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RACE RACIAL FEATS

d100 Race Leveling up in a class is the main way a character


01—40 Human evolves during a campaign. Some DMs also allow the
41—50 Dwarf use of feats to customize a character. Feats are an op—
51-—60 Elf tional rule in chapter 6, “Customization Options,” of the
61—70 Halfling Player’s Handbook. The DM decides whether they’re
used and may also decide that some feats are available
71—75 Dragonborn
in a campaign and others aren’t.
76—80 Gnome
This section introduces a collection of special feats
31—35 Half-elf that allow you to explore your character’s race fur-
86—90 Half~orc ther. These feats are each associated with a race from
9l—95 Tiefling the Player’s Handbook, as summarized in the Racial
96—00 DM’s choice Feats table. A racial feat represents either a deepening
connection to your race’s culture or a physical trans-
formation that brings you closer to an aspect of your
RELATIONSHIP race’s lineage.
3d4 Attitude The cause of a particular transformation is up to you
3—4 Hostile and your DM. A transformational feat can symbolize a
5-10 Friendly latent quality that has emerged as you age, or a transfor-
11—12 Indifferent mation might be the result of an event in the campaign,
such as exposure to powerful magic or visiting a place of
ancient significance to your race. Transformations are a
STATUS fundamental motif of fantasy literature and folklore. Fig—
3d6 Status uring out why your character has changed can be a rich
3 Dead (roll on the Cause of Death table) addition to your campaign’s story.
4—5 Missing or unknown

