General Feats
Feat | Prerequisites | Ability Score Increase |
Benefits |
---|---|---|---|
Action Hero | level 4 | With Action Points, roll d6 not d4; spend 2 AP to take extra move or standard action | |
Battle-Honed Instincts | Wisdom 13+ | Dex or Wis | Can't be surprised while conscious and not incapacitated |
Breath Control | Constitution 13+ | Con or Wis | Hold your breath 4× as long a normal, have adv. on saves vs. effects involving breathing |
Elemental Affinity | Dex, Con or Wis | Resist elemental damage 1/SR; learn Primordial and communicate with elementals | |
Elude Danger | Acrobatics prof. | Dex or Wis | When missed by melee attack, move 10 feet as a reaction w/o opp.atks., usable PB/LR |
Evade Death | Constitution 13+ | Con | When would go to 0 hp, can instead drop to 1 hp, gain temp hp = level + Con mod; 1/HR |
Faster Healing | Con | When spending Hit Dice during long rest, add prof.bonus to recovered hp | |
Favored in House | Dragonmarked house membership | Adv. on Persuasion checks with house members; Favor check system | |
First to Move | Dexterity 13+ | Dex or Int | In 1st round of combat, open with +15 ft move action, opp.atks. made at disadv. |
Galifaran Scholar | History prof., 1st level only | Adv. on History checks re Last War, always proficient; membership at major university/academy | |
Heroic Spirit | Gain +5 action points per level; can spend 2 AP to mitigate a natural 1 | ||
Immovable Soul | Athletics prof. | Str or Dex | Adv. on skill checks to resist grapple/shove, and to escape grapple |
Implacable Caster | Spellcasting or Pact Magic | Int, Wis or Cha | Can cast spells while prone, restrained or grappled |
Improved Familiar | level 3, able to cast find familiar | Gain a more powerful familiar when you cast find familiar | |
Mark for Death | Str or Dex | After rolling init, mark one visible foe, make attacks against w/adv; usable 1/SR | |
Mind-Warded Will | Wisdom 13+ | Adv. on saves vs. charm, fear, stun or paralysis | |
Nimble Footwork | size Small | Move through space of any Medium or larger foe, not diff.terrain, don't provoke opp.attacks | |
Perfected Strike | Strength 13+ | Str | When making a melee weapon attack with adv., may reroll one damage die |
Rapid Swimming | Athletics prof. | Str or Con | Water is not diff.terrain; gain +5 to Str (Athletics) to swim |
Ready for Anything | Wisdom 13+ | Wis | Ready action as a bonus action usable 1/SR |
Relic Hunter | Intelligence 13+; prof. in Arcana, History, Religion or Investigation |
Int or Wis | Adv. on Int (Arcana, History, Religion, Investigation) checks in Dhakaani or Xen'drik ruins |
Spellproof Hide | Constitution 13+ | When succeed on save against single-target spell or magic, gain temp hp = 1/2 level + Con mod | |
Spellshock Knockdown | Spellcasting or Pact Magic | When hitting with melee/ranged spell attack, can shove prone in same action; usable PB/LR | |
Spell-Strike Cadence | Spellcasting | Str or Wis | After casting a spell as a bonus action, can gain adv. on next melee attack same turn; usable PB/LR |
Sure-Foot Discipline | Athletics or Acrobatics prof. | Str or Dex | Adv. on skill checks and saves vs. being grappled, knocked prone or pushed |
Woodland Stalker | Dexterity 13+ | Dex | In natural areas, can hide as a bonus action even if lightly obscured; not disadv. on Stealth checks |
Legend | |
---|---|
1/SR | Usable once per short rest |
adv. | advantage |
disadv. | disadvantage |
opp.atk. | opportunity attack |
hp | hit points |
PB/LR | Usable a number of times equal to your proficiency bonus per long rest |
Action Hero
You have the ability to alter your luck drastically in dire circumstances.
Prerequisite: level 4
Benefits:
-
When you spend an action point to alter the result of an attack roll, a skill check, or a saving throw, or a death save, you roll a d6 instead of a d4.
-
You can spend 2 action points to take an extra move action or standard action in a round, either before or after your regular actions. You must complete a short rest before you can use this ability again.
Battle-Honed Instincts
You don’t let your guard down—not when survival depends on readiness.
Prerequisite: Wisdom 13 or higher
Benefits:
-
Increase your Dexterity or Wisdom by 1, to a maximum of 20.
