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Compendium

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7 categories

Feats

233 of 233 entries · Showing 51–100

Draconic Gift: Frightful Presence

Prerequisite

adult dragon heir or killer (Very Rare)

Description

Echoes of a dragon's might linger around you. and you can call on them to inspire fear in those who stand against you.

As a bonus action, you can manifest your frightful presence. Each creature of your choice that is within 120 feet of you and aware of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. A creature that fails becomes frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this ability a number of times equal to your proficiency bonus, you can't use it again until you finish a long rest.

Source: Fizban's Treasury of Dragons p. 28

Draconic Gift: Psionic Reach

Prerequisite

adult dragon heir or killer (Very Rare)

Description

The psionic energy of a gem dragon empowers your mind. You gain resistance to psychic damage.

In addition, you learn the telekinesis spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spellcasting ability is Intelligence, Wisdom, or Charisma when you cast the spell with this gift (choose when you gain the gift).

Source: Fizban's Treasury of Dragons p. 28

Draconic Gift: Scaled Toughness

Prerequisite

ancient dragon heir or killer (Legendary)

Description

Your skin toughens, making you resistant to certain types of physical harm. You gain resistance to piercing and slashing damage.

Source: Fizban's Treasury of Dragons p. 29

Draconic Gift: Tongue of the Dragon

Prerequisite

wyrmling dragon heir or killer (Uncommon)

Description

You gain some of the majestic presence of a dragon.

Dragon's Speech. You can speak, read, and write Draconic.

Dragon's Voice. As a bonus action, you can make your voice audible up to 300 feet away for 1 minute.

Dragon's Wiles. You have advantage on Charisma (Persuasion) checks.

Source: Fizban's Treasury of Dragons p. 29

Dragon Fear (Charisma)

Prerequisite

Dragonborn

Description

When angered, you radiate menace. You gain the following benefits:

• Increase your Charisma score by 1, up to a maximum of 20.

• Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Source: Xanathar's Guide to Everything p. 74

Modifier

charisma +1

Category

ability score

Dragon Fear (Constitution)

Prerequisite

Dragonborn

Description

When angered, you radiate menace. You gain the following benefits:

• Increase your Constitution score by 1, up to a maximum of 20.

• Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Source: Xanathar's Guide to Everything p. 74

Modifier

constitution +1

Category

ability score

Dragon Fear (Strength)

Prerequisite

Dragonborn

Description

When angered, you radiate menace. You gain the following benefits:

• Increase your Strength score by 1, up to a maximum of 20.

• Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Source: Xanathar's Guide to Everything p. 74

Modifier

strength +1

Category

ability score

Dragon Hide (Charisma)

Prerequisite

Dragonborn

Description

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

• Increase your Charisma score by 1, up to a maximum of 20.

• Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Source: Xanathar's Guide to Everything p. 74

Modifier

charisma +1

Category

ability score

Dragon Hide (Constitution)

Prerequisite

Dragonborn

Description

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

• Increase your Constitution score by 1, up to a maximum of 20.

• Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Source: Xanathar's Guide to Everything p. 74

Modifier

constitution +1

Category

ability score

Dragon Hide (Strength)

Prerequisite

Dragonborn

Description

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

• Increase your Strength score by 1, up to a maximum of 20.

• Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Source: Xanathar's Guide to Everything p. 74

Modifier

strength +1

Category

ability score

Drow High Magic

Prerequisite

Elf (drow)

Description

You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Source: Xanathar's Guide to Everything p. 74

Dual Wielder

Description

You master fighting with two weapons, gaining the following benefits:

• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

• You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.

• You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Source: Player's Handbook p. 165

Dungeon Delver

Description

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

• You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.

• You have advantage on saving throws made to avoid or resist traps.

• You have resistance to the damage dealt by traps.

• Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.

Source: Player's Handbook p. 166

Durable

Description

Hardy and resilient, you gain the following benefits:

• Increase your Constitution score by 1, to a maximum of 20.

• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Source: Player's Handbook p. 166

Modifier

constitution +1

Category

ability score

Dwarven Fortitude

Prerequisite

Dwarf

Description

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

• Increase your Constitution score by 1, to a maximum of 20.

• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Source: Xanathar's Guide to Everything p. 74

Modifier

constitution +1

Category

ability score

Eldritch Adept

Prerequisite

Spellcasting or Pact Magic feature

Description

Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Source: Tasha's Cauldron of Everything p. 79

Elemental Adept (Acid)

Prerequisite

The ability to cast at least one spell

Description

Spells you cast ignore acid resistance. In addition, when you roll damage for a spell you cast that deals acid damage, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Source: Player's Handbook p. 166

Elemental Adept (Cold)

Prerequisite

The ability to cast at least one spell

Description

Spells you cast ignore cold resistance. In addition, when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Source: Player's Handbook p. 166

Elemental Adept (Fire)

Prerequisite

The ability to cast at least one spell

Description

Spells you cast ignore fire resistance. In addition, when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Source: Player's Handbook p. 166

Elemental Adept (Lightning)

Prerequisite

The ability to cast at least one spell

Description

Spells you cast ignore lightning resistance. In addition, when you roll damage for a spell you cast that deals lightning damage, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Source: Player's Handbook p. 166

Elemental Adept (Thunder)

Prerequisite

The ability to cast at least one spell

Description

Spells you cast ignore thunder resistance. In addition, when you roll damage for a spell you cast that deals thunder damage, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Source: Player's Handbook p. 166

Elven Accuracy (Charisma)

Prerequisite

Elf or half-elf

Description

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

• Increase your Charisma score by 1, to a maximum of 20.

• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Source: Xanathar's Guide to Everything p. 74

Modifier

charisma +1

Category

ability score

Elven Accuracy (Dexterity)

Prerequisite

Elf or half-elf

Description

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.

• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Source: Xanathar's Guide to Everything p. 74

Modifier

dexterity +1

Category

ability score

Elven Accuracy (Intelligence)

Prerequisite

Elf or half-elf

Description

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.

• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Source: Xanathar's Guide to Everything p. 74

Modifier

intelligence +1

Category

ability score

Elven Accuracy (Wisdom)

Prerequisite

Elf or half-elf

Description

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

• Increase your Wisdom score by 1, to a maximum of 20.

• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Source: Xanathar's Guide to Everything p. 74

Modifier

wisdom +1

Category

ability score

Ember of the Fire Giant (Constitution)

Prerequisite

4th level, strike of the giants (fire strike) feat

Description

You've manifested the fiery combat emblematic of fire giants, granting you the following benefits:

Ability Score Increase. Increase your Constitution by 1, to a maximum of 20.

Born of Flame. You have resistance to fire damage.

Searing Ignition. When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.

Source: Bigby Presents: Glory of the Giants p. 17

Modifier

Constitution +1

Category

ability score

Ember of the Fire Giant (Strength)

Prerequisite

4th level, strike of the giants (fire strike) feat

Description

You've manifested the fiery combat emblematic of fire giants, granting you the following benefits:

Ability Score Increase. Increase your Strength by 1, to a maximum of 20.

Born of Flame. You have resistance to fire damage.

Searing Ignition. When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.

Source: Bigby Presents: Glory of the Giants p. 17

Modifier

Strength +1

Category

ability score

Ember of the Fire Giant (Wisdom)

Prerequisite

4th level, strike of the giants (fire strike) feat

Description

You've manifested the fiery combat emblematic of fire giants, granting you the following benefits:

Ability Score Increase. Increase Wisdom by 1, to a maximum of 20.

Born of Flame. You have resistance to fire damage.

Searing Ignition. When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.

Source: Bigby Presents: Glory of the Giants p. 17

Modifier

Wisdom +1

Category

ability score

Fade Away (Dexterity)

Prerequisite

Gnome

Description

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

• Increase your Dexterity score by 1, up to a maximum of 20.

• Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.

Source: Xanathar's Guide to Everything p. 74

Modifier

dexterity +1

Category

ability score

Fade Away (Intelligence)

Prerequisite

Gnome

Description

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

• Increase your Intelligence score by 1, up to a maximum of 20.

• Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.

Source: Xanathar's Guide to Everything p. 74

Modifier

intelligence +1

Category

ability score

Fey Teleportation (Charisma)

Prerequisite

Elf (high)

Description

Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.

• You learn to speak, read, and write Sylvan.

• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

Source: Xanathar's Guide to Everything p. 74

Modifier

charisma +1

Category

ability score

Fey Teleportation (Intelligence)

Prerequisite

Elf (high)

Description

Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.

• You learn to speak, read, and write Sylvan.

• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

Source: Xanathar's Guide to Everything p. 74

Modifier

intelligence +1

Category

ability score

Fey Touched (Charisma)

Description

Your exposure to the Feywild's magic has changed you, granting you the following benefits:

• Increase your Charisma score by 1, to a maximum of 20.

• You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Source: Tasha's Cauldron of Everything p. 79

Modifier

charisma +1

Category

ability score

Fey Touched (Intelligence)

Description

Your exposure to the Feywild's magic has changed you, granting you the following benefits:

• Increase your Intelligence by 1, to a maximum of 20.

• You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Source: Tasha's Cauldron of Everything p. 79

Modifier

intelligence +1

Category

ability score

Fey Touched (Wisdom)

Description

Your exposure to the Feywild's magic has changed you, granting you the following benefits:

• Increase your Wisdom score by 1, to a maximum of 20.