--
RACIAL FEATS

.g.
6— Alive, but doing poorly due to injury, financial trou-

.. -_;—r;;:
ble, or relationship difficulties Race Feat

9—12 Alive and well Dragonborn Dragon Fear


l3—l5 Alive and quite successful Dragonborn Dragon Hide

i6—l7 Alive and infamous Dwarf Dwarven Fortitude

18 Alive and famous Dwarf Squat Nimbleness


Elf Elven Accuracy
WHAT’S NEXT? Elf (drow) Drow High Magic
Elf (high) Fey Teleportation
When you’re finished using these tables, you’ll have a
Elf (wood) Wood ElfMagic
collection of facts and notes that—at a minimum—encap-
sulate what your character has been doing in the world Gnome Fade Away
up till now. Sometimes that might be all the information Gnome Squat Nimbleness
you want, but you don’t have to stop there. Half-elf Elven Accuracy
By using your creativity to stitch all these bits together Half-elf Prodigy
into a continuous narrative, you can create a full-fledged Half-arc Orcish Fury
autobiography for your character in as little as a few
Half-ore Prodigy
sentences—an excellent example of how the whole is
greater than the sum of its parts. Halfling Bountiful Luck
Did you get a couple of results on the tables that don’t Halfling Second Chance
outright contradict each other but also don’t seem to fit Halfling Squat Nimbleness
together smoothly? If so, now is your chance to explain Human ’ Prodigy
what happened to you. For instance, let’s say you were Tiefling Flames of Phlegethos
born in a castle, but your childhood home was in the Infernal Constitution
Tiefling
wilderness. It could be that your parents traveled from
their forest home to seek help from a midwife at the
The feats are presented below in alphabetical order.
castle when your mother was close to giving birth. Or
your parents might have been members of the castle’s
BOUNTIFUL LUCK
staff before you were born, but they were released from
service soon after you came into the world. Prerequisite: Halfling
In addition to deepening your own roleplaying experi- Your people have extraordinary luck, which you have
ence, your character’s history presents your DM with op— learned to mystically lend to your companions when you
portunities to weave those elements into the story of the see them falter. You’re not sure how you do it; you just
campaign. Any way you look at it, adding definition to wish it, and it happens. Surely a sign of fortune’s favor!
your character’s pro—adventuring life is time well spent.
When an ally you can see within 30 feet of you rolls a - Whenever you take the Dodge action in combat, you
1 on the d20 for an attack roll, an ability check, or a sav— can spend one Hit Die to heal yourself. Roll the die,
ing throw, you can use your reaction to let the ally reroll add your Constitution modifier, and regain a number
the die. The ally must use the new roll. of hit points equal to the total (minimum of 1).
When you use this ability, you can’t use your Lucky
racial trait before the end of your next turn. ELVEN ACCURACY
Prerequisite: Elf or half-eff
DRAGON FEAR
The accuracy of elves is legendary, especially that of elf
Prerequisite: Dragonborn archers and spellcasters. You have uncanny aim with at-
When angered, you can radiate menace. You gain the tacks that rely on precision rather than brute force. You
following benefits: gain the following benefits:
- Increase your Strength, Constitution, or Charisma - Increase your Dexterity, Intelligence, Wisdom, or Cha-
score by 1, to a maximum of 20. risma score by 1, to a maximum of 20.
- Instead of exhaling destructive energy, you can ex— . Whenever you have advantage on an attack roll using
pend a use of your Breath Weapon trait to roar, forcing Dexterity, Intelligence, Wisdom, or Charisma, you can
each creature of your choice within 30 feet of you to reroll one of the dice once.
make a Wisdom saving throw (DC 8 + your proficiency
bonus + your Charisma modifier). A target automati- FADE AWAY
cally succeeds on the save if it can’t hear or see you. Prerequisite: Gnome
On a failed save, a target becomes frightened of you
Your people are Clever, with a knack for illusion magic.
for 1 minute. If the frightened target takes any dam-
You have learned a magical trick for fading away when
age, it can repeat the saving throw, ending the effect
you suffer harm. You gain the following benefits:
on itself on a success.
. Increase your Dexterity or Intelligence score by l, to a
DRAGON HIDE maximum of 20.
Prerequisite: Dragonborn - Immediately after you take damage, you can use a
reaction to magically become invisible until the end
You manifest scales and claws reminiscent of your dra- of your next turn or until you attack, deal damage,
conic ancestors. You gain the following benefits: or force someone to make a saving throw. Once you
- Increase your Strength, Constitution, or Charisma use this ability, you can’t do so again until you finish a
score by 1, to a maximum of 20. short or long rest.
- Your scales harden. While you aren’t wearing armor,
you can calculate your AC as 13 + your Dexterity mod— FEY TELEPORTATION
ifier. You can use a shield and still gain this benefit. Prerequisite: Eiffliigh)
- You grow retractable claws from the tips of your fin—
Your study of high elven lore has unlocked fey power
gers. Extending or retracting the claws requires no
that few other elves possess, except your eladrin cous-
action. The claws are natural weapons, which you can
ins. Drawing on your fey ancestry, you can momentarily
use to make unarmed strikes. Ifyou hit with them, you
deal slashing damage equal to M4 + your Strength stride through the Feywild to shorten your path from
one place to another. You gain the following benefits:
modifier, instead of the normal bludgeoning damage
for an unarmed strike. - Increase your Intelligence or Charisma score by 1, to
a maximum of 20.
DROW HIGH MAGIC - You learn to speak, read, and write Sylvan.
Prerequisite: Eif (drow) . You learn the misty step spell and can cast it once
without expending a spell slot. You regain the abil—
You learn more of the magic typical of dark elves. You ity to cast it in this way when you finish a short or
learn the detect magic spell and can cast it at will, with- long rest. Intelligence is your spellcasting ability for
out expending a spell slot. You also learn levitate and this spell.
dispei magic, each of which you can cast once without
expending a spell slot. You regain the ability to cast FLAMES or PHLEGETHOS
those two spells in this way when you finish a long rest.
Charisma is your spellcasting ability for all three spells. Prerequisite: Tiefling
You learn to call on hellfire to serve your commands.
DWARVEN FORTITUDE You gain the following benefits:
Prerequisite: Dwa rf - Increase your Intelligence or Charisma score by 1, to
You have the blood of dwarf heroes flowing through a maximum of 20.
your veins. You gain the following benefits: - When you roll fire damage for a spell you cast, you can
reroll any roll of 1 on the fire damage dice, but you
- Increase your Constitution score by l, to a max— must use the new roll, even if it is another I-
imum of 20.
- Whenever you cast a spell that deals fire damage, you
can cause flames to wreathe you until the end of your
w
next turn. The flames don’t harm you or your posses— SQUAT NIMBLENESS
sions, and they shed bright light out to 30 feet and dim
Prerequisite: Dwarf or a Small race
light for an additional 30 feet. While the flames are
present, any creature within 5 feet of you that hits you You are uncommonly nimble for your race. You gain the
with a melee attack takes 1d4 fire damage. following benefits:
- Increase your Strength or Dexterity score by l, to a
INFERNAL CONSTITUTION maximum of 20.
Prerequisite: fielding . Increase your walking speed by 5 feet.
Fiendish blood runs strong in you, unlocking a resild - You gain proficiency in the Acrobatics or Athletics
ience akin to that possessed by some fiends. You gain skill (your choice).
the following benefits: - You have advantage on any Strength (Athletics) or
Dexterity (Acrobatics) check you make to escape from
- Increase your Constitution score by l, to a max- being grappled.
imum of 20.
- You have resistance to cold damage and poi- WOOD ELF MAGIC
son damage.
Prerequisite: E1f(wood)
- You have advantage on saving throws against be-
ing poisoned. You learn the magic of the primeval woods, which are
revered and protected by your people. You learn one
ORCI SH FU RY druid cantrip of your choice. You also learn the long
strider and pass Without trace spells, each of which you
Prerequisite: Half-ore
can cast once without expending a spell slot. You regain
Your inner fury burns tirelessly. You gain the follow~ the ability to cast these two spells in this way when you
ing benefits: finish a long rest. Wisdom is your spellcasting ability for
- Increase your Strength or Constitution score by l, to a all three spells.
maximum of 20.
. 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. Once you use this ability, you
can’t use it again until you finish a short or long rest.
- Immediately after you use your Relentless Endur—
ance trait, you can use your reaction to make one
weapon attack.