-
You can’t be surprised while you are conscious and not incapacitated.
Breath Control
You have trained your body and mind to regulate your breath with exceptional discipline.
Prerequisite: Constitution 13
Benefits:
-
Increase your Constitution or Wisdom score by 1, to a maximum of 20.
-
You can hold your breath four times as long as normal.
-
You have advantage on saving throws against effects that involve breathing or inhalation, such as suffocation, altitude sickness, smoke, toxic gas, or spells like cloudkill, stinking cloud, or incendiary cloud.
Elemental Affinity
Your body responds to elemental threats before your mind can.
Benefits:
-
Increase your Dexterity, Constitution or Wisdom score by 1, to a maximum of 20.
-
Elemental Speech. You learn Primordial, and can speak with any elemental that has a language.
-
Reactive Resistance. Once per short rest, when you are targeted by an effect that would deal acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to that damage type until the end of your next turn. This applies to the damage you're about to take.
Elude Danger
When a foe barely misses you, you can spring back outside of their reach.
Prerequisite: Acrobatics proficiency
Benefit:
-
Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
-
When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to move up to 10 feet without provoking opportunity attacks. You can use this feature a number of times equal to your proficiency bonus per long rest.
Evade Death
Pain doesn't slow you down. It sharpens you. You've learned to push through wounds and stay standing long after others fall.
Prerequisite: Constitution 13 or higher
Benefits:
-
Increase your Constitution score by 1, to a maximum of 20.
-
Once per long rest, when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. When you do, you gain temporary hit points equal to your level + your Constitution modifier.
Faster Healing
You recover from injuries with remarkable speed during moments of rest.
Benefits:
-
Increase your Constitution score by 1, to a maximum of 20.
-
Whenever you spend one or more Hit Dice to regain hit points during a short rest, you regain additional hit points equal to your proficiency bonus.
Favored in House
You are a recognized and respected member of one of the dragonmarked houses, and your connections grant you access to influence, resources, and information through the house’s network.
Prerequisite: Member of a dragonmarked house
Benefits:
-
You have advantage on Charisma (Persuasion) checks made when dealing with other members of your dragonmarked house or their trusted representatives.
-
You can request favors from your house’s contacts a number of times per week equal to half your character level (rounded down, minimum 1). Each request must be made through a different contact. When requesting a favor, describe what you need (information, documents, temporary equipment, etc.), and make a Favor Check: roll a d20 and add your proficiency bonus. The DC is set by the DM, based on the complexity or risk involved, as given below. You cannot retry a favor check for the same or a substantially similar request. If successful, the contact provides the favor within a timeframe the DM deems appropriate. The DM may rule that a request automatically fails.
Favor Scope | Example | DC |
---|---|---|
Minor | A rumor, small item, non-sensitive document | 10 |
Moderate | Access to restricted knowledge, use of a contact’s name, minor magical aid | 15 |
Major | Expensive or risky aid, incriminating info, access to high-level magic | 20–25 |
- You gain a skill proficiency, based on your dragonmarked house as given below. If you were not proficient in the skill you gain proficiency. If you were proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit. In the case of House Cannith the benefit applies to two tools instead.
Dragonmark House(s) | Skill or Tools |
---|---|
Cannith | alchemist's tools, calligrapher's tools, glassblower's tools, jeweler's tools, leatherworker's tools, smith's tools, tinker's tools |
Deneith | Insight |
Ghallanda | Persuasion |
Jorasco | Medicine |
Kundarak | Investigation |
Lyrandar | Acrobatics |
Medani | Perception |
Orien | Survival |
Phiarlan, Thuranni | Insight |
Sivis | Persuasion |
Tharashk | Investigation |
Vadalis | Animal Handling |
First to Move
The moment combat begins, your instincts take over—you slip into position before anyone can react.
Prerequisite: Dexterity 13 or higher
Benefits:
-
Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
-
On the first round of combat, if you move before taking any other action or bonus action, your speed increases by 15 feet until the end of that turn. In addition, during this turn opportunity attacks against you are made with disadvantage.
Galifaran Scholar
You have studied the rise and fall of the Kingdom of Galifar in great depth.
Prerequisites: History proficiency, 1st level only
Benefits:
-
You have advantage on Intelligence (History) checks related to the Last War, the royal family of the Kingdom of Galifar, or the Five Nations.
