grants +8. your Charisma modifier or your Wisdom modifier instead
Your ranged attacks are considered critical strikes on a of your Intelligence modifier.
roll of 19 or 20. When you roll a 20 specifically, you roll Once on each long or short rest, when you cast a spell that
one additional damage die for the attack. contacts your Deity or Patron, roll a percentile die; on a
roll of 33 or lower, your spell save DC gains a +2 bonus
Death's Denial until you next rest.
Prerequisite: Constitution 13 or higher
Double Team
Increase your Constitution or Charisma score by 1, to the Prerequisite: Two characters must agree to take this feat
maximum of 20. together
When you level up, you add double your Constitution
modifier to your maximum hitpoints rather than the The two characters that take this feat together become
normal amount. counterparts and gain the following benefits:
You gain advantage on death saving throws. When you and your counterpart are within 30ft of each
Once on each long or short rest, when you have failed two other, you have advantage on ranged weapon attacks and
death saving throws, you may stabilize to 1 hitpoint melee weapon attacks.
instead of rolling another death saving throw, and you gain When your counterpart strikes a creature with a weapon
2 points of exhaustion. attack within 30ft of you both, you may use your reaction
to move up to your speed and make a weapon attack
Defensive Duelist (Enriched) against the same creature if they are within range of the
Prerequisite: Dexterity, Constitution, or Strength 13 or weapon you are wielding.
higher Additionally, when your counterpart lands a critical strike
with a weapon attack within 30ft of you, they may use
Increase your Dexterity, Constitution, or Strength score by their bonus action to command you to make a weapon
1, to a maximum of 20. attack against the same creature if they are within range
When you are wielding a one-handed weapon with which of the weapon you are wielding.
you are proficient and another creature hits you with a
melee attack, you can use your reaction to add your Dual Wielder (Enriched)
proficiency bonus to your AC for that attack, potentially Increase your Dexterity, Strength, Wisdom, or Charisma
causing the attack to miss you. score by 1, to a maximum of 20.
While wielding a singular one-handed weapon, no shield, You gain a +1 bonus to AC while you are wielding a
and wearing no armor, light armor, or medium armor, you separate melee weapon in each hand.
add a bonus to your AC equal to half of your proficiency While engaged in two-weapon fighting, you gain a bonus
bonus (rounded down). to damage rolls equal to your proficiency bonus on your
first successful strike during the round.
Devilish Diplomat You can use two-weapon fighting even when the one-
Prerequisite: Charisma 13 or higher handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you
You gain expertise in two Charisma skill checks of your would normally be able to draw or stow only one.
choice when you take this feat.
When you maintain a conversation with a creature for 1 The Charmed Condition: not mind
minute or longer, you may force the creature to make a control
wisdom saving throw against your choice of a Charisma
(Persuasion) or Charisma (Deception); if the creature A charmed creature can’t attack the charmer or
fails, they become Charmed by you for 1 hour. target the charmer with harmful abilities or magical
effects. The charmer has advantage on any ability
check to interact socially with the creature.

Part 2| Enriched Neutral Feats (A-Z)

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Dual Wielding Paragon Durable (Enriched)
Prerequisite: Must have taken Dual Wielder feat Increase your Constitution or Wisdom score by 1, to a
maximum of 20.
Increase your Dexterity, Strength, Wisdom, or Charisma When you roll a Hit Die to regain hit points, the minimum
score by 1, to a maximum of 20. number of hit points you regain from the roll equals twice
Your mastery of two-weapon fighting grants you the your Constitution modifier (minimum of 2).
following benefits while engaged in two-weapon fighting: The first time you would drop to 0 hitpoints on each long
If you land a critical strike as part of the attack action, rest, roll 1d20. Instead of dropping to 0 hitpoints, you
your offhand strike gains advantage. instead stabilize and remain at a number of hitpoints
You add your ability modifier to your offhand strikes. equal to the value rolled; if you roll a 20, you instead gain
Your walking speed gains a +10 bonus. hitpoints equal to half your maximum hitpoints.
The first successful weapon attack you make during the Additionally, you gain resistance to a damage type of your
round deals an additional 1d6 damage of the weapon's choice: choose from Bludgeoning, Piercing, Slashing,
type, and the first successful weapon attack you make Lightning, Fire, Cold, Poison, or Acid.
with your offhand weapon during the round deals an
additional 1d6 damage of the weapon's type. Drunk Luck
Increase your Constitution or Charisma score by 1, to a
Dungeon Delver (Enriched) maximum of 20.
Increase your Constitution or Wisdom score by 1, to a When you take this feat, you are irrationally drawn toward
maximum of 20. alcohol, and you become drunk after drinking for 10
When you first enter a dungeon, you and up to 6 creatures minutes. You may remain drunk for up to 1 hour without
of your choice within 30ft of you gain temporary hitpoints drinking further to maintain your drunk condition. You
equal to your character level + your Wisdom modifier + may make a constitution saving throw of DC 10 as an
1d10. action to begin to sober, and you sober after 10 minutes.
You have advantage on Wisdom (Perception) and While drunk, You have 3 luck points. Whenever you make
Intelligence (Investigation) checks made to detect the an attack roll, an ability check, or a saving throw, you can
presence of secret doors. spend one luck point to roll an additional 1d20. You can
You have advantage on saving throws made to avoid or choose to spend one of your luck points after you roll the
resist traps. die, but before the outcome is determined. You choose
You have resistance to the damage dealt by traps. which of the d20s is used for the attack roll, ability check,
Traveling at a fast pace doesn't impose the normal −5 or saving throw. You can also spend one luck point when
penalty on your passive Wisdom (Perception) score. an attack roll is made against you. Roll a 1d20, and then
choose whether the attack uses the attacker's roll or
Dungeon Devout yours. If more than one creature spends a luck point to
Prerequisite: Must have taken Dungeon Delver feat influence the outcome of a roll, the points cancel each
other out; no additional dice are rolled. Your regain luck
Increase your Constitution or Wisdom score by 1, to a points after a long rest and after sobering, at which points
maximum of 20. you must become drunk again to use your luck points.
When you first enter a dungeon, you and up to 8 creatures Drinking any alcoholic drink restores 4d4 + 4 hitpoints to
of your choice within 30ft of you gain temporary hitpoints you, but you have disadvantage on Wisdom and
equal to your character level + your Wisdom modifier + Intelligence ability checks and saving throws for 1 minute.
2d10 instead of the temporary hitpoints granted by
Dungeon Delver. Temporary Hitpoints are...confusing
All friendly creature within 30ft of you gain the benefits of
the Dungeon Delver feat (except temporary hitpoint When you have temporary hitpoints and take
bonuses) while you are within a dungeon. damage, the temporary hitpoints are lost first, and
You have advantage on all saving throws you make while any leftover damage carries over to your normal
you are within a dungeon. hitpoints. A character can be at full hitpoints and
receive temporary hitpoints. Healing can't restore
temporary hitpoints, and they can't be added
together. If you have temporary hitpoints and
receive more of them, you decide whether to keep
the ones you have or to gain the new ones. For
example, if a spell grants you 12 temporary
hitpoints when you already have 10, you can have
12 or 10, not 22. If you have 0 hitpoints, receiving
temporary hitpoints doesn't restore you to
consciousness or stabilize you. Normally, they last
until they're depleted or you finish a long rest.

Part 2| Enriched Neutral Feats (A-Z) 15

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Eldritch Overlord Increase any ability score of your choice by 1, to a
Prerequisite: Must have a connection to a Patron, maximum of 20.
Eldritch, or Alien power When you roll a 20 on any attack roll you make, you may
choose to make your next attack this turn at disadvantage;
Increase your Wisdom or Charisma score by 1, to a if this attack lands, it is also considered a critical strike.
maximum of 20. Any time you land a critical strike, you may use up to half
You gain the ability to cast the Eldritch Blast cantrip; if you of your hit dice as a bonus action. As normal, you regain
already know the Eldritch Blast cantrip, you may add expended hit dice equal to half your level on your next
either your Wisdom or Charisma modifier to the damage long rest.
roll of Eldritch Blast.
You gain an Eldritch Invocation ability of the Warlock; you Energist
may choose 1 invocation that you meet the Prerequisites Prerequisite: The ability to cast at least one spell
for as normal; If you are a Warlock, you gain 1 additional
invocation of your choice that you meet the Prerequisites Increase your Intelligence, Wisdom, or Charisma score by
for as normal. 1, to a maximum of 20.
You may cast Detect Magic at will, without expending a You gain an Arcane Ward that surrounds you with
spell slot. protective energy. The Arcane Ward has hitpoints equal to
You may cast Dispel Magic once and Levitate once each either your Intelligence, Wisdom, or Charisma score (you
long rest without consuming a spell slot, but you learn choose which of the three when you take this feat) + 10.
these spells and may use a spell slot to cast either When you would take damage, the ward takes the damage
thereafter. instead until the ward's hitpoints are reduced to 0. The
ward can only regain hitpoints when you cast a spell of
Elemental Adept (Enriched) 3rd level or higher, and the ward regains hitpoints equal to
Prerequisite: The ability to cast at least one spell the level of the spell cast + your spellcasting ability
modifier. Otherwise, the ward restores all its hitpoints
Increase your Intelligence, Wisdom, or Charisma score by during a short or long rest. While the ward has hitpoints,
1, to a maximum of 20. you and the ward are immune to force damage.
When you take this feat, choose one of the following When the ward takes damage and is not reduced to 0
damage types: acid, cold, Fire, lightning, or thunder. hitpoints, you may consume your reaction to absorb the
Spells you cast ignore resistance to damage of the chosen energy of damage, granting your next attack's damage roll
type. In addition, when you roll damage for a spell you an additional 2d6 force damage.
cast that deals damage of that type, you can treat any 1 on The first successful attack you land during the round
a damage die as a 2. while the ward has hitpoints deals an additional 1d6 force
You can select this feat multiple times. Each time you do damage.
so, you must choose a different damage type.
Everlasting Vigor
Elementalist Prerequisite: Constitution 15 or higher
Prerequisite: Must have taken Elemental Adept feat
Increase your Constitution or Wisdom score by 1, to a
Increase your Intelligence, Wisdom, or Charisma score by maximum of 20.
1, to a maximum of 20. You have advantage on any ability checks or saving throws
When you take this feat, choose one of the damage types that would force you to gain a point of exhaustion.
listed in the Elemental Adept feat even if it was not the You ignore the effects of the 1st level of exhaustion
damage type you chose when you took the Elemental regardless of the number of points of exhaustion you have.
Adept feat. When you take a long rest, you roll 1d4; you lose a
When you deal damage of the chosen damage type to a number of points of exhaustion equal to the value rolled
target immune to that damage type, you damage the rather than the normal amount of only 1. Additionally,
creature as if it were only resistant. when you remain inactive for 10 minutes, you lose 1 point
When you cast a spell that deals the chosen damage type of exhaustion.
with a higher level spell slot, you roll double the additional You can no longer die from gaining a 6th level of
dice you normally would for casting the spell at a higher exhaustion; instead you stabilize at 0 hitpoints.
level (For example: Fireball cast at 4th level would deal
10d6 Fire damage rather than 9d6 Fire damage)
Finally, when you cast a spell that deals the chosen
damage type, you may use a spell slot 1 level lower than
normal level of the spell; spells cast in this way have you
roll fewer dice equal to double the additional dice when
you would cast the spell at a higher level. (For example:
You may cast Fireball at 2nd level, but it deals 6d6 Fire
damage rather than the normal 3rd level 8d6 Fire
damage).