PRODIGY
Prerequisite: Haifieiif half-ore, or human
You have a knack for learning new things. You gain the
following benefits:
- You gain one skill proficiency of your choice, one tool
proficiency of your choice, and fluency in one language
of your choice.
- Choose one skill in which you have proficiency. You
gain expertise with that skill, which means your profi-
ciency bonus is doubled for any ability check you make
with it. The skill you choose must be one that isn’t
already benefiting from a feature, such as Expertise,
that doubles your proficiency bonus.

SECOND CHANGE
Prerequisite: Halfling
Fortune favors you when someone tries to strike you.
You gain the following benefits:
- Increase your Dexterity, Constitution, or Charisma
score by 1, to a maximum of 20.
- When a creature you can see hits you with an attack
roll, you can use your reaction to force that creature to
reroll. Once you use this ability, you can’t use it again
until you roll initiative at the start of combat or until
you finish a short or long rest.
CHAPTER 6: CUSTOMIZATION OPTIONS
f.. "----9 HE
, COMBINATSON OF ABILITY SCORES, RACE. PREREQUISITES
class, and background defines your
character's capabilities in the game, and To qualify for a new class, you must meet the ability score.
the personal details you create set your prerequisites for both your current class and your new
character apart from every other character. one, as shown in the Multiclassing Prerequisites table.
Even within your class and race, you have For example, a barbarian who decides to multiclass into
options to fine-tune what your character the druid class must have both Strength and Wisdom
can do. But this chapter is for players who—with the scores of 13 or higher. Without the full training that
DM's permission—want to go a step further. a beginning character receives, you must be a quick
This chapter defines two optional sets of rules for study in your new class. having a natural aptitude that
customizing your character: multiclassing and feats. is reflected by higher-than-average ability scores.
Multiclassing lets you combine classes together,
MULTICLASSIN G PREREQUISITES
and feats are special options you can choose instead
of increasing your ability scores as you gain levels. Class Ability Score Minimum
Your DM decides whether these options are available Barbarian Strength 13
in a campaign. Bard Charisma 13
Cleric Wisdom 13
MULTICLASSING Druid Wisdom 13
Multiclassing allows you to gain levels in multiple Fighter Strength 13 or Dexterity 13
classes. Doing so lets you mix the abilities of those Monk Dexterity 13 and Wisdom 13
classes to realize a character concept that might not be Paladin Strength 13 and Charisma 13
reflected in one of the standard class options. Ranger Dexterity 13 and Wisdom 13
With this rule, you have the option of gaining a level Rogue Dexterity 13
in a new class whenever you advance in level, instead Sorcerer Charisma 13
of gaining a level in your current class. Your levels in
Warlock Charisma 13
all your classes are added together to determine your
Wizard intelligence 13
character level. For example, if you have three levels in
wizard and two in fighter, you're a 5th-level character.
As you advance in levels, you might primarily remain EXPERIENCE POINTS
a member of your original class with just a few levels
The experience point cost to gain a level is always
in another class, or you might change course entirely.
based on your total character level, as shown in the
never looking back at the class you left behind. You
might even start progressing in a third or fourth class. Character Advancement table in chapter I, not your level
Compared to a single-class character of the same level, in a particular class. So, if you are a cleric 6/fighter 1,
you'll sacrifice some focus in exchange for versatility. you must gain enough XP to reach 8th level before you
can take your second level as a fighter or your seventh
.4 level as a cleric.
MULTICLASSING EXAMPLE
Gary is playing a 4th-level fighter. When his character earns HIT POINTS AND HIT DICE
enough experience points to reach 5th level, Gary decides
You gain the hit points from your new class as described
that his character will multiciass instead of continuing to
progress as a fighter. Gary's fighter has been spending a lot
for levels after 1st. You gain the 1st-level hit points for a
of time with Dave's rogue, and has even been doing some class only when you are a 1st-level character.
jobs on the side for the local thieves' guild as a bruiser. Gary You add together the Hit Dice granted by all your
decides that his character will rnulticlass into the rogue class, classes to form your pool of Hit Dice. if the Hit Dice are
and thus his character becomes a 4th-level fighter and 1st- the same die type, you can simply pool them together.
level rogue (written as fighter 4/rogue 1). For example, both the fighter and the paladin have a
When Gary's character earns enough experience to d10. so if you area paladin 5/fighter 5, you have ten di 0
reach fith level, he can decide whether to add another Hit Dice. If your classes give you Hit Dice of different
fighter level (becoming a fighter 5/rogue 1), another rogue
types, keep track of them separately. If you area paladin
level (becoming a fighter 4/rogue 2), or a level in a third
5/cleric 5, for example, you have five di0 Hit Dice and
class, perhaps dabbling in wizardry thanks to the tome of
mysterious lore he acquired (becoming a fighter 4/rogue 1/
Five d8 Hit Dice.
wizard 1).
PROFICIENCY BONUS
Your proficiency bonus is always hascd on your total
character level, as shown in the Character Advancement
table in chapter 1, not your level in a particular class.
For example, if you are a fighter 3/rogue 2, you have the
proficiency bonus of a 5th-level character, which is +3.

c1i.;;14.7N1 i/..1.1 EON g.,1'116,


PROFICIENCIES UNARMORED DEFENSE
If you already have the Unarmored Defense feature, you
When you gain a level in a class other than your first,
can't gain it again from another class.
you gain only some of that class's starting proficiencies,
as shown in the Multiclassing Proficiencies table. SPELLCASTING
Your capacity for spellcasting depends partly on your
MULTICLASSING PROFICIENCIES combined levels in all your spellcasting classes and
Class Proficiencies Gained partly on your individual levels in those classes. Once
Barbarian Shields, simple weapons, martial weapons you have the Spellcasting feature from more than one
Bard Light armor, one skill of your choice, one class, use the rules below. If you multiclass but have the
musical instrument of your choice Spellcasting feature from only one class, you follow the
Light armor, medium armor, shields
rules as described in that class.
Cleric
Spells Known and Prepared. You determine
Druid Light armor, medium armor, shields (druids
what spells you know and can prepare for each class
will not wear armor or use shields made of
individually, as if you were a single-classed member of
metal) that class. If you are a ranger 4/wizard 3, for example,
Fighter Light armor, medium armor, shields, simple you know three 1st-level ranger spells based on your
weapons, martial weapons levels in the ranger class. As 3rd-level wizard, you know
Monk Simple weapons, shortswards three wizard cantrips, and your spellhook contains ten
Paladin Light armor, medium armor, shields, simple wizard spells, two of which (the two you gained when
weapons, martial weapons you reached 3rd level as a wizard) can be 2nd-level
Ranger Light armor, medium armor, shields, simple spells. If your intelligence is 16, you can prepare six
weapons, martial weapons, one skill from the wizard spells from your spellbook.
Each spell you know and prepare is associated with one
class's skill list
of your classes, and you use the spellcasting ability of that
Rogue Light armor, one skill from the class's skill list,
class when you cast the spell. Similarly, a spellcasting
thieves' tools
focus, such as a holy symbol, can he used only for the
Sorcerer spells from the class associated with that focus.
Warlock Light armor, simple weapons Spell Slots. You determine your available spell slots
Wizard by adding togcther all your levels in the hard, cleric,
druid, sorcerer, and wizard classes, half your levels
(rounded down) in the paladin and ranger classes, and
CLASS FEATURES a third of your fighter or rogue levels (rounded down)
When you gain a new level in a class, you get its features if you have the Eldritch Knight or the Arcane Trickster
for that level. A few features, however, have additional feature. Use this total to determine your spell slots by
rules when you're multiclassing: Channel Divinity, Extra consulting the Multiclass Spellcaster table.
Attack, Unarmored Defense, and Spelicasting, If you have more than one spellcasting class, this table
might give you spell slots of a level that is higher than
CHANNEL DIVINITY the spells you know or can prepare. You can use those
If you already have the Channel Divinity feature and gain slots, but only to cast your Lower-level spells. If a lower-
a level in a class that also grants the feature, you gain the level spell that you cast, like burning hands, has an
Channel Divinity effects granted by that class, but getting enhanced effect when cast using a higher-level slot, you
the feature again doesn't give you an additional use of can use the enhanced effect, even though you don't have
it. You gain additional uses only when you reach a class any spells of that higher level.
level that explicitly grants them to you. For example, if For example, if you are the aforementioned ranger 4/
you are a cleric 6/paladin 4, you can use Channel Divinity wizard 3. you count as a 5th-level character when
twice between rests because you are high enough level determining your spell slots: you have four 1st-level
in the cleric class to have more uses. Whenever you use slots, three 2nd-level slots, and two 3rd-level slots.
the feature, you can choose any of the Channel Divinity However, you don't know any 3rd-level spells, nor do you
effects available to you from your two classes. know any 2nd-level ranger spells. You can use the spell
slots of those levels to cast the spells you do know—and
EXTRA ATTACK
potentially enhance their effects.
If you gain the Extra Attack class feature from more
Pact Magic. if you have both the Spellcasting class
than one class, the features don't add together. You feature and the Pact Magic class feature from the warlock
can't make more than two attacks with this feature class, you can use the spell slots you gain from the Pact
iOSS it says you do (as the fighter's version of Extra
Magic feature to cast spells you know or have prepared
Attack does). Similarly, the warlock's eldritch invocation from classes with the Spellcasting class feature, and you
Thirsting Blade doesn't give you additional attacks if you can use the spell slots you gain from the Spellcasting
also have Extra Attack. class feature to cast warlock spells you know.