-
When you make an Intelligence (Arcana, Nature, Religion or Investigation) check related to these topics, you add your proficiency bonus even if you are not proficient in the skill being used.
-
You have a membership as a visiting scholar by a major educational institution: the Library of Korranberg, Morgrave University, the University of Wynarn, or Rekkenmark Academy. You have access to their libraries, including closed stacks normally reserved for trusted scholars. Once per month, you can request an audience with a sage or researcher to ask questions on their area of expertise..
Heroic Spirit
You have a larger reservoir of luck than the average hero.
Benefits:
- Your action point maximum per level is increased by 5. Thus, you now gain a number of action points equal to 10 + one half your character level at each new level you attain. This number also represents the total number of action points you can have at each level.
- You can spend 2 action points to mitigate a natural 1. Its automatic failure property is removed, and +1d4 is added to the roll. (Alternatively, if you have the Action Hero feat, +1d6 is added.)
Immovable Soul
Your spirit is anchored like ancient stone, and no force—physical or arcane—can move you against your will.
Prerequisite: Athletics proficiency
Benefits:
-
Increase your Strength or Dexterity score by 1, to a maximum of 20.
-
You have advantage on skill checks made to resist grapple or shove attempts, and to escape a grapple once it's begun.
Implacable Caster
No force can shake your grip on the arcane—you cast with clarity even when bound, bloodied, or surrounded.
Prerequisites: Spellcasting or Pact Magic
Benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
-
You can cast spells while you are prone, grappled, or restrained without suffering disadvantage on ranged spell attacks. You can cast spells even while bound, pinned, or otherwise physically hindered, as long as you are conscious and not incapacitated.
Improved Familiar
You have delved deeper into arcane pacts and mystical research, allowing you to summon a more powerful and unusual creature as a familiar.
Prerequisites: Wizard level 3, OR level 3 and ability to cast find familiar
Benefit: When you cast find familiar, you may choose from an expanded list of familiars, detailed below. You must meet the minimum level required for the familiar you choose.
These familiars follow all normal familiar rules: they act independently, cannot attack, and vanish if reduced to 0 HP. You may communicate telepathically with your familiar within 100 feet, and you can use your action to perceive through its senses.
The familiar’s Intelligence is raised to 6, if it was lower. It cannot attack. Any ability it has that requires an attack roll, saving throw, or deals damage, cannot be used.
Familiar | Type | Minimum Level | Notes |
---|---|---|---|
Baboon | Beast | 3rd | Pack Tactics |
Badger | Beast | 3rd | Keen Smell |
Blood Hawk | Beast | 3rd | Keen Sight |
Eagle | Beast | 3rd | Keen Sight; Fly 80 ft. |
Flying Fox Bat | Beast | 3rd | Echo-location; Fly 30 ft.; blindsight 60 ft. |
Giant Rat | Beast | 3rd | Darkvision |
Jackal | Beast | 3rd | Keen Hearing and Smell |
Lynx | Beast | 3rd | Keen Smell and Sight; Stealthy |
Python | Beast | 3rd | Constrict; climb/swim speeds |
Air Elemental | Elemental | 5th | Fly 90 ft. |
Earth Elemental | Elemental | 5th | Earth Glide |
Fire Elemental | Elemental | 5th | Fire form |
Ice Elemental | Elemental | 5th | Cold immunity; ice glide |
Water Elemental | Elemental | 5th | Water form; swim 90 ft. |
Homunculus | Construct | 5th | Construct |
Pseudodragon | Dragon | 5th | Magic resistance, telepathy |
Sprite | Fey | 5th | Invisibility, Heart Sight |
Tressym | Monstrosity | 5th | Keen Smell; Poison Sense; Detect Invisibility |
Imp | Fiend | 7th | Shapechanger, invisibity |
Mephit (any) | Elemental | 7th | Elemental resistances |
Quasit | Fiend | 7th | Shapechanger, fear, invisibility |
Mark for Death
You’ve trained to exploit the first moment of chaos in a fight, striking with precise timing and careful positioning.
Benefits:
-
Increase your Strength or Dexterity score by 1, to a maximum of 20.
-
When you roll initiative and aren’t surprised, you can mark one creature you can see. Until the end of your first turn, attacks you make against that creature have advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
Mind-Warded Will
You’ve endured forces that tried to stop your body or break your spirit. You’ve learned to push through the unnatural weight that seeks to lock you down or twist your fear.