Emboldened

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Feast Feller
Prerequisite: Constitution 13 or higher

Increase your Constitution or Charisma score by 1, to a
maximum of 20.
When you reduce a target to 0 hitpoints within 30ft of you,
you may use your reaction to move up to your movement
speed and devour the target's heart, restoring hitpoints
equal to half your hitpoint maximum. Any excess hitpoints
you would heal becom temporary hitpoints that last until
you next rest. This has no effect on Constructs or Undead.
You may utilize this ability a number of times equal to your
Consitution Modifier each long rest.

Finale
Increase your Constitution, Dexterity, or Strength score by
1, to a maximum of 20.
When you are reduced to 0 hitpoints, you immediately
take your turn in the intiative order at the end of the
current creature's turn. Instead of rolling death saving
throws, you may take your turn as normal but you remain
at 0 hitpoints. If you reduce a creature to 0 hitpoints or
land a critical strike against a creature during this turn,
you regain hitpoints equal to half your maximum
hitpoints. If you take damage during this turn, it is
considered a failed death saving throw, and no healing
affects you during this turn. If you do not reduce a
creature to 0 hitpoints or land a critical strike against a
creature during this turn, at the end of the turn you fall
unconcious at 0 hitpoints and must roll death saving
throws as normal. You may use this feature a number of
times equal to your proficiency bonus each long rest.

Finessed Finesser
Prerequisite: Proficiency with any finesse weapon and
Dexterity 13 or higher

Increase your Dexterity or Strength score by 1, to a
maximum of 20.
When you take this feat, choose a weapon with which you
are proficient that is not considered finesse; while you
wield this weapon, it is now considered finesse.
When you land an attack with a finesse weapon, you may
add double your Dexterity or Strength modifier to the
attack's damage roll rather than the normal value.
Your weapon attacks with finesse weapons are considered
critical strikes on a roll of 19 or 20; critical strikes with a
finesse weapon have you roll 2 additional damage dice.

Part 2| Enriched Neutral Feats (A-Z) 17

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First Bloodletter Flesh Carver
Increase any ability score of your choice by 1, to a Prerequisite: Strength 13 or higher
maximum of 20.
You gain a +5 bonus to initiative rolls. Increase your Dexterity or Strength score by 1, to a
You have advantage on all attack rolls and ability checks maximum of 20.
during your first turn in initiative. While wielding a melee weapon with which you are
During your first turn in initiative, your first, singular proficient, you may add your proficiency bonus to the
attack is considered a critical strike if it lands successfully. weapon's damage roll.
You may use your bonus action to make one melee
Fleet Feet weapon attack with which you are proficient regardless of
Prerequisite: Dexterity 13 or higher what action you take.

Increase your Dexterity or Wisdom score by 1, to a Flesh Fortress
maximum of 20. Prerequisite: Constitution 13 or higher
You gain a +10 bonus to your movement speed.
While you wear no armor, light armor, or medium armor, Increase your Constitution or Strength score by 1, to a
you gain an additional +5 bonus to your movement speed. maximum of 20.
If you move at least 30ft during your turn in initiative, you When you take this feat, your maximum hitpoints are
gain a +2 bonus to your AC until the start of your next increased by an amount equal to double your character
turn. level + your Constitution score.
As long as you are not wearing heavy armor, attacks of A number of times equal to your Constitution modifier
opportunity against you have disadvantage. each long rest, you may consume your reaction when you
are struck by a critical strike; when you consume your
reaction in this way, the attacker must reroll their attack at
disadvantage, causing the attack to potentially miss.

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Focused Psionic While wielding a glaive with which you are proficient, you
Prerequisite: Intelligence 15 or higher have advantage on all Dexterity (Acrobatics) and Strength
(Athletics) checks. Additionally, you gain proficiency in
Increase your Intelligence or Charisma score by 1, to a Dexterity saving throws while wielding a glaive with which
maximum of 20. you are proficient; if you already have proficiency, you gain
You may concentrate on one additional spell that requires expertise.
concentration. When making concentration checks, you The first successful weapon attack you make with a glaive
make a separate check for each spell you are with which you are proficient during the round deals an
concentrating on. additional 1d6 damage of the weapon's type. The first
When you would deal psychic damage, you add your successful attack of opportunity you make with a glaive
proficiency bonus to your psychic damage dice. with which you are proficient during the round deals an
Additionally, you ignore resistance to psychic damage. additional 1d6 damage of the weapon's type.
You gain a Recharge (5-6) ability, Mind Blast: As an action,
you magically emits psychic energy in a 60-foot cone. Glass Cannon
Each creature in that area must succeed on an Prerequisite: The ability to cast at least one spell
Intelligence saving throw or take 4d8 + your Intelligence
modifier psychic damage and be stunned for 1 minute. A Increase your Intelligence, Wisdom, and Charisma score
creature can repeat the saving throw at the end of each of by 1, to a maximum of 20.
its turns, ending the effect on itself on a success. After When you take this feat, you exchange resolve for power:
using this ability, roll 1d6 at the start of your next turn; you lose either 40 hitpoints or half of your maximum
until you roll a 5 or 6, you cannot use this ability, and you hitpoints (whichever is higher), and your hitpoint
roll again at the start of your next turn. Otherwise, this maximum cannot be reduced below 5 hitpoints in this
ability recharges on your next short or long rest. way. Additionally, you become vulnerable to Bludgeoning,
Piercing, and Slashing damage from all sources.
Furthered Resolve In exchange, your spells become empowered: All
Prerequisite: Constitution 13 or higher creatures have disadvantage on saving throws they must
make against your Spell Save DC, you deal an additional
Increase your Constitution or Wisdom score by 1, to a +10 to all spell attack damage rolls, and all spells have you
maximum of 20. roll 2 additional damage dice.
You gain proficiency in Constitution and Wisdom saving
throws; if you already have proficiency, you gain expertise. Grappler (Enriched)
You gain resistance to nonmagical Bludgeoning, Piercing, Prerequisite: Strength 13 or higher
and Slashing damage.
Additionally, you become immune to Poison damage, the Increase your Dexterity, Strength, or Constitution score by
Poisoned condition, and immunity to disease. 1, to a maximum of 20.
You have advantage on all checks you make to attempt to
Gladiator grapple a target.
Increase your Dexterity or Strength score by 1, to a When you successfully grapple a target, the target is also
maximum of 20. considered Restrained.
When you are engaged with creature in combat with no Once you have grappled a creature, you may use your
other friendly creatures within 5ft of the target, and no action on successive turns to continue to make grapple
friendly creature has successfully landed an attack on the checks; if the creature fails, they become incapacitated for
target during the round, you have advantage on all weapon 1 minute and you may maintain your grapple.
attack rolls against the target. You may grapple creatures of size Huge or smaller.
When you land a critical strike against a creature that has
50 hitpoints or less, you kill the target outright. Great Weapon Master (Enriched)
When you land a critical strike against a target, you roll 2 Increase your Strength or Constitution score by 1, to a
additional damage dice for the attack. maximum of 20.
On your turn, when you score a critical hit with a melee
Glaive Dancer weapon or reduce a creature to 0 hit points with one, you
Prerequisite: Dexterity 13 or higher can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that
Increase your Dexterity or Strength score by 1, to a you are proficient with, you can choose to take a -5 penalty
maximum of 20. to the attack roll. If the attack hits, you add +10 to the
While wielding a glaive with which you are proficient, you attack's damage roll.
gain an +2 bonus to attack rolls with the glaive weapon.
Glaive weapons are considered finesse weapons in your
hands.

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Havoced Bludgeoner Herculean
Prerequisite: Proficiency with a Bludgeoning weapon Prerequisite: Strength 15 or higher

Increase your Strength or Constitution score by 1, to a Increase your Strength or Constitution score by 1, to a
maximum of 20. maximum of 20.
When you land a critical strike with a bludgeoning weapon Twice each long rest, you may make any melee weapon
with which you are proficient, you reduce the target's attack with which you are proficient and have advantage
movement speed by half for 1 minute. on considered a critical strike (no action required). When
The first successful bludgeoning weapon attack you make you use this feature, creatures have advantage on attack
with which you are proficient deals an additional 1d6 rolls against you until the start of your next turn.
damage of the weapon's type. All melee weapons you wield with which you are
Your weapon attacks with bludgeoning weapons are proficient gain a +2 bonus to attack and damage rolls.
considered critical strikes on a roll of 19 or 20.
High Noon
Healer (Enriched) Prerequisite: Proficiency with Firearms and Dexterity 13
Increase your Dexterity, Intelligence, and Wisdom score or higher
by 1, to a maximum of 20.
Your Healer's Kits have 15 uses rather than the normal 10 Increase your Dexterity or Intelligence score by 1, to a
uses. maximum of 20.
When you use a healer's kit to stabilize a dying creature, Being within 5ft of a hostile creature doesn't impose
that creature also regains 1 hit point. disadvantage on your ranged attack rolls. When a creature
As an action, you can spend one use of a healer's kit to moves within 15ft of you, you may use your reaction to
tend to a creature and restore 4d4 + 4 hit points to it, plus make a ranged attack with a Firearm with which you are
additional hit points equal to the creature's maximum proficient against the creature.
number of Hit Dice. When you take the attack action, you may use your bonus
action to make a ranged attack with a Firearm you are
Heavily Armored (Enriched) wielding and with which you are proficient.
Prerequisite: Proficiency with Medium Armor Your Firearms penetrate targets: when a creature is in a
5ft wide, 30ft long line of a creature you make a Firearm
Increase your Strength or Constitution score by 1, to a attack against, you make another ranged attack with the
maximum of 20. Firearm at disadvantage to strike 1 additional target as
You gain proficiency with Heavy Armor. part of the same attack.