• You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Source: Tasha's Cauldron of Everything p. 79

Modifier

wisdom +1

Category

ability score

Fighting Initiate

Prerequisite

Proficiency with a martial weapon

Description

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Source: Tasha's Cauldron of Everything p. 80

Firearm Specialist

Description

You are adept at using guns effectively.

• You gain proficiency with Firearms.

• If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon's misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.

• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.

Source: Matthew Mercer - Firearm Specialist

Flames of Phlegethos (Charisma)

Prerequisite

Tiefling

Description

You learn to call on hellfire to serve your commands. You gain the following benefits:

• Increase your Charisma score by 1, to a maximum of 20.

• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.

• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

Source: Xanathar's Guide to Everything p. 74

Modifier

charisma +1

Category

ability score

Flames of Phlegethos (Intelligence)

Prerequisite

Tiefling

Description

You learn to call on hellfire to serve your commands. You gain the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.

• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.

• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

Source: Xanathar's Guide to Everything p. 74

Modifier

intelligence +1

Category

ability score

Flash Recall

Prerequisite

Spellcasting feature from a class that prepares spells

Description

You've developed the ability to instantly recall an unprepared spell in moments of sudden necessity. As a bonus action, you prepare a spell of 1st level or higher from your spellbook (if you're a wizard) or from your class spell list (if you're not a wizard). This spell must be of a level for which you have spell slots, and it replaces another spell of an equal or higher level that you had previously prepared.

Once you use this feat to recall a spell, you can't do so again until you complete a short or long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 190

Fortune's Grace

Description

Your fate-touched essence can cause events to shift in your favor. When you make an attack roll, an ability check, or a saving throw, you can choose to reroll the d20. You must reroll the die before the outcome of the initial roll is determined.

Alternatively, when a creature you can see makes an attack against you or makes a saving throw against one of your spells or features, you can force that creature to reroll the attack roll or saving throw.

If the roll that triggers the reroll is made with advantage or disadvantage, both d20s are rerolled. Once you use this feature, you can't use it again until you finish a long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 190

Fury of the Frost Giant (Constitution)

Prerequisite

4th level, strike of the giants (frost strike) feat

Description

You've manifested the icy might emblematic of frost giants, granting you the following benefits:

Ability Score Increase. Increase your Constitution by 1, to a maximum of 20.

Born of Ice. You have resistance to cold damage.

Frigid Retaliation. Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Bigby Presents: Glory of the Giants p. 17

Modifier

Constitution +1

Category

ability score

Fury of the Frost Giant (Strength)

Prerequisite

4th level, strike of the giants (frost strike) feat

Description

You've manifested the icy might emblematic of frost giants, granting you the following benefits:

Ability Score Increase. Increase your Strength by 1, to a maximum of 20.

Born of Ice. You have resistance to cold damage.

Frigid Retaliation. Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Bigby Presents: Glory of the Giants p. 17

Modifier

Strength +1

Category

ability score

Fury of the Frost Giant (Wisdom)

Prerequisite

4th level, strike of the giants (frost strike) feat

Description

You've manifested the icy might emblematic of frost giants, granting you the following benefits:

Ability Score Increase. Increase your Wisdom by 1, to a maximum of 20.

Born of Ice. You have resistance to cold damage.

Frigid Retaliation. Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Bigby Presents: Glory of the Giants p. 17

Modifier

Wisdom +1

Category

ability score

Gift of the Chromatic Dragon

Description

You've manifested some of the power of chromatic dragons, granting you the following benefits:

Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.

Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Fizban's Treasury of Dragons p. 17

Gift of the Gem Dragon (Charisma)

Description

You've manifested some of the power of gem dragons, granting you the following benefits:

Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.

Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + Charisma). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Fizban's Treasury of Dragons p. 17

Modifier

charisma +1

Category

ability score

Gift of the Gem Dragon (Intelligence)

Description

You've manifested some of the power of gem dragons, granting you the following benefits:

Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.

Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + Intelligence). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Fizban's Treasury of Dragons p. 17

Modifier

intelligence +1

Category

ability score

Gift of the Gem Dragon (Wisdom)

Description

You've manifested some of the power of gem dragons, granting you the following benefits:

Ability Score Increase. Increase your Wisdom score by 1, to a maximum of 20.

Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + Wisdom). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Fizban's Treasury of Dragons p. 17

Modifier

wisdom +1

Category

ability score

Gift of the Metallic Dragon

Description

You've manifested some of the power of metallic dragons, granting you the following benefits:

Draconic Healing. You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).

Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Fizban's Treasury of Dragons p. 17

Grappler

Prerequisite

Strength 13 or higher

Description

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

• You have advantage on attack rolls against a creature you are grappling.

• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Source: Player's Handbook p. 167