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Compendium

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7 categories

Feats

233 of 233 entries · Showing 101–150

Great Weapon Master

Description

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Source: Player's Handbook p. 167

Guile of the Cloud Giant (Charisma)

Prerequisite

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

Description

You've manifested the confounding magic emblematic of cloud giants, granting you the following benefits:

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

Cloudy Escape. When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack's damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. 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. 18

Modifier

charisma +1

Category

ability score

Guile of the Cloud Giant (Constitution)

Prerequisite

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

Description

You've manifested the confounding magic emblematic of cloud giants, granting you the following benefits:

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

Cloudy Escape. When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack's damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. 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. 18

Modifier

Constitution +1

Category

ability score

Guile of the Cloud Giant (Strength)

Prerequisite

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

Description

You've manifested the confounding magic emblematic of cloud giants, granting you the following benefits:

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

Cloudy Escape. When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack's damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. 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. 18

Modifier

Strength +1

Category

ability score

Gunner

Description

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

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

• You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).

• You ignore the loading property of firearms.

• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Source: Tasha's Cauldron of Everything p. 80

Modifier

dexterity +1

Category

ability score

Healer

Description

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

• When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.

• 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, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Source: Player's Handbook p. 167

Heavily Armored

Prerequisite

Proficiency with medium armor

Description

You have trained to master the use of heavy armor, gaining the following benefits:

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

• You gain proficiency with heavy armor.

Source: Player's Handbook p. 167

Modifier

strength +1

Category

ability score

Heavy Armor Master

Prerequisite

Proficiency with heavy armor

Description

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

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

• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Source: Player's Handbook p. 167

Modifier

strength +1

Category

ability score

Infernal Constitution

Prerequisite

Tiefling

Description

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

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

• You have resistance to cold and poison damage.

• You have advantage on saving throws against being poisoned.

Source: Xanathar's Guide to Everything p. 75

Modifier

constitution +1

Category

ability score

Initiate Of High Sorcery

Prerequisite

Dragonlance Campaign, Sorcerer or Wizard Class or Mage of High Sorcery Background

Description

You've received training from magic-users affiliated with the Mages of High Sorcery.

Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

Moon | 1st-level Spell

Nuitari | Choose two from dissonant whispers, false life, hex, and ray of sickness

Lunitari | Choose two from color spray, disguise self, feather fall, and longstrider

Solinari | Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield

You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: Dragonlance: Shadow of the Dragon Queen p. 32

Inspiring Leader

Prerequisite

Charisma 13 or higher

Description

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Source: Player's Handbook p. 167

Keen Mind

Description

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

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

• You always know which way is north.

• You always know the number of hours left before the next sunrise or sunset.

• You can accurately recall anything you have seen or heard within the past month.

Source: Player's Handbook p. 167

Modifier

intelligence +1

Category

ability score

Keenness of the Stone Giant (Constitution)

Prerequisite

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

Description

You've manifested the physical talents emblematic of stone giants, granting you the following benefits:

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

Cavernous Sight. You gain darkvision with a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.

Stone Throw. As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On a hit, the rock deals 1d10 force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition. You can use this bonus action 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. 18

Modifier

Constitution +1

Category

ability score

Keenness of the Stone Giant (Strength)

Prerequisite

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

Description

You've manifested the physical talents emblematic of stone giants, granting you the following benefits:

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

Cavernous Sight. You gain darkvision with a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.

Stone Throw. As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On a hit, the rock deals 1d10 force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition. You can use this bonus action 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. 18

Modifier

Strength +1

Category

ability score

Keenness of the Stone Giant (Wisdom)

Prerequisite

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

Description

You've manifested the physical talents emblematic of stone giants, granting you the following benefits:

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

Cavernous Sight. You gain darkvision with a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.

Stone Throw. As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On a hit, the rock deals 1d10 force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition. You can use this bonus action 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. 18

Modifier

Wisdom +1

Category

ability score

Knight Of The Crown (Constitution)

Prerequisite

4th Level, Squire of Solamnia Feat

Description

You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:

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

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 32

Modifier

constitution +1

Category

ability score

Knight Of The Crown (Dexterity)

Prerequisite

4th Level, Squire of Solamnia Feat

Description

You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:

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

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 32

Modifier

dexterity +1

Category

ability score

Knight Of The Crown (Strength)

Prerequisite

4th Level, Squire of Solamnia Feat

Description

You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:

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

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 32

Modifier

strength +1

Category

ability score

Knight Of The Rose (Charisma)

Prerequisite

4th Level, Squire of Solamnia Feat

Description

You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:

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

Bolstering Rally. As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 33

Modifier

charisma +1

Category

ability score

Knight Of The Rose (Constitution)

Prerequisite

4th Level, Squire of Solamnia Feat

Description

You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:

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

Bolstering Rally. As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 33

Modifier

constitution +1

Category

ability score

Knight Of The Rose (Wisdom)

Prerequisite

4th Level, Squire of Solamnia Feat

Description

You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:

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

Bolstering Rally. As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 33

Modifier

wisdom +1

Category

ability score

Knight Of The Sword (Charisma)

Prerequisite

4th Level, Squire of Solamnia Feat

Description

You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:

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

Demoralizing Strike. Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 33

Modifier

charisma +1

Category

ability score

Knight Of The Sword (Intelligence)

Prerequisite

4th Level, Squire of Solamnia Feat

Description

You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:

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

Demoralizing Strike. Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 33

Modifier

intelligence +1

Category

ability score

Knight Of The Sword (Wisdom)

Prerequisite

4th Level, Squire of Solamnia Feat

Description

You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:

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

Demoralizing Strike. Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 33

Modifier

wisdom +1

Category

ability score

Lightly Armored (Dexterity)

Description

You have trained to master the use of light armor, gaining the following benefits:

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

• You gain proficiency with light armor.

Source: Player's Handbook p. 167

Modifier

dexterity +1

Category

ability score

Lightly Armored (Strength)

Description

You have trained to master the use of light armor, gaining the following benefits:

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

• You gain proficiency with light armor.

Source: Player's Handbook p. 167

Modifier

strength +1

Category

ability score

Linguist

Description

You have studied languages and codes, gaining the following benefits:

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

• You learn three languages of your choice.

• You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Source: Player's Handbook p. 167

Modifier

intelligence +1

Category

ability score

Lucky

Description

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to 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.

Source: Player's Handbook p. 167

Mage Slayer

Description

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

• You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Source: Player's Handbook p. 168

Magic Initiate (Bard)

Description

You learn two bard cantrips of your choice.

In addition, choose one 1st-level bard spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells is Charisma.

Source: Player's Handbook p. 168

Magic Initiate (Cleric)

Description

You learn two cleric cantrips of your choice.

In addition, choose one 1st-level cleric spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells is Wisdom.

Source: Player's Handbook p. 168

Magic Initiate (Druid)

Description

You learn two druid cantrips of your choice.

In addition, choose one 1st-level druid spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells is Wisdom.

Source: Player's Handbook p. 168

Magic Initiate (Sorcerer)

Description

You learn two sorcerer cantrips of your choice.

In addition, choose one 1st-level sorcerer spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells is Charisma.

Source: Player's Handbook p. 168

Magic Initiate (Warlock)

Description

You learn two warlock cantrips of your choice.

In addition, choose one 1st-level warlock spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells is Charisma.

Source: Player's Handbook p. 168

Magic Initiate (Wizard)

Description

You learn two wizard cantrips of your choice.

In addition, choose one 1st-level wizard spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells is Intelligence.

Source: Player's Handbook p. 168

Martial Adept

Description

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

• You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class (Added as spells in the Maneuvers spell list). If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

• You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Source: Player's Handbook p. 168

Medium Armor Master

Prerequisite

Proficiency with medium armor

Description

You have practiced moving in medium armor to gain the following benefits:

• Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

• When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Source: Player's Handbook p. 168

Metamagic Adept

Prerequisite

Spellcasting or Pact Magic feature

Description

You've learned how to exert your will on your spells to alter how they function:

• You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.

• You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 80

Mobile

Description

You are exceptionally speedy and agile. You gain the following benefits:

• Your speed increases by 10 feet.

• When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

• When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Source: Player's Handbook p. 168

Modifier

speed +10

Category

bonus

Moderately Armored (Dexterity)

Prerequisite

Proficiency with light armor

Description

You have trained to master the use of medium armor and shields, gaining the following benefits:

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

• You gain proficiency with medium armor and shields.

Source: Player's Handbook p. 168

Modifier

dexterity +1

Category

ability score

Moderately Armored (Strength)

Prerequisite

Proficiency with light armor

Description

You have trained to master the use of medium armor and shields, gaining the following benefits:

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

• You gain proficiency with medium armor and shields.

Source: Player's Handbook p. 168

Modifier

strength +1

Category

ability score

Mounted Combatant

Description

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

• You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.

• You can force an attack targeted at your mount to target you instead.

• If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Source: Player's Handbook p. 168

Mystic Conflux

Description

You possess an intuitive understanding of the way magic ebbs and flows within enchanted items. Such items attune easily to you, and you are able to sound out their secrets. You gain the following benefits:

• You can attune to up to four magic items at once.

• You can cast the identify spell without expending a spell slot or material components. You must finish a long rest before you can do so again.

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

Observant (Intelligence)

Description

Quick to notice details of your environment, you gain the following benefits:

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

• If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Source: Player's Handbook p. 168

Modifier

passive wisdom +5

Category

bonus

intelligence +1

Category

ability score

Observant (Wisdom)

Description

Quick to notice details of your environment, you gain the following benefits:

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

• If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Source: Player's Handbook p. 168

Modifier

passive wisdom +5

Category

bonus

wisdom +1

Category

ability score

Orcish Fury (Constitution)

Prerequisite

Half-Orc

Description

Your fury burns tirelessly. You gain the following benefits:

• Increase your Constitution score by 1, up to a 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 Endurance trait, you can use your reaction to make one weapon attack.

Source: Xanathar's Guide to Everything p. 75

Modifier

constitution +1

Category

ability score

Orcish Fury (Strength)

Prerequisite

Half-Orc

Description

Your fury burns tirelessly. You gain the following benefits:

• Increase your Strength score by 1, up to a 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 Endurance trait, you can use your reaction to make one weapon attack.

Source: Xanathar's Guide to Everything p. 75

Modifier

strength +1

Category

ability score

Outlands Envoy (Charisma)

Prerequisite

4th level, scion of the outer planes (the outlands) feat

Description

You have spent significant time in Sigil or the Outlands, the crossroads of the multiverse. Being steeped in converging planar energies grants you these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

Crossroads Emissary. You