Heavy Armor Master (Enriched) Inspiring Leader (Enriched)
Prerequisite: Proficiency with Heavy Armor Prerequisite: Charisma 13 or higher

Increase your Strength or Constitution score by 1, to a Increase your Charisma or Wisdom score by 1, to a
maximum of 20. maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, You can spend 10 minutes inspiring your companions,
and slashing damage that you take from nonmagical shoring up their resolve to fight. When you do so, choose
weapons is reduced by 3. up to six friendly creatures (which can include yourself)
While wearing heavy armor, your maximum hitpoints within 30 feet of you who can see or hear you and who
increase by an amount equal to your AC. can understand you. Each creature can gain temporary hit
If you are wearing heavy Armor, you have advantage on points equal to your level + your Charisma modifier. A
Strength and Constitution saving throws. creature can't gain temporary hit points from this feat
again until it has finished a short or long rest.
Heavy Sleeper Any creature within 30ft of you gains a bonus to their
Increase your Constitution or Wisdom score by 1, to a initiative rolls equal to your Charisma or Wisdom
maximum of 20. modifier.
You develop a case of narcolepsy that causes you to sleep If your initiative is above 15 when your party enters
at inopportune times: combat, you may choose up to six friendly creature within
When you take a long rest, you gain temporary hitpoints 30ft of you to gain a bonus to damage rolls and saving
equal to half of your maximum hitpoints when you awake. throws they make for 1 minute equal to your Charisma or
However, you struggle to awaken; you do not end a long Wisdom modifier.
rest unless a creature uses their action to shake you
awake or you take damage.
Additionally, anytime you roll a 1 on a d20, you fall asleep
for 1 minute and regain hitpoints equal to your maximum
number of hit dice. You awake early if a creature uses
their action to shake you awake or you take damage.

Part 2| Enriched Neutral Feats (A-Z)

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Jack of All Trades Life Giver
Increase any ability score of your choice by 1, to a Prerequisite: The ability to cast at least one spell
maximum of 20.
When you take this feat, any skills with which you have a Increase your Intelligence, Wisdom, or Charisma score by
negative modifier or a modifier of zero gain a +3 bonus. 1, to a maximum of 20.
Additionally, you gain proficiency in any two skills you When you cast a spell that restores hitpoints, you restore
choose. an additional 1d10 + your spellcasting ability modifier.
You learn the Cure Wounds spell; it is always prepared
Keen Mind (Enriched) and it does not count against your total number of
Increase your Intelligence or Wisdom score by 1, to a prepared spells or your total number of known spells. You
maximum of 20. may cast Cure Wounds at its lowest level without
You always know which way is north. consuming a spell slot a number of times equal to your
You always know the number of hours left before the next spellcasting ability modifier each long rest.
sunrise or sunset. When a friendly creature within range of any of your spells
You can accurately recall anything you have seen or heard that restore hitpoints drops to 0 hitpoints, you may
within the past month. consume your reaction to cast any of these spells and
You gain proficiency in Intelligence (Arcana), Intelligence prevent the creature from going unconscious.
(History), and Intelligence (Religion) checks; if you already
have proficiency, you gain expertise. Lightly Armored (Enriched)
Increase your Dexterity, Strength, or Constitution score by
Kinetic Arcana 1, to a maximum of 20.
Prerequisite: Must not have the ability to cast one spell You gain proficiency with light armor.
and Strength 13 or higher
Light Armor Master
Increase your Strength or Intelligence score by 1, to a Prerequisite: Proficiency with Light Armor
maximum of 20.
You gain limited knowledge of Arcane power: You gain the Increase your Dexterity, Strength, or Constitution score by
ability to cast one cantrip, one 1st level spell, and one 2nd 1, to a maximum of 20.
level spell of your choice from the Wizard spell list. Your While wearing light armor, your movement speed increase
Spellcasting Ability Score for these spells is Intelligence. by +10ft.
However, you may add your Strength modifier to any spell While wearing light armor, you gain a +3 bonus to all
attack rolls you make with these spells, and you may add Dexterity skill checks you make.
your Strength modifier to any spells that would add your You may take the Dash or Disengage action as a bonus
Intelligence modifier to the spell's damage roll. action while wearing light armor.
You may choose to make concentration checks using your You have advantage on Dexterity saving throws while
Strength saving throw rather than a Constitution saving wearing light armor.
throw.
Linguist (Enriched)
Legionnaire Increase your Intelligence, Wisdom, or Charisma score by
Prerequisite: Must have taken Shield Master feat 1, to a maximum of 20.
You may learn three of any language you do not know
Increase your Strength or Constitution score by 1, to a When you communicate with a creature in its native
maximum of 20. language, you have advantage on all Charisma checks you
The AC bonus you receive from wielding a shield becomes make while interacting with the creature.
+3 rather than the normal +2 bonus. When you take this feat, your knowledge of language also
Your bashing attacks deal 1 additional damage die and grants you the knowledge of lesser power words rooted in
push targets an additional 5ft. the languages you learn and study; Choose 3 of the
If you are subjected to an effect that allows you to make a following spells; you may cast each spell once each long
Strength saving throw to take only half damage, you can rest without consuming a spell slot: Bestow Curse, Fear,
use your reaction to take no damage if you succeed on the Haste, Tongues, Remove Curse, Sending, and Slow.
saving throw, interposing your shield between yourself You can ably create written ciphers. Others can't decipher
and the source of the effect as you would with Dexterity a code you create unless you teach them, they succeed on
saving throws. an Intelligence check (DC equal to your Intelligence score
+ your proficiency bonus), or they use magic to decipher it

Part 2| Enriched Neutral Feats (A-Z) 21

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Lucky (Enriched) Martial Adept (Enriched)
Increase any ability score of your choice by 1, to a Increase your Dexterity or Strength score by 1, to a
maximum of 20. maximum of 20.
You have 3 luck points. Whenever you make an attack roll, The first successful unarmed attack you make during the
an ability check, or a saving throw, you can spend one luck round deals an additional 1d6 damage of your unarmed
point to roll an additional 1d20. You can choose to spend attack's damage type.
one of your luck points after you roll the die, but before You learn two maneuvers of your choice from among
the outcome is determined. You choose which of the d20s those available to the Battle Master archetype in the
is used for the attack roll, ability check, or saving throw. fighter class. If a maneuver you use requires your target to
You can also spend one luck point when an attack roll is make a saving throw to resist the maneuver's effects, the
made against you. Roll a d20, and then choose whether saving throw DC equals 8 + your proficiency bonus + your
the attack uses the attacker's roll or yours. If more than Strength or Dexterity modifier (your choice).
one creature spends a luck point to influence the outcome You gain one superiority die, which is a d6 (this die is
of a roll, the points cancel each other out; no additional added to any superiority dice you have from another
dice are rolled. source). This die is used to fuel your maneuvers. A
You regain your expended luck points when you finish a superiority die is expended when you use it. You regain
long rest. your expended superiority dice when you finish a short or
long rest. You gain 1 additional superiority die at levels 5,
Mage Slayer (Enriched) 11, and 17.
Increase your Strength, Dexterity, or Intelligence score by Your unarmed attacks are considered critical strikes on a
1, to a maximum of 20. roll of 19 or 20.
When a creature within 5 feet of you casts a spell, you can
use your reaction to make a melee weapon attack against Medium Armor Master (Enriched)
that creature. Prerequisite: Proficiency with medium armor
When you damage a creature that is concentrating on a
spell, that creature has disadvantage on the saving throw Increase your Dexterity, Strength, or Constitution score by
it makes to maintain its concentration. 1, to a maximum of 20.
While a creature you strike with a melee weapon attack is You may take the Dodge or Disengage action as a bonus
concentrating on a spell, you roll 1 additional damage die action while wearing medium armor.
on the attack's damage roll. Wearing medium armor doesn't impose disadvantage on
You have advantage on saving throws against spells cast your Dexterity (Stealth) checks.
by creatures within 30 feet of you. When you wear medium armor, you can add 3, rather than
2, to your AC if you have a Dexterity of 16 or higher.
Magic Initiate (Enriched)
Increase your Intelligence, Wisdom, or Charisma score by Mobile (Enriched)
1, to a maximum if 20. Increase your Dexterity or Wisdom score by 1, to a
Choose a class: bard, cleric, druid, sorcerer, warlock, or maximum of 20.
wizard. You learn two cantrips of your choice from that Your speed increases by 15 feet.
class's spell list. You may climb, crawl, jump, and swim 10ft or less at no
Additionally, choose two 1st level spells from that same cost to your movement.
list. You learn these spells and can cast them at their You may take the Dash and Disengage action as a bonus
lowest levels. Once you cast each, you must finish a long action.
rest before you can cast them again using this feat. When you use the Dash action, difficult terrain doesn't
Your spellcasting ability for these spells depends on the cost you extra movement on that turn.
class you chose: Charisma for bard, sorcerer, or warlock; When you make a melee attack against a creature, you
Wisdom for cleric or druid; or Intelligence for wizard. don't provoke opportunity attacks from that creature for
the rest of the turn, whether you hit or not.
Armor Proficiency
Moderately Armored (Enriched)
Anyone can put on a suit of armor or strap a shield Increase your Dexterity, Strength, or Constitution score by
to an arm. Only those proficient in the armor’s use 1, to a maximum of 20.
know how to wear it effectively. Your class gives you gain proficiency with medium armor and shields.
you proficiency with certain types of armor. If you
wear armor that you lack proficiency with, you have
disadvantage on any ability check, saving throw, or
attack roll that involves Strength or Dexterity, and
you can’t cast spells.