Prerequisite: Wisdom 13 or higher
Benefit: You have advantage on saving throws against any spell or ability that make you charmed, frightened, stunned, or paralyzed.
Nimble Footwork
Trained to weave through chaos, you use your nimbleness to confuse larger foes and dart through openings others miss.
Prerequisite: size Small
Benefit: You can move through the space of any creature larger than you. This movement does not count as difficult terrain for you. When you do, that creature cannot make opportunity attacks against you until the end of the turn.
Perfected Strike
You strike not with brute chaos, but with deliberate brutality honed through repetition.
Prerequisites: Strength 13 or higher
Benefits:
-
Increase your Strength by 1, to a maximum of 20.
-
Once per turn, when you make a melee weapon attack with advantage, you may reroll one of the damage dice. You must use the new result. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rapid Swimming
You move through the water with natural grace.
Prerequisite: Athletics proficiency
Benefits:
-
Increase your Strength or Constitution score by 1, to a maximum of 20.
-
While swimming, water does not count as difficult terrain for you.
-
You gain a +5 bonus to Strength (Athletics) checks made to swim.
Ready for Anything
You’ve trained to act decisively when others hesitate, using forethought instead of speed to dominate chaotic situations.
Prerequisite: Wisdom 13 or higher
Benefits:
-
Increase your Wisdom score by 1, to a maximum of 20.
-
You can take the Ready action as a bonus action once per short or long rest. When you use this feature, you still follow the normal rules for the Ready action (including choosing a trigger and a response). Your reaction is consumed as normal when the readied action is triggered.
The action you ready must still follow all usual limitations, including not allowing two leveled spells on the same turn.”
Relic Hunter
Your studies of ancient cultures have made you an expert in identifying and understanding the remnants of lost civilizations.
Prerequisites: Intelligence 13, proficiency in Arcana, History, Religion, or Investigation
Benefits:
-
Increase your Intelligence or Wisdom by 1, to a maximum of 20.
-
When you examine ruins, artifacts, or inscriptions related to the Dhakaani Empire or ancient Xen'drik, you have advantage on Intelligence (Arcana, History, Religion, and Investigation) checks made to understand, identify, or analyze them.
-
Choose either the language Goblin or Giant when you take this feat. You learn this language.
Spellproof Hide
Over time, your body has learned to harden itself not just against blades, but against sorcery itself.
Prerequisite: Constitution 13 or higher
Benefit: Once per short or long rest, when you succeed on a saving throw against a spell or magical effect that targets only you (not an area of effect), you gain temporary hit points equal to your 1/2 your level plus your Constitution modifier. These temporary hit points last for 1 minute or until depleted.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Spellshock Knockdown
You channel force through both magic and muscle, battering your foes with more than arcane power. Your spells hit like fists—and your fists don’t stop at hitting.
Prerequisite: Spellcasting or Pact Magic
Benefit: When you hit a creature with a melee or ranged spell attack, you can attempt to shove the target prone as part of the same action. To do so, make an Athletics check contested by the target’s Athletics or Acrobatics check. Use Strength (Athletics) if the spell was a melee spell attack; use Dexterity (Athletics) if the spell was a ranged spell attack.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Spell-Strike Cadence
You’ve trained in the doctrine of rhythmic violence—a martial cadence where spells and strikes are timed to perfection.
Prerequisite: Spellcasting
Benefits:
-
Increase your Strength or Wisdom by 1, to a maximum of 20.
-
When you cast a spell as a bonus action on your turn, you can choose to gain advantage on the next melee weapon attack you make before the end of that turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sure-Foot Discipline
Your mastery of balance and momentum makes you hard to catch, harder to drop, and nearly impossible to shove aside.
Prerequisites: Athletics or Acrobatics proficiency
Benefits:
-
Increase your Strength or Dexterity score by 1, to a maximum of 20.
-
You have advantage on ability checks and saving throws made to resist being grappled, knocked prone, or pushed.
Woodland Stalker
You’ve learned to vanish between the branches, your presence just another shadow in the undergrowth.
Prerequisite: Dexterity 13 or higher
Benefits:
-
Increase your Dexterity score by 1, to a maximum of 20.
-
While in natural areas that provide partial cover or light obscurity (such as trees, underbrush, or thick vines), you can attempt to Hide as a bonus action, even if you're only lightly obscured. Also, moving through foliage or natural features does not impose disadvantage on Stealth checks.