['ART l ! 17-AT]ON
MULTICLASS SPELLCASTER: • Climbing doesn't halve your speed.
SPELL SLOTS PER SPELL LEVEL • You can make a running long jump or a running high
jump after moving only 5 feet on foot, rather than
Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
10 feet.
1st 2
2nd 3 ACTOR
3rd 4 2 — — —
Skilled at mimicry and dramatics. you gain the
4th 4 3
following benefits:
5th 4 3 2 —
fith 4 3 3
• Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on Charisma (Deception) and
7th 4 3 3 1 — —
Charisma (Performance) checks when trying to pass
8th 4 3 3 2 — — —
yourself off as a different person.
9th 4 3 3 3 1 • You can mimic the speech of another person or the
10th 4 3 3 3 2 — sounds made by other creatures. You must have
11th 4 3 3 3 2 1 heard the person speaking, or heard the creature
12th 4 3 3 3 2 1 make the sound, for at least 1 minute. A successful
13th 4 3 3 3 2 1 1 Wisdom (Insight) check contested by your Charisma
14th 4 3 3 3 2 1 1 (Deception) check allows a listener to determine that
15th 4 3 3 3 2 1 1 1 the effect is faked.
16th 4 3 3 3 2 1 1 1
17th 4 3 3 3 2 1 1 1 1
CHARGER
18th 4 3 3 3 3 1 1 1 1 When you use your action to Dash, you can use a
19th 4 3 3 3 3 2 1 1 1 bonus action to make one melee weapon attack or to
20th 4 3 3 3 3 2 2 1 1 shove a creature.
If you move at least 10 feet in a straight line
immediately before taking this bonus action, you either
gain a t5 bonus to the attack's damage roll (if you chose
FEATS to make a melee attack and hit) or push the target up
A feat represents a talent or an area of expertise that gives to 10 feet away from you (if you chose to shove and
a character special capabilities. It embodies training, you succeed).
experience, and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score CROSSBOW EXPERT
Improvement feature. Using the optional feats rule, you Thanks to extensive practice with the crossbow, you
can forgo taking that feature to take a feat of your choice gain the following benefits:
instead. You can take each feat only once, unless the
feat's description says otherwise. • You ignore the loading quality of crossbows with
You must meet any prerequisite specified in a feat which you are proficient.
to take that feat. If you ever lose a feat's prerequisite, • Being within 5 feet of a hostile creature doesn't
you can't use that feat until you regain the prerequisite. impose disadvantage on your ranged attack roils.
For example, the Grappler feat requires you to have a • When you use the Attack action and attack with a one-
Strength of 13 or higher. If your Strength is reduced handed weapon, you can use a bonus action to attack
below 13 somehow—perhaps by a withering curse— with a loaded hand crossbow you are holding.
you can't benefit from the Grappler feat until your
Strength is restored. DEFENSIVE DUELIST
Prerequisite: Dexterity 13 or higher
ALERT
When you are wielding a finesse weapon with which
Always on the lookout for danger, you gain the you are proficient and another creature hits you with
following benefits: a melee attack, you can use your reaction to add your
• You gain a +5 bonus to initiative. proficiency bonus to your AC for that attack, potentially
• You can't be surprised while you are conscious. causing the attack to miss you.
• Other creatures don't gain advantage on attack rolls
against you as a result of being hidden from you. DUAL WIELDER
You master fighting with two weapons, gaining the
ATHLETE following benefits:
You have undergone extensive physical training to gain • You gain a +1 bonus to AC while you are wielding a
the following benefits: separate melee weapon in each hand.
• Increase your Strength or Dexterity score by 1, to a • You can use two-weapon fighting even when the one-
maximum of 20. handed melee weapons you are wielding aren't light.
• When you are prone, standing up uses only 5 feet of • You can draw or stow two one•handed weapons when
your movement. you would normally be able to draw or stow only one.

••1..H.\111.11•1,..1`:
:6;
DUNGEON DELVER • When you roll a Hit Die to regain hit points, the
minimum number of hit points you regain from
Alert to the hidden traps and secret doors found in many the roll equals twice your Constitution modifier
dungeons, you gain the following benefits: (minimum of 2).
• You have advantage on Wisdom (Perception) and
Intelligence (Investigation) checks made to detect the ELEMENTAL ADEPT
presence of secret doors. Prerequisite: The ability to cast at least one spell
• You have advantage on saving throws made to avoid
When you gain this feat, choose one of the following
or resist traps.
• You have resistance to the damage dealt by traps. damage types: acid, cold, fire, lightning, or thunder.
• You can search for traps while traveling at a normal Spells you cast ignore resistance to damage of the
pace, instead of only at a slow pace. chosen type. In addition, when you roll damage for a
spell you cast that deals damage of that type, you can
DURABLE treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time
Hardy and resilient, you gain the following benefits: you do so, you must choose a different damage type.
• Increase your Constitution score by 1, to a
maximum of 20.

.1".STO I IT“,..!!,
GRAPPLER INSPIRING LEADER
Prerequisite: Strength 13 or higher Prerequisite: Charisma 13 or higher
You've developed the skills necessary to hold your You can spend 10 minutes inspiring your companions,
own in close-quarters grappling. You gain the shoring up their resolve to fight. When you do so, choose
following benefits: up to six friendly creatures (which can include yourself)
• You have advantage on attack rolls against a creature within 30 feet of you who can see or hear you and who
you are grappling. can understand you. Each creature can gain temporary
• You can use your action to try to pin a creature grap- hit points equal to your level + your Charisma modifier.
pled by you. To do so, make another grapple check. If A creature can't gain temporary hit points from this feat
you succeed, you and the creature arc both restrained again until it has finished a short or long rest.
until the grapple ends.
• Creatures that are one size larger than you don't auto- KEEN MIND
matically succeed on checks to escape your grapple. You have a mind that can track time.. direction,
and detail with uncanny precision. You gain the
GREAT WEAPON MASTER following benefits.
You've learned to put the weight of a weapon to your
• Increase your Intelligence score by 1, to a maximum
advantage, letting its momentum empower your strikes.
of 20.
You gain the following benefits:
• You always know which way is north.
• On your turn, when you score a critical hit with a • You always know the number of hours left before the
melee weapon or reduce a creature to 0 hit points next sunrise or sunset.
with one, you can make one melee weapon attack as a • You can accurately recall anything you have seen or
bonus action. heard within the past month.
• Before you make a melee attack with a heavy weapon
that you are proficient with, you can choose to take a LIGHTLY ARMORED
-5 penalty to the attack roll. If the attack hits, you add You have trained to master the use of light armor,
4-10 to the attack's damage. gaining the following benefits:
F--1Y HEALER • Increase your Strength or Dexterity score by 1, to a
maximum of 20.
You are an able physician, allowing you to mend wounds
• You gain proficiency with light armor.
quickly and get your allies back in the fight. You gain the
following benefits: LINGUIST
• When you use a healer's kit to stabilize a dying crea- You have studied languages and codes, gaining the
ture, that creature also regains 1 hit point. following benefits:
As an action, you can spend one use of a healer's kit to
tend to a creature and restore 1d6 + 4 hit points to it, • Increase your Intelligence score by 1, to a maximum of 20.
plus additional hit points equal to the creature's max- • You learn three languages of your choice.
imum number of Hit Dice. The creature can't regain • You can ably create written ciphers. Others can't deci-
hit points from this feat again until it finishes a short pher a code you create unless you teach them, they
or long rest. succeed on an Intelligence check (DC equal to your
Intelligence score + your proficiency bonus), or they
HEAVILY ARMORED use magic to decipher it.
Prerequisite: Proficiency with medium armor LUCKY
You have trained to master the use of heavy armor,
You have inexplicable luck that seems to kick in at just
gaining the following benefits:
the right moment.
• Increase your Strength score by I, to a maximum of 20. You have 3 luck points. Whenever you make an attack
• You gain proficiency with heavy armor. roll, an ability check, or a saving throw, you can spend
one luck point to roll an additional d20. You can choose
HEAVY ARMOR MASTER to spend one of your luck points after you roll the die,
Prerequisite: Proficiency with heavy armor but before the outcome is determined. You choose which
of the d2Os is used for the attack roll, ability check, or
You can use your armor to deflect strikes that would kill saving throw.
others. You gain the following benefits: You can also spend one luck point when an attack
• Increase your Strength score by I, to a maximum of 20. roll is made against you. Roll a d20, and then choose
• While you are wearing heavy armor, bludgeoning. whether the attack uses the attacker's roll or yours.
piercing, and slashing damage that you take from non- If more than one creature spends a luck point to
magical weapons is reduced by 3. influence the outcome of a roll, the points cancel each
other out; no additional dice are rolled.
You regain your expended luck points when you
finish a long rest.

I
MAGE SLAYER ▪ When you use the Dash action, difficult terrain doesn't
cost you extra movement on that turn.
You have practiced techniques useful in melee combat - When you make a melee attack against a creature, you
against spellcasters, gaining the following benefits: don't provoke opportunity attacks from that creature
• When a creature within 5 feet of you casts a spell, you for the rest of the turn, whether you hit or not.
can use your reaction to make a melee weapon attack
against that creature. MODERATELY ARMORED
• When you damage a creature that is concentrating on Prerequisite: Proficiency with light armor
a spell, that creature has disadvantage on the saving
You have trained to master the use of medium armor
throw it makes to maintain its concentration.
and shields, gaining the following benefits:
• You have advantage on saving throws against spells
cast by creatures within 5 feet of you. • Increase your Strength or Dexterity score by 1, to a
maximum of 20.
MAGIC INITIATE • You gain proficiency with medium armor and shields.
Choose a class: bard, cleric, druid, sorcerer, warlock, or
wizard. You learn two cantrips of your choice from that
MOUNTED COMBATANT
class's spell list. You are a dangerous foe to face while mounted. While
In addition, choose one 1st-level spell from that same you are mounted and aren't incapacitated, you gain the
list. You learn that spell and can cast it at its lowest following benefits:
level. Once you cast it, you must finish a long rest before - You have advantage on melee attack rolls against any
you can cast it again. unmounted creature that is smaller than your mount.
Your spellcasting ability for these spells depends
- You can force an attack targeted at your mount to tar-
on the class you chose: Charisma for bard, get you instead.
sorcerer, or warlock: Wisdom for cleric or druid; or
• If your mount is subjected to an effect that allows it to
Intelligence for wizard.
make a Dexterity saving throw to take only half dam-
age, it instead takes no damage if it succeeds on the
MARTIAL ADEPT saving throw, and only half damage if it fails.
You have martial training that allows you to
perform special combat maneuvers. You gain the OBSERVANT
following benefits: Quick to notice details of your environment, you gain
• You learn two maneuvers of your choice from among the following benefits:
those available to the Battle Master archetype in the
• Increase your Intelligence or Wisdom score by 1, to a
fighter class. If a maneuver you use requires your tar- maximum of 20.
get to make a saving throw to resist the maneuver's • If you can see a creature's mouth while it is speaking
effects, the saving throw DC equals 8 + your profi- a language you understand, you can interpret what it's
ciency bonus + your Strength or Dexterity modifier saying by reading its lips.
(your choice). • You have a +5 bonus to your passive Wisdom
• If you already have superiority dice, you gain one (Perception) and passive Intelligence (investigation)
more; otherwise, you have one superiority die, which scores.
is a d6. This die is used to fuel your maneuvers. A
superiority die is expended when you use it. You POLEARM MASTER
regain your expended superiority dice when you
finish a short or long rest. You can keep your enemies at bay with reach weapons.
You gain the following benefits:
MEDIUM ARMOR MASTER • When you take the Attack action and attack with only
Prerequisite: Proficiency with medium armor a glaive, halberd, or quarterstaff, you can use a bonus
action to make a melee attack with the opposite end of
You have practiced moving in medium armor to gain the
the weapon. The weapon's damage die for this attack
following benefits:
is a d4, and the attack deals bludgeoning damage.
• Wearing medium armor doesn't impose disadvantage While you are wielding a glaive, halberd, pike, or guar-
on your Dexterity (Stealth) checks. terstaff, other creatures provoke an opportunity attack
• When you wear medium armor, you can add 3, from you when they enter your reach.
rather than 2, to your AC if you have a Dexterity of
16 or higher. RESILIENT
Choose one ability score. You gain the following benefits:
MOBILE
• Increase the chosen ability score by 1, to a maximum
You are exceptionally speedy and agile. You gain the
of 20.
following benefits:
• You gain proficiency in saving throws using the
• Your speed increases by 10 feet. chosen ability.

I' R 1 :1 • )!..! E I..% I ft e N 11E91


RITUAL CASTER it must have the ritual tag. The process of copying the
spell into your ritual book takes 2 hours per level of the
Prerequisite: Intelligence or Wisdom 13 or higher spell, and costs 50 gp per level. The cost represents
You have learned a number of spells that you can cast as material components you expend as you experiment
rituals. These spells are written in a ritual book, which with the spell to master it, as well as the fine inks you
you must have in hand while casting one of them. need to record it.
When you choose this feat, you acquire a ritual book
holding two 1st-level spells of your choice. Choose one SAVAGE ATTACKER
of the following classes: bard, cleric, druid, sorcerer, Once per turn when you roll damage fur a melee weapon
warlock, or wizard. You must choose your spells attack, you can reroll the weapon's damage dice and use
from that class's spell list, and the spells you choose either total.
must have the ritual tag. The class you choose also
determines your spellcasting ability for these spells: SENTINEL
Charisma for bard, sorcerer, or warlock: Wisdom for
cleric or druid: or Intelligence for wizard. You have mastered techniques to take advantage
If you come across a spell in written form, such as a of every drop in any enemy's guard, gaining the
magical spell scroll or a wizard's spellbook, you might following benefits:
be able to add it to your ritual book. The spell must be • When you hit a creature with an opportunity attack,
on the spell list for the class you chose, the spell's level the creature's speed becomes 0 for the rest of
can be no higher than half your level (rounded up), and the turn.

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• Creatures within 5 feet of you provoke opportunity • When you cast a spell that requires you to make an
attacks from you even if they take the Disengage attack roll, the spell's range is doubled.
action before leaving your reach. • Your ranged spell attacks ignore half cover and
When a creature within 5 feet of you makes an attack three-quarters cover.
against a target other than you (and that target doesn't • You learn one cantrip that requires an attack roll.
have this feat), you can use your reaction to make a Choose the cantrip from the bard, cleric. druid, sor-
melee weapon attack against the attacking creature. cerer, warlock, or wizard spell list. Your spellcasting
ability for this cantrip depends on the spell list you
SHARPSHOOTER chose from: Charisma for bard, sorcerer, or warlock;
You have mastered ranged weapons and can make Wisdom for cleric or druid; or Intelligence for wizard.
shots that others find impossible. You gain the
following benefits: TAVERN BRAWLER
• Attacking at long range doesn't impose disadvantage Accustomed to rough-and-tumble fighting using
on your ranged weapon attack rolls. whatever weapons happen to be at hand, you gain the
• Your ranged weapon attacks ignore half cover and following benefits:
three-quarters cover. • lncrease your Strength or Constitution score by 1,
• Before you make an attack with a ranged weapon that to a maximum of 20.
you are proficient with, you can choose to take a -5 • You are proficient with improvised weapons and
penalty to the attack roll. If the attack hits, you add +10 unarmed strikes.
to the attack's damage. • Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an
SHIELD MASTER improvised weapon on your turn, you can use a bonus
You use shields not just for protection but also for action to attempt to grapple the target.
offense. You gain the following benefits while you are
wielding a shield: TOUGH
• If you take the Attack action on your turn, you can use Your hit point maximum increases by an amount equal
a bonus action to try to shove a creature within 5 feet to twice your level when you gain this feat. Whenever
of you with your shield. you gain a level thereafter, your hit point maximum
• if you aren't incapacitated, you can add your shield's AC increases by an additional 2 hit points.
bonus to any Dexterity saving throw you make against
a spell or other harmful effect that targets only you.
WAR CASTER
• If you are subjected to an effect that allows you to Prerequisite: The ability to cast at least one spell
make a Dexterity saving throw to take only half dam- You have practiced casting spells in the midst of
age, you can use your reaction to take no damage if combat, learning techniques that grant you the
you succeed on the saving throw, interposing your following benefits:
shield between yourself and the source of the effect.
• You have advantage on Constitution saving throws
SKILLED that you make to maintain your concentration on a
-— spell when you take damage.
You gain proficiency in any combination of three skills • You can perform the somatic components of spells
or tools of your choice. even when you have weapons or a shield in one or
both hands.
SKULKER
When a hostile creature's movement provokes an
Prerequisite: Dexterity 13 or higher opportunity attack from you. you can use your reac•
You are expert at slinking through shadows. You gain tion to cast a spell at the creature, rather than making
the following benefits: an opportunity attack. The spell must have a casting
time of 1 action and must target only that creature.
• You can try to hide when you are lightly obscured
from the creature front which you are hiding. WEAPON MASTER
• When you are hidden from a creature and miss it with
a ranged weapon attack, making the attack doesn't You have practiced extensively with a variety of
reveal your position. weapons, gaining the following benefits:
• Dim light doesn't impose disadvantage on your • Increase your Strength or Dexterity score by 1, to a
Wisdom (Perception) checks relying on sight, maximum of 20.
• You gain proficiency with four weapons of your choice.
SPELL SNIPER
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your
attacks with certain kinds of spells, gaining the
following benefits:
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