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Mounted Combatant (Enriched) Plague Doctor
Increase your Dexterity, Strength, or Wisdom score by 1, Increase your Intelligence, Wisdom, or Dexterity score by
to a maximum of 20. 1, to a maximum of 20.
You have advantage on melee attack rolls against any You gain proficiency with Poisoner's Kits; if you already
unmounted creature that is smaller than your mount. have proficiency, you gain expertise.
You can force an attack targeted at your mount to target After dealing poison damage to a creature, you may
you instead. You can force and attack targeted at you to consume your reaction to force the target to make a
target your mount instead. Constitution Saving throw of DC 8 + your proficiency
If your mount is subjected to an effect that allows it to bonus + your Intelligence or Wisdom modifier or suffer
make a Dexterity saving throw to take only half damage, it the poisoned condition for 1 minute.
instead takes no damage if it succeeds on the saving While you have a Poisoner's Kit, you man apply a poison
throw, and only half damage if it fails. for up to 1 minute to one slashing or piercing weapon or
up to 3 pieces of ammunition as a bonus action; when the
Necrotic Rites poisoned weapon next lands an attack within the minute,
Prerequisite: Intelligence, Wisdom, or Charisma score 13 the creature struck suffers an additional 2d6 poison
or higher damage.
Poisons and potions you make take only have the time and
Increase your Intelligence, Wisdom, or Charisma score by gold to create.
1, to a maximum of 20. You ignore resistance to Poison damage.
When you would deal necrotic damage to a celestial, You gain resistance to Poison damage; you have
humanoid, or beast, you roll 1 additional necrotic damage advantage on saving throws to resist the Poisoned
dice. condition.
You may consume your reaction after utilizing a necrotic-
damaging ability to restore hitpoints to yourself for one Polearm Master (Enriched)
quarter of the necrotic damage dealt; in order to restore Increase your Strength or Dexterity score by 1, to a
hitpoints in this way, the ability must have successfully maximum of 20.
landed or the target(s) must have failed the saving throw. When you take the Attack action and attack with only a
You may cast a spell of 3rd level or lower that deals glaive, halberd, quarterstaff, or spear, you can use a bonus
necrotic damage or is a necromancy spell once without action to make a melee attack with the opposite end of the
consuming a spell slot each long rest; a spell cast in this weapon. This attack uses the same ability modifier as the
way still requires any components necessary. primary attack. The weapon’s damage die for this attack is
1d4, and it deals bludgeoning damage.
Observant (Enriched) While you are wielding a glaive, halberd, pike, quarterstaff,
Increase your Wisdom or Intelligence score by 1, to a or spear, other creatures provoke an opportunity attack
maximum of 20. from you when they enter your reach.
Increase your Intelligence or Wisdom score by 1, to a The first successful weapon attack you make with a glaive,
maximum of 20. halberd, pike, quarterstaff, or spear with which you are
If you can see a creature's mouth while it is speaking a proficient during the round deals an additional 1d6
language you understand, you can interpret what it's damage of the weapon's type.
saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) Primordial Hunter
and passive Intelligence (Investigation) scores. Prerequisite: Wisdom 15 or higher
You study your opponents' attacks: after an opponent
makes an attack against you, you may use your reaction; Increase your Wisdom, Intelligence, or Dexterity score by
Until the end of your next turn, the creature has 1, to a maximum of 20.
disadvantage on attack rolls against you, and you have You gain proficiency in Wisdom (Perception) and
advantage on attack rolls against it. Intelligence (Investigation) checks; if you already have
proficiency, you gain expertise.
Phoenix Soul You gain 10ft of Truesight.
Increase your Intelligence, Wisdom, or Charisma score by You learn the Hunter’s Mark spell and can cast it once
1, to a maximum of 20. without expending a spell slot once each long rest.
When you deal Fire damage to a target immune to Fire, Wisdom is your Spellcasting Ability for this spell.
you damage that creature as if it were only resistant. You have advantage on Wisdom (Survival) and Wisdom
When you deal Fire damage, as a reaction, you may force (Nature) checks.
one creature damaged to make a Dexterity saving throw
against your spell save DC; on a fail, the creature takes
half the Fire damage they took at the start of their next
turn.
When you would deal Fire damage, you roll 1 additional
Fire damage die (no action required). You may add an
additional dice in this way a number of times equal to your
proficiency bonus each long or short rest.

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Quartermaster Ritual Caster (Enriched)
Prerequisite: Proficiency with light armor, medium Prerequisite: Intelligence or Wisdom 13 or higher
armor, or heavy armor
Increase your Intelligence or Wisdom score by 1, to a
Increase your Strength or Constitution score by 1, to a maximum of 20.
maximum of 20. When you choose this feat, you acquire a ritual book
While you are wearing light armor, your movement speed holding two 1st-level spells of your choice. Choose one of
increase by +10ft, and when you take this feat, choose the following classes: bard, cleric, druid, sorcerer, warlock,
whether you have advantage on Dexterity, Wisdom, or or wizard. You must choose your spells from that class's
Intelligence saving throws while wearing light armor. spell list, and the spells you choose must have the ritual
While you are wearing medium armor, creatures have tag. The class you choose also determines your
disadvantage on attacks of opportunity against you, and spellcasting ability for these spells: Charisma for bard,
when you take this feat, choose whether you have sorcerer, or warlock; Wisdom for cleric or druid; or
advantage on Dexterity or Charisma saving throws while Intelligence for wizard.
wearing medium armor. If you come across a spell in written form, such as a
While you are wearing heavy armor, you gain resistance to magical spell scroll or a wizard's spellbook, you might be
bludgeoning and slashing damage, and when you take this able to add it to your ritual book. The spell must be on the
feat, choose whether you have advantage on Strength or spell list for the class you chose, the spell's level can be no
Constitution saving throws while wearing heavy armor. higher than half your level (rounded up), and it must have
the ritual tag. The process of copying the spell into your
Reactive Ranger ritual book takes 2 hours per level of the spell, and costs
Prerequisite: Proficiency with a ranged weapon 50 gp per level. The cost represents material components
you expend as you experiment with the spell to master it,
Increase your Dexterity or Wisdom score by 1, to a as well as the fine inks you need to record it.
maximum of 20. When you cast a spell with the ritual tag as a ritual, the
When a spell attack is made within 60ft of you, or the spell casting time is halved.
attack's path passes within 60ft of you, you may use your Additionally, when you cast a spell with the ritual tag as a
reaction to Fire a shot with a ranged weapon you are ritual, the next spell you cast of the same school of magic
wielding and proficient with; if your ranged weapon attack as the ritual spell can be cast without using a spell slot.
equals or exceeds the spell attack roll, the spell is negated. You may use this feature a number of times equal to your
Otherwise, the spell attack acts normally. proficiency bonus each long rest.
When a creatures targets you with ranged weapon attack,
you may use your reaction by making an attack roll with a Rune Caster
ranged weapon you are wielding and proficient with; if Prerequisite: Intelligence, Wisdom, or Charisma 13 or
your ranged weapon attack equals or exceeds the higher, and ability to cast at least one spell
creature's ranged weapon attack roll, you intercept their
attack and may make a ranged weapon attack with the Increase your Intelligence, Wisdom, or Charisma score by
intercepted ammunition or weapon against the creature 1, to a maximum of 20.
as part of the same reaction. Otherwise, the creature's You learn to channel the magics of runes in your spells; In
ranged attack acts normally. order to channel runic magics, the user must utilizes fine
If a creature moves within 60ft of you, you may use your spell paper of at least 500 gp in value and fine inks with
reaction to make a ranged weapon attack against the gold dust worth at least 1500 gp to scribe in their
creature. runebook: this 2000 gp of material lasts the user 2
months of runic scribing.
Resilient (Enriched) During a long rest, you may choose a number of spells
Increase any ability score of your choice by 1, to a equal to your proficiency bonus that you either know or
maximum of 20. can prepare of 6th level or lower. Until your next long rest,
You gain proficiency in saving throws using the chosen each spell can be cast once without using a spell slot at its
ability; if you are already proficient, you gain expertise. base level at which point it’s arcane pattern vanishes from
You gain resistance to nonmagical bludgeoning, piercing, the pages of the runebook. Spells cast in this way may be
and slashing damage. Additionally, when you are forced to cast as runes that can be placed on a surface, object, or
make a saving throw with which you are proficient, you within a book or scroll. A rune lasts until it is dispelled and
may use your reaction regardless of whether you succeed triggers when a creature moves within 15ft of it if on a
or fail to gain resistance to the damage type you suffer for surface or object, or when seen if in a book or scroll. You
1 minutes. You may only be resistant to one damage type may designate any number of creatures that cannot
at a time in this way. trigger the rune when it is cast. The creature that triggers
the runes suffers the effects of the spell, and you are aware
when a rune is triggered. A rune can only be identified by
another creature with an Intelligence (Investigation) check
against your Spell save DC.

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Savage Attacker (Enriched) Skulker (Enriched)
Increase your Dexterity or Strength score by 1, to a Prerequisite: Dexterity 13 or higher
maximum of 20.
Once each turn when you roll damage for a melee weapon Increase your Dexterity or Strength score by 1, to a
attack, you can reroll the weapon’s damage dice and use maximum of 20.
either total. You can try to hide when you are lightly obscured from the
When you land a critical strike with a melee weapon, you creature from which you are hiding.
roll 2 additional damage dice of the weapon's damage When you are hidden from a creature and miss it with a
type. ranged weapon attack, making the attack doesn't reveal
your position.
Sentinel (Enriched) Dim light doesn't impose disadvantage on your Wisdom
Increase your Dexterity, Strength, or Constitution score by (Perception) checks relying on sight.
1, to a maximum of 20. You may take the Hide action as a bonus action.
When you hit a creature with an opportunity attack, the You gain a +3 bonus to Dexterity (Stealth) checks.
creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if Solarity
they take the Disengage action before leaving your reach. Prerequisite: Intelligence, Wisdom, or Charisma score 13
When a creature within 5 feet of you makes an attack or higher
against a target other than you (and that target doesn't
have this feat), you can use your reaction to make a melee Increase your Intelligence, Wisdom, or Charisma score by
weapon attack against the attacking creature. 1, to a maximum of 20.
When you would deal radiant damage to a fiend, undead,
Sharpshooter (Enriched) or abberation you roll 1 additional radiant damage dice.
Increase your Dexterity or Wisdom score by 1, to a You may consume your reaction after utilizing a radiant-
maximum of 20. damaging ability to grant temporary hitpoints to any
Attacking at long range doesn't impose disadvantage on creature within 30ft of you. The number of temporary
your ranged weapon attack rolls. hitpoints equals the number of damage dice rolled.
Your ranged weapon attacks ignore half cover and three- You may cast two spells of 1st level or lower that deals
quarters cover. radiant damage or is an abjuration spell without
Before you make an attack with a ranged weapon that you consuming a spell slot each long rest; a spell cast in this
are proficient with, you can choose to take a -5 penalty to way still requires any components necessary.
the attack roll. If the attack hits, you add +10 to the
attack's damage. Sonic Manipulator
Prerequisite: Wisdom or Charisma 15 or higher
Shield Master (Enriched)
Increase your Strength or Constitution score by 1, to a Increase your Wisdom or Charisma score by 1, to a
maximum of 20. maximum of 20.
If you take the Attack action on your turn, you can use a You are immune to the deafened condition and gain
bonus action to try to shove a creature within 5 feet of you resistance to thunder damage.
with your shield, dealing 2d6 + your strength modifier The first successful melee weapon attack or spell attack
bludgeoning damage. you make with which you are proficient deals an
If you aren't incapacitated, you can add your shield's AC additional 1d6 thunder damage. Additionally, you ignore
bonus to any Dexterity saving throw you make against a resistance to thunder damage.
spell or other harmful effect that targets only you. You gain a Recharge (5-6) ability, Kinetic Thunder: As an
If you are subjected to an effect that allows you to make a action, you manipulate the air in a 10ft cube within 30ft of
Dexterity saving throw to take only half damage, you can you to shake with thunderous energy forcing any creature
use your reaction to take no damage if you succeed on the within the cube to make a constitution saving throw of DC
saving throw, interposing your shield between yourself 8 + your proficiency bonus + your Wisdom or Charisma
and the source of the effect. modifier. If a creature fails, they take 4d10 thunder
damage and are deafened for 1 minute; on a success, a
Skilled (Enriched) creature takes half damage and is not deafened. A
Increase any ability score of your choice by 1, to a creature can repeat the saving throw at the end of each of
maximum of 20. its turns, ending the effect on itself on a success. The
You gain proficiency in any combination of three skills or thunderous energy can be heard out to 300ft. After using
tools of your choice; if already proficient, you gain this ability, roll 1d6 at the start of your next turn; until you
expertise. roll a 5 or 6, you cannot use this ability, and you roll again
You gain proficiency in any combination of three weapons at the start of your next turn. Otherwise, this ability
or three instruments of your choice. recharges on your next short or long rest.

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Spell Singularity Tactical Commander
Prerequisite: Intelligence, Wisdom, or Charisma score 15 Increase your Intelligence, Charisma, or Strength score
or higher by 1, to a maximum of 20.
You can us the Help, Disengage, and Use an Object
Increase your Intelligence, Wisdom, or Charisma score by actions as bonus actions.
1, to a maximum of 20. Your range on the Help action increases to 15ft, and you
You have focused on mastering a singular spell of 5th level may help two creatures within this range as part of the
or lower on your spell list. The spell must be a spell you same action.
know and can prepare when you take this feat. The spell When you are within 5ft of a friendly creature you and the
you choose can be cast at will, without expending a spell creature gain advantage on attack rolls you make.
slot. However, casting the spell in this way is taxing; you When you successfully strike a creature with an attack of
can only cast the spell every 12 seconds or every other opportunity, friendly creatures gain advantage on attack
round in initiative, and when you cast the spell it rolls against that creature until the start of your next turn,
consumes your action, bonus action, and you cannot take or the creature has disadvantage on any saving throws it
reactions until the start of your next turn. The spell must must make until the start of your next turn.
be a melee or ranged spell attack and cannot require
concentration. The spell may be cast using any spell slots Tavern Brawler (Enriched)
you have that are of an appropriate level, and the spell Increase your Strength, Dexterity, or Constitution score by
does not count against your known or prepared spells. 1, to a maximum of 20.
You are proficient with improvised weapons.
Spell Sniper (Enriched) Your unarmed strike uses a d6 for damage.
Prerequisite: The ability to cast at least one spell When you hit a creature with an unarmed strike or an
improvised weapon on your turn, you can use a bonus
Increase your Intelligence, Wisdom, or Charisma score by action to attempt to grapple the target; you have advantage
1, to a maximum of 20. on checks you make to grapple a creature in this way.
When you cast a spell that requires you to make an attack
roll, the spell's range is doubled. Teleportation Terror
Your ranged spell attacks ignore half cover and three- Increase your Intelligence, Wisdom, Charisma, or
quarters cover. Dexterity score by 1, to a maximum of 20.
Before you make a spell attack with a cantrip, you may Your mastery over teleportaion abilities grants you great
choose to take a -5 penalty to the attack roll. If the attack power: After you teleport, you may add your proficiency
hits, you add +10 bonus to the cantrip's damage roll. bonus to the damage roll of any attack you make against a
You learn one cantrip that requires an attack roll. Choose creature.
the cantrip from the Wizard, Cleric, Druid, Bard, Sorcerer, When you use your action to teleport, you may teleport to
or Warlock list. The class also determines your a space occupied by a creature and burst forth with the
spellcasting ability for these spells. force of your translocation: the creature must make a
Strength saving throw of DC 8 + your proficiency bonus +
Stormbringer your Intelligence, Wisdom, or Charisma modifier. On a
Increase your Intelligence, Wisdom, or Charisma, score failed save, a creature takes 4d6 + your proficiency bonus
by 1, to a maximum of 20. Force damage and is knocked prone; on a success, the
When you would deal Lightning damage to a target creature takes half damage and is not knocked prone.
immune to lightning damage, you damage that creature as Any ability that allows you teleport as an bonus action can
if it were only resistant. be used as an action.
When you deal 20 points or more lightning damage to a As a reaction to you being subject to damage, you may
creature, it cannot take reactions until the start of its next teleport by expending any use of an ability or spell that
turn. allows you to teleport; you nullify the damage you would
When you would deal Lightning damage, you roll 1 take when you use your reaction in this way.
additional Lightning damage die (no action required). You
may add an additional dice in this way a number of times Tough (Enriched)
equal to your proficiency bonus each long or short rest. Increase your Strength or Constitution score by 1, to a
maximum of 20.
Summoner's Savant Your hit point maximum increases by an amount equal to
Increase your Charisma, Wisdom, or Constitution score twice your level + your Constitution score when you gain
by 1, to a maximum of 20. this feat. Whenever you gain a level thereafter, your hit
You gain a +2 bonus to your AC when you control any point maximum increases by an additional 3 hit points.
number of summons. This bonus fades the moment you
lose control of your summon(s).
You may use your bonus action to destroy a summon you
control; you gain temporary hitpoints equal to half of the
summon's remaining hitpoints.
When a summon you control is within 5ft of you, both you
and the summon gain advantage on attack rolls.

Part 2| Enriched Neutral Feats (A-Z)

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Transmutative Archer Unshakable
Intelligence, Wisdom, or Charisma score 13 or higher Prerequisite: Constitution 13 or higher
and proficiency with a ranged weapon
Increase your Constitution or Strength score by 1, to a
Increase your Intelligence, Wisdom, Charisma, or maximum of 20.
Dexterity, score by 1, to a maximum of 20. You have advantage on any saving throws you must make
You may take 1 minute to transmute non-magical against being knocked prone, the paralyzed condition, the
ammunition into +1 magical ammunition by utilizing a stunned condition, and the frightened condition.
spell slot; you may transmute 10 pieces of ammunition at At the start of your turn, you may take a -5 penalty to all
the cost of a 2nd level spell slot, 15 pieces for a 3rd level attack rolls you make and gain a + 3 bonus to your AC
spell slot, 20 pieces for a 4th level spell slot, and 30 for a until the start of your next turn.
5th level spell slot. The ammunition remains magical until
they are used as part of an attack at which point the Vortex Chaser
ammunition loses its magical property. Prerequisite: Ability to cast at least one spell
As a bonus action, you may consume a spell slot of 1st
level or higher to transmute your next ranged weapon Increase your Intelligence, Wisdom, or Charisma score by
attack this turn, morphing the ammunition into additional 1, to a maximum of 20.
pieces of ammunition equal to the level of the spell slot You learn and may cast the Tidal Wave spell once each
you consumed. If your next ranged weapon attack lands, long rest without using a spell slot. You may use a spell
each additional piece of ammunition deals an additional slot of an appropriate level to cast the spell, and it does not
1d6 damage of the ammunition's damage type. count against your known or prepared spells.
When you cast a spell that manipulates water such as
Tidal Wave or Control Water, you may roll 1 additional
damage die of the spell's damage type, or if the spell
forces the creature to make a saving throw, that creature
also becomes restrained if they fail the saving throw.
When you cast a spell that manipulates water and deals
damage, you may choose whether the damage is
Bludgeoning or Cold damage.

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War Caster (Enriched)
Prerequisite: The ability to cast at least one spell

Increase your Intelligence, Wisdom, or Charisma score by
1, to a maximum of 20.
You have advantage on Constitution saving throws that
you make to maintain your concentration on a spell 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 your reaction to
cast a spell at the creature, rather than making an
opportunity attack. The spell must have a casting time of 1
action and must target only that creature.
Weapon Master (Enriched)
Increase your Strength or Dexterity score by 1, to a
maximum of 20.
You gain proficiency with four weapons of your choice.
Each one must be a simple or a martial weapon.
Any weapons you attack with which you are proficient
deal an additional 1d4 damage of the weapon's damage
type.
You may designate one weapon with which you are
proficient as your mastered weapon when you take this
feat. This weapon can be a weapon you gained proficiency
from by taking this feat. Your mastered weapon gains a +2
bonus to attack rolls, allows you to make a singular attack
with this weapon as a bonus action, and once each turn
when you roll damage with the weapon, you can reroll the
weapon's damage dice and use either total.
Whip Master
Prerequisite: Proficiency with a whip
Increase your Dexterity or Strength score by 1, to a
maximum of 20.
While wielding a whip with which you are proficient, you
gain a +2 bonus to attack rolls and damage rolls with
those weapons.
While you are wielding a whip with which you are
proficient, other creatures provoke an opportunity attack
from you when they enter your reach.
You have advantage on ability checks and attacks made to
disarm or grapple enemies when using a whip as a part of
the check or attack.

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Enriched Racial Feats (A-Z by Race)

The following feats are based on the player
characters' races. This includes the core racial
feats, but many of them are tweaked as well.
Two of the racial feats included are meant for
homebrew races, but they are common enough
in several games that they are presented to
offer further options for those races. The feats
here are listed alphabetically by race rather than by feat.
Each race now has at least one racial feat, and some have
feats for their subraces. Racial feats that affect multiple races
are detailed at the end, in the Miscellaneous section.

Aarakocra

Sky Warden
Prerequisite: Aaracockra

Increase your Dexterity or Wisdom score by 1, to a
maximum of 20.
You gain proficiency in Wisdom (Perception) checks. You
have expertise on Wisdom (Perception) checks that rely
on sight.
You carry your momentum in your attacks: When you fly
at least 30ft during your turn and make an attack roll, you
roll an additional 1d8 damage if the attack successfully
lands.
You may utilize your flight ability if you are wearing
medium armor with which you are proficient.

Aasimar

God Born
Prerequisite: Aasimar

Increase your Charisma or Constitution score by 1, to a
maximum of 20.
You may cast Guiding Bolt and Inflict Wounds both once
without consuming a spell slot each long rest. These
spells do not count against your known or prepared spells,
and can be cast with a spell slot of an appropriate level.
When you deal radiant or necrotic damage to a creature,
you may use your bonus action to roll a number of hit dice
equal to your proficiency bonus. You regain hitpoints
equal to the amount rolled.
When you target a creature with your Healing Hands or
Celestial Legacy ability, that creature has advantage on
death saving throws they must make for the next hour.

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Aetherborn Bugbear

Unsatiated Nightmare Silent Bruiser
Prerequisite: Aetherborn Prerequisite; Bugbear

Increase your Strength or Charisma score by 1, to a Increase your Dexterity or Strength score by 1, to a
maximum of 20. maximum of 20.
Your Drain Life ability deals 2d6 + your Charisma You may add your Strength modifier to any Dexterity
modifier Necrotic damage and forces the target to make a (Stealth) checks you make.
Constitution saving throw of DC 14 or have their hitpoint Your Surprise Attack feature can be used a number of
maximum reduced by the same amount. times equal to your proficiency bonus each long rest. You
Once each dawn, you may imbue a weapon attack or spell may expend one use when when you strike a creature on
attack with your drain life damage; the healing you gain your first turn in initiative as normal, but you may also
from this ability is doubled. expend one use (no action required) when you
If you do not use your Drain Life feature for seven days, successfully land an attack against a creature from which
your hit point maximum is reduced by 2d6 until you use you are hidden.
the ability. When you land a critical strike against a creature from
which you are hidden, that creature must make a Wisdom
Animated Armor saving throw of DC 8 + your proficiency bonus + your
Strength or Dexterity modifier; on a failed save, the
Bastioned Soul creature becomes Frightened of you. If the creature ends
Prerequisite: Animated Armor its turn in a location where it doesn't have line of sight to
you, the creature can make the Wisdom saving throw. On
Increase your Constitution or Charisma score by 1, to a a successful save, the effect ends for that creature.
maximum of 20.
After you long rest, you gain temporary hitpoints equal to
your AC.
You have advantage on Constitution saving throws to
resist a dispel magic that targets you.
When you are incapacitated by an antimagic field, you may
make a Constitution saving throw against the DC of the
antimagic field at disadvantage at the start of your turn to
end the incapacitation for the next hour.

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Centaur Dragon Hide
Prerequisite: Dragonborn
Equus Enforcer
Prerequisite: Centaur Increase your Strength, Constitution, or Charisma score
by 1, to a maximum of 20.
Increase your Strength or Wisdom score by 1, to a Your scales harden. While you aren’t wearing armor, you
maximum of 20. can calculate your AC as 13 + your Dexterity modifier. You
Your movement speed increases by +10ft, and you may can use a shield and still gain this benefit.
Dash as a bonus action. You grow retractable claws from the tips of your fingers.
When you use your Charge ability, your bonus action Extending or retracting the claws requires no action. The
attack has advantage and deals additional damage equal claws are natural weapons, which you can use to make
to your Wisdom modifier. unarmed strikes. If you hit with them, you deal slashing
When a creature attacks a friendly creature within 30ft of damage equal to 1d4 + your Strength modifier, instead of
you, you may use your reaction to move up to half your the normal bludgeoning damage for an unarmed strike.
movement speed and make an attack roll against the
creature; if the attack lands, the creature must make a Breath of Ancients
saving throw of DC 8 + your proficiency bonus + your Prerequisite: Dragonborn
Wisdom modifier; on a failed save, the creature is knocked
prone. Increase your Strength, Constitution, or Charisma score
by 1, to a maximum of 20.
Changeling Your Breath Weapon deals an additional 2d6 damage of
the damage type determines by your Draconic Ancestry.
Amorphous Genome Your Breath Weapon becomes a Recharge (5-6) ability
Prerequisite: Changeling rather than having one use each long or short rest. After
using your Breath Weapon, roll 1d6 at the start of your
Increase your Charisma or Intelligence score by 1, to a next turn; until you roll a 5 or 6, you cannot use this ability,
maximum of 20. and you roll again at the start of your next turn.
When you use your Shapechanger ability to morph into a Otherwise, this ability recharges on your next short or
different race, you completely transition to that race. You long rest.
gain all the racial benefits of the race you have morphed
into excluding Ability Score Increases. Any Charisma Dwarf
checks you must make while interacting with the race you
have morphed to have advantage. Shapechanging in this Dwarven Fortitude
way lasts for 1 hour. Once you use this ability, you cannot Prerequisite: Dwarf
use it again until you finish a long rest.
Increase your Constitution or Strength score by 1, to a
Dragonborn maximum of 20.
Whenever you take the Dodge action in combat, you can
Dragon Fear (Enriched) spend a number of Hit Dice equal to your proficiency
Prerequisite: Dragonborn bonus to heal yourself. Roll the dice, add your Constitution
modifier to each dice, and regain a number of hit points
Increase your Strength, Constitution, or Charisma score equal to the total (minimum of 1).
by 1, to a maximum of 20.
Instead of exhaling destructive energy, you can expend a Hit Dice: I swear, Short Rests are
use of your Breath Weapon trait to roar, forcing each useful
creature of your choice within 30 feet of you to make a
Wisdom saving throw of DC 8 + your proficiency bonus + For each Hit Die spent, the player rolls the die and
your Charisma modifier. A target automatically succeeds adds the character’s Constitution modifier to it.
on the save if it can’t hear or see you. On a failed save, a The character regains hitpoints equal to the total.
target becomes frightened of you for 1 minute. If the The player can decide to spend an additional Hit
frightened target takes any damage, it can repeat the Die after each roll. A character regains half their
saving throw, ending the effect on itself on a success. maximum Hit Dice when they finish a long rest.
Once you reach 8th level, a creature that fails the saving For example, if a character has 12 Hit Dice, they
throw is also knocked prone, and while frightened in this may regain up to 6 expended Hit Dice at the end
way, must use their action to Dash while they are in line of of a long rest.
sight of you.

Part 3| Enriched Racial Feats (A-Z by Race) 31

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Elf / Half-Elf Revenant Blade
Prerequisite: Elf
Drow High Magic (Enriched)
Prerequisite: Elf (Drow), Half-Elf (Drow) Increase your Dexterity or Strength score by 1, to a
maximum of 20.
Increase your Dexterity or Charisma score by 1, to a While you are holding a double-bladed scimitar with two
maximum of 20. hands, you gain a +1 bonus to Armor Class.
You gain proficiency in Dexterity (Acrobatics) and A double-bladed scimitar has the finesse property when
Charisma (Deception) checks; if already proficient, you you wield it.
gain expertise.
You learn the Detect Magic spell and can cast it at will, Wood Elf Magic
without expending a spell slot. You also learn Levitate. Prerequisite: Elf (Wood), Elf (Valenar Wood Elf), Elf
Dispel magic, and Spider Climb each of which you can (Aereni Wood Elf)
cast once without expending a spell slot. You regain the
ability to cast these spells in this way when you finish a Increase your Wisdom or Charisma score by 1, to a
long rest. Charisma is your spellcasting ability for all three maximum of 20.
spells. You learn the magic of the primeval woods, which are
revered and protected by your people. You learn one druid
Elven Accuracy (Enriched) cantrip of your choice. You also learn the longstrider and
Prerequisite: Elf, Half-Elf pass without trace spells, each of which you can cast once
without expending a spell slot. You regain the ability to
Increase your Dexterity, Intelligence, Wisdom, or cast these two spells in this way when you finish a long
Charisma score by 1, to a maximum of 20. rest. Wisdom is your spellcasting ability for all three
Whenever you have advantage on an attack roll using spells.
Dexterity, Intelligence, Wisdom, or Charisma, you can
reroll one of the dice once. Firbolg
You may reroll the damage dice of any ranged weapon or
ranged spell attack you must make. You must use the new Beast Magic
roll if you choose to use this ability. Prerequisite: Firbolg

Fey Teleportation (Enriched) Increase your Wisdom or Charisma score by 1, to a
Prerequisite: Elf (high), Elf (Aereni high), Elf (Valenar maximum of 20.
high) You learn the Speak With Animals spell and can cast it at
will, without expending a spell slot.
Increase your Intelligence or Charisma score by 1, to a You learn the Animal Friendship, Beast Sense, and
maximum of 20. Conjure Animals spells, each of which you can cast once
You learn to speak, read, and write Sylvan. without expending a spell slot. You regain the ability to
You tap into your fey ancestry to apparate yourself and cast these spells in this way when you finish a long rest.
other ceratures into the Feywilds: You learn the Far Step Wisdom is your spellcasting ability for all three spells.
and Banishment spell and can cast only one of these
spells once without expending a spell slot. You regain the Genasi
ability to cast the spells in this way when you finish a short
or long rest. Intelligence is your spellcasting ability for Dao Legacy
these spells. Prerequisite: Genasi (Earth)

Fey Wings Increase your Strength, Charisma, or Constitution score
Prerequisite: Elf, Half-Elf by 1, to a maximum of 20.
You gain resistance to Slashing damage and are immune
Increase your Intelligence or Charisma score by 1, to a to the petrified condition.
maximum of 20. You learn the Detect Magic spell and can cast it at will,
Once each long rest, you conjure wings from the Feywilds. without expending a spell slot.
The wings take any appeareance you wish, and while You gain natural armor. While you aren’t wearing armor,
active, you have a 35ft flying speed. The wings last for 10 you can calculate your AC as 13 + your Dexterity modifier
minutes, at which point they fade, and you float gently to + Con Modifier. You can use a shield and still gain this
the ground if you are still aloft. benefit.
While your wings are active, you have advantage on any
Intelligence, Charisma, and Dexterity saving throws you
must make.

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Djinn Descent Gith
Prerequisite: Genasi (Air)
Warped Mentalism
Increase your Dexterity, Charisma, or Constitutions score Prerequisite: Gith
by 1, to a maximum of 20.
You gain resistance to Lightning and Thunder damage Increase your Intelligence, Wisdom, or Strength score by
You learn the Detect Magic spell and can cast it at will, 1, to a maximum of 20.
without expending a spell slot. You gain 60ft of blindsight.
You learn the Fly and Lightning Bolt spells, each which You gain resistance to psychic damage.
you can cast once without expending a spell slot. You Whenever you force a creature to make an Intelligence
regain the ability to cast these spells in this way when you saving throw as an action, you may use your bonus action
finish a long rest. Charisma is your spellcasting ability for to make an attack.
these spells. As an action, you may force up to two creatures within
30ft of you to make an intelligence saving throw; on a
Efreeti Lineage failed save, a creature takes 1d8 + your Intelligence
Prerequisite: Genasi (Fire) modifier psychic damage, and the target subtracts 1d6
from the next saving throw they must make until the start
Increase your Intelligence, Charisma, or Constitutions of your next turn. The number of d8's rolled for this
score by 1, to a maximum of 20. ability's damage equals your proficiency bonus. You may
You are immune to Fire damage; moreover, when you use this ability a number of times equal to your
would take Fire damage, you restore hitpoints equal half Intelligence modifier each long rest.
the Fire damage.
You learn the Detect Magic spell and can cast it at will, Gnome
without expending a spell slot.
You learn the Flame Blade and Fireball spell, each which Fade Away (Enriched)
you can cast once without expending a spell slot. You Prerequisite: Gnome
regain the ability to cast these spells in this way when you
finish a long rest. Charisma is your spellcasting ability for Increase your Dexterity or Intelligence score by 1, to a
these spells. maximum of 20.
You learn the Invisibility, which you can cast once without
Marid Inheritance expending a spell slot. You regain the ability to cast this
Prerequisite: Genasi (Water) spells in this way when you finish a long rest. Intelligence
is your spellcasting ability for these spells. When you
Increase your Wisdom, Charisma, or Constitution score reach 8th level, your cast Greater Invisibility in this way.
by 1, to a maximum of 20. You may only cast one of these spells in this until you
You are immune to Acid damage; moreover, when you finish a long rest.
would take Acid damage, you restore hitpoints equal half Immediately after you take damage, you can use a
the Acid damage. reaction to magically become invisible until the end of
You learn the Detect Magic spell and can cast it at will, your next turn or until you attack, deal damage, or force
without expending a spell slot. someone to make a saving throw. Once you use this ability,
You gain a Recharge (5-6) ability, Water Jet: As an action, you can’t do so again until you finish a short or long rest
you shoot water in a 60-foot line that is 5 feet wide. Each
creature in that line must make a Dexterity saving throw Svirfneblin Magic (Enriched)
of DC 8 + your proficiency bonus + your Charisma Prerequisite: Gnome (Deep)
modifier; on a failed save, a target takes 6d6 bludgeoning
damage and, if it is Huge or smaller, is pushed up to 20ft Increase your Dexterity or Intelligence score by 1, to a
away from you and knocked prone. On a success, a target maximum of 20.
takes half the bludgeoning damage and is neither pushed You have inherited the innate spellcasting ability of your
nor knocked prone. After using this ability, roll 1d6 at the ancestors. This ability allows you to cast nondetection on
start of your next turn; until you roll a 5 or 6, you cannot yourself at will, without needing a material component.
use this ability, and you roll again at the start of your next You can also cast each of the following spells once with
turn. Otherwise, this ability recharges on your next short this ability: blindness/deafness, blur, and disguise self. You
or long rest. regain the ability to cast these spells when you finish a
long rest. Intelligence is your spellcasting ability for these
spells, and you cast them at their lowest possible levels.

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Goblin Half-Orc

Wrath of The Small Orcish Fury (Enriched)
Prerequisite: Goblin Prerequisite: Half-Orc

Increase your Dexterity or Constitution score by 1, to a Increase your Strength or Constitution score by 1, to a
maximum of 20. maximum of 20.
When you use your Fury of The Small ability, the target When you hit with an attack using a simple or martial
must make a Strength saving throw of DC 8 + your weapon, you can roll one of the weapon’s damage dice an
proficiency bonus + your Dexterity modifier; on a failed additional time and add it as extra damage of the weapon’s
save, the creature begins to bleed, taking half your damage type. You may use this ability a number of times
character level (rounded down) piercing damage at the equal to your Constitution modifier each long rest.
start of each of their turns until they restore hitpoints or Immediately after you use your Relentless Endurance
they take three turns without restoring hitpoints. ability, you can use your reaction to make one weapon
You may use your Fury of The Small ability a number of attack.
times equal to half your proficiency bonus (rounded down)
each short or long rest rather than only once. Halfling

Goliath Bountiful Luck
Prerequisite: Halfling
Unrelenting
Prerequisite: Goliath Increase your Dexterity or Wisdom score by 1, to a
maximum of 20.
Increase your Strength or Constitution score by 1, to a When an ally you can see within 30 feet of you rolls a 1 on
maximum of 20. the d20 for an attack roll, an ability check, or a saving
When you reduce a creature to 0 hitpoints or you land a throw, you can use your reaction to let the ally reroll the
critical strike on a creature, Your speed is doubled, you die. The ally must use the new roll. When you use this
gain a +2 bonus to your AC, have advantage on Dexterity ability, you can’t use your Lucky racial trait before the end
saving throws, and gain an additional action that can be of your next turn.
used only to take the Attack (one weapon attack only),
Dash, Disengage, hide, or Use and Object action. This Hobgoblin
effect lasts until the end of your next turn. However, if you
miss an attack while under this effect you gain 1 point of Warring Glory
exhaustion and this ability ends. Prerequisite: Hobgoblin

Grung Increase your Intelligence or Constitution score by 1, to a
maximum of 20.
Callous Amphibian When you reduce a creature to 0 hitpoints or land a
Prerequisite: Grung critical strike on a creature, you may use your Saving Face
ability if you have expended it.
Increase your Dexterity or Constitution score by 1, to a When you successfully two consecutive attacks against a
maximum of 20. creature, you may add your Intelligence modifier to all
Your high jump and long jump gain an additional 5ft of damage rolls you make until the end of your next turn
height and distance respectively. against that creature.
When you make a melee weapon or melee spell attack
directly after jumping with either your high jump or long Human
jump, your attack deals one additional dice damage of the
attack's damage type. Wayfarer
You damage targets that are immune to poison as if only Prerequisite: Human
resistant and resistant targets as if they were not resistant
when you would deal poison damage. Increase any ability score of your choice by 1, to a
As a bonus action, you may coat your weapon in your maximum of 20.
poison, dealing additional poison damage equal to your When you take this feat, you may choose any of the
proficiency bonus. You cannot you this ability if you under following combinations of feats and gain both their
the negative effects of your Water Dependency ability. benefits, excluding any ability score increases: Artisan and
Skilled, Blacksmith and Brain and Bronze, Camp Master
and Observant, or Drunk Luck and Heavy Sleeper.

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Kalashtar Kobold

Partylink Urd Ability
Prerequisite: Kalashtar Prerequisite: Kobold

Increase your Wisdom or Charisma score by 1, to a Increase your Dexterity or Charisma score by 1, to a
maximum of 20. maximum of 20.
Your Mind Link capabilities extend further through your Your draconic connection shows as you sprout wings,
connection to the plane of dreams. Each long rest, you granting you 20ft of flying speed.
may designate up to 9 willing creatures that are within You learn the Firebolt cantrip.
60ft of you. Each of those creatures can communicate If you are Frightened or Paralyzed by an effect that allows
telepathically with each other and you as long as the a saving throw, you can repeat the save at the start of your
communicants are on the same plane of existence as you. turn to end the effect on you and all friendly creatures
You may end this effect early as an action. within 30ft of you. Any creature that benefits from this
ability has advantage on its next attack roll.
Renegade
Prerequisite: Kalashtar Leonin

Increase your Wisdom or Charisma score by 1, to a Undaunted
maximum of 20. Prerequisite: Leonin
Your connection to a Quori spirit grants you power from
the plane of dreams to will it into existence: Choose Increase your Constitution or Wisdom score by 1, to a
between Force, Psychic, or Necrotic when you take this maximum of 20.
feat. You have advantage on saving throws against being
You gain a pool of d6's equal to your Wisdom modifier + Frightened, Paralyzed, or Stunned.
your proficiency bonus. When you would deal the damage You may use your Daunting Roar ability a number of times
type chosen by making an attack or forcing a creature to equal to half your proficiency bonus (rounded down) each
make a saving throw, you may add any number of d6's to long rest. When you reach 8th level, you may choose when
your attack roll or damage roll, or you may subtract any you use Daunting Roar to have targets that fail the saving
number of d6's from a creature's saving throw. If you throw either become frightened or become stunned. When
target multiple creatures, you must consume different d6's you reach 15th level, you may choose between Frightened,
for each creature's saving throw you wish to affect. You Stunned, or Paralyzed.
regain expended d6's when you finsih a long rest.
You may consume a number of d6's from your pool equal Lizardfolk
to your Wisdom modifier to force your Quori spirit to
influence a creature within 60ft of you as a bonus action. Cold Predator
Until the end of your current turn, the creature loses all Prerequisite: Lizardfolk
resistances and immunities to the damage type chosen.
Increase your Constitution or Wisdom score by 1, to a
Kenku maximum of 20.
You gain proficiency in whichever skills you did not
Shadowed Deceiver choose as part of your Hunter's Lore ability; if already
Prerequisite: Kenku proficient, you gain expertise.
Your Bite ability deals 2d6 + your Strength modifier when
Increase your Wisdom, Charisma, or Dexterity score by 1, you reach 8th level and 3d6 + your Strength modifier
to a maximum of 20. when you reach 15th level.
You have advantage on Charisma (Deception) checks You may calculate your Natural Armor as 13 + your
while you are obscured either through dim light or Dexterity modifier + your Constitution modifier.
darkness or hidden from the creature you are deceiving.
You may add your Wisdom modifier to your Charisma Natural Armor: You can still style in
(Deception) checks. armor
As an action, you may use your Mimicry to unsettle your
foes; you may choose any number of creatures within 30ft Methods to calculate your AC are mutually
of you that can hear you. Those creatures must make an exclusive: you can benefit from only one at a time.
Intelligence saving throw against your Charisma If you have access to more than one, you pick
(Deception) check; on a failed save, targets have which one to use. For example, if you have Natural
disadvantage on the next attack roll and next saving throw Armor that brings your AC to a total of 17, and you
they must make until the end of your next turn, confusing are wearing light armor that brings your AC to a
the creature with your imitations. You may use this ability total of 15, you can choose whichever you like
a number of times equal to your Charisma modifier each (pick Natural Armor: 17 is higher than 15, and
long rest (minimum of 1). Natural Armor is cool).

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Locathah Satyr

Leviathan Grit Hedonism of The Wilds
Prerequisite: Locathah Prerequisite: Satyr

Increase your Strength, Dexterity or Constitution score by Increase your Charisma or Dexterity score by 1, to a
1, to a maximum of 20. maximum of 20.
You may calculate your natural armor as 12 + your You learn the Calm Emotions and Jump spells and can
Dexterity modifier + your Strength modifier cast them at will. Charisma is your spellcasting ability for
When you succeed on a saving throw against being these spells.
charmed, frightened, paralyzed, poisoned, stunned, or put As a bonus action, you may play an instrument with which
to sleep, you gain temporary hitpoints equal to your you are proficient, and all creatures you choose within
character level. 60ft of you must make a Charisma saving throw of DC 8 +
You gain resistance to Acid, Poison, and Piercing damage. your proficiency bonus + your Charisma modifier. If you or
creatures that are friendly to you are fighting it, it has
Loxodon advantage on the saving throw. On a failed save, each
creature is Charmed by you for 10 minutes, and you may
Mindful Fortitude spend your action to command those charmed. Creatures
Prerequisite: Loxodon charmed in this way cannot harm themselves or those
considered friendly to them and make the saving throw at
Increase your Wisdom or Constitution score by 1, to a the end of their turn. Each time the target takes damage, it
maximum of 20. makes a new Wisdom saving throw. When a creature
When you gain level hereafter, you may add your Wisdom succeeds on the saving throw, the spell ends. Once you
modifier to your maximum hitpoints. use this ability, you can't do so again until you finish a long
When you are forced to make a Wisdom or Constitution rest.
saving throw, you may use your reaction to expend 1 of
your hit dice and add the value rolled + your Constitution Shifter
modifier to your saving throw. If you roll the maximum
value on the hit die, you do not expend the hit die. True Transformation
Prerequisite: Shifter
Minotaur
Increase your Dexterity, Strength, or Constitution score by
Labyrinthian Heart 1, to a maximum of 20.
Prerequisite: Minotaur When you take this feat, your Shifting ability lasts for 10
minutes rather than 1 minute. When you reach 8th level, it
Increase your Wisdom or Strength score by 1, to a lasts for 1 hour. Regardless of the duration of your
maximum of 20. Shifting ability, you may choose to concentrate on it as if
You have advantage on Intelligence (History) or Wisdom you were concentrating on a spell when its duration would
(Survival) checks to recall information about locations. end. Whenever you take damage, you must make
You can perfectly recall any path you have traveled. concentration checks as normal. If you fail a concentration
Whenever you reduce a creature to 0 hitpoints or you land check or the duration extends to double its normal
a critical strike against a creature, you may add your duration, your Shifting ability ends.
Wisdom modifier to all damage rolls you make thereafter
until the end of your next turn. Simic Hybrid

Orc Combine Amalgam
Prerequisite: Simic Hybrid
Ruthless Fury
Prerequisite: Orc When you take this feat, you choose to gain either an
Elven racial feat or a Vedalken racial feat. You may take
Increase your Strength or Constitution score by 1, to a this feat multiple times, choosing a new racial feat each
maximum of 20. time.
When you hit with an attack using a simple or martial
weapon, you can roll one of the weapon’s damage dice an
additional time and add it as extra damage of the weapon’s
damage type. You may use this ability a number of times
equal to your Constitution modifier each long rest.
Immediately after you use your Aggressive ability, you can
make one weapon attack.

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Tabaxi As a reaction when you are forced to make a Dexterity
saving throw, choose any number of creatures within 5
Agility Sense feet of you. Each chosen creature may use your saving
Prerequisite: Tabaxi throw in place of their own before or after they know the
result of the saving throw.
Increase your Dexterity or Wisdom score by 1, to a
maximum of 20. Triton
You add your Dexterity modifier to your Wisdom
(Perception) checks and passive perception. Maelstrom Sentinel
You gain a 25ft climbing speed. Prerequisite: Triton
You may use your reaction when you must make a
Dexterity saving throw to add your Wisdom modifier to Increase your Strength, Charisma, or Constitution score
the roll, before or after you know the result of the saving by 1, to a maximum of 20.
throw. You may use your reaction in this same way when While you are submerged in water, you have advantage on
you must make a Wisdom saving throw adding your all attacks of opportunity.
Dexterity modifier to the roll. You learn the Shocking Grasp cantrip.
You learn the Control Water, Watery Sphere, and Call
Tiefling / Feral Tiefling Lightning spells, each which you can cast once without
expending a spell slot. You regain the ability to cast these
Flames of Phlegethos spells in this way when you finish a long rest. Charisma is
Prerequisite: Tiefling, Feral Tiefling your spellcasting ability for these spells.

Increase your Intelligence or Charisma score by 1, to a Vedalken
maximum of 20.
When you roll Fire damage for a spell you cast, you can Eternal Precision
reroll any roll of 1 on the Fire damage dice, but you must Prerequisite: Vedalken
use the new roll, even if it is another 1.
Whenever you cast a spell that deals Fire damage, you can Increase your Intelligence or Wisdom score by 1, to a
cause flames to wreathe you until the end of your next maximum of 20.
turn. The flames don’t harm you or your possessions, and You gain a pool of d4's equal to your character level. When
they shed bright light out to 30 feet and dim light for an you would make a check, saving throw, or attack using
additional 30 feet. While the flames are present, any Intelligence or Wisdom, you may expend 1d4 to add to the
creature within 5 feet of you that hits you with a melee roll. You regain expended d4's when you finish a long rest.
attack takes 1d4 Fire damage. When you reach 8th level, you may expend up to 2d4 on a
roll, and at 15th level, you may expend up to 3d4 on a roll.
Infernal Constitution (Enriched)
Prerequisite: Tiefling, Feral Tiefling Verdan

Increase your Constitution or Wisdom score by 1, to a Entropic Connection
maximum of 20. Prerequisite: Verdan
You gain resistance to cold, lightning, and poison damage.
You gain advantage on saving throws against being Increase your Constitution or Charisma score by 1, to a
poisoned or stunned. maximum of 20.
Whenever you succeed on a Wisdom or Charisma saving
Tortle throw that a creature forces you to make, the creature
takes psychic damage equal to your proficiency bonus.
Tortle Protector You learn the Mind Sliver cantrip.
Prerequisite: Tortle You learn the Mind Spike and Sending spells, each which
you can cast once without expending a spell slot. You
Increase your Strength, Constiution, or Wisdom score by regain the ability to cast these spells in this way when you
1, to a maximum of 20. finish a long rest. Charisma is your spellcasting ability for
You may use your Constitution modifier in place of your these spells.
Dexterity modifier to calculate your saving throw
whenever you make a Dexterity saving throw.
Your Natural Armor ability is raised to a base AC of 18.
When you reach 8th level, this increases to 19, and at 15th
level, this increase to 20.

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Warforged Miscellaneous

Defensive Measures Prodigy (Enriched)
Prerequisite: Warforged Prerequisite: Half-Elf, Half-Orc, or Human

Increase your Constitution or Wisdom score by 1, to a Increase any ability score of your choice by 1, to a
maximum of 20. maximum of 20.
You gain resistance to Slashing and Bludgeoning damage. You gain one skill proficiency of your choice, one tool
When calculating your AC while wearing armor with proficiency of your choice, and fluency in one language of
which you are proficient, you may use your Constitution your choice.
modifier in place of your Dexterity modifier. Choose two skills with which you have proficiency. You
You may use your reaction when you are targeted by an gain expertise with those skills.
attack to increase your AC by +2 and reduce your
movement speed by half until the end of your next turn. Stout Nimbleness (Enriched)
Prerequisite: Dwarf or a Small race
Elemental Servo
Prerequisite: Warforged Increase your Strength or Dexterity score by 1, to a
maximum of 20.
Increase your Constitution or Strength score by 1, to a Increase your walking speed by 10 feet.
maximum of 20. You gain proficiency in the Acrobatics and Athletics skills;
When you would take Fire, Cold, or Lightning damage, if already proficient, you gain expertise.
you may use your reaction to absorb the effect, reducing You have advantage on any Strength (Athletics) or
the damage you take by your Constitution modifier + your Dexterity (Acrobatics) check you make to escape from
character level + 1d10. If you reduce the damage to less being grappled.
than half, you may charge a weapon you are wielding with
the elemental energy as part of the same reaction. When
this effect occurs, your weapon attacks with the charged
weapon deal additional damage of the type absorbed
equal to 1d10 + your Constitution modifier for 1 minute.

Yuan-Ti Pureblood

Apathetic Superiority
Increase your Charisma, Intelligence, or Dexterity score
by 1, to a maximum of 20.
When you make an attack using Charisma, Intelligence, or
Dexterity, you may reroll the damage dice and use either
total. Your attacks with Charisma, Intelligence, and
Dexterity are considered critical strikes on a roll of 19 or
20.
When you land a critical strike on a creature using
Charisma, Intelligence, or Dexterity, the creature must
make a saving throw of DC 8 + your proficiency bonus +
the modifier you used for the attack. On a failed save, the
creature becomes Poisoned and takes 1d8 Poison
damage. This damage increases to 2d8 at 8th level and to
3d8 at 15th level. On a successful save, the creature is not
Poisoned and takes half the Poison damage.
When you take Poison damage, you you restore hitpoints
equal to half the poison damage.

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries. This work contains material that is copy right Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this
work is copyright 2020 by Benjamin Marsteller and published under the Community Content Agreement for Dungeon Masters

Guild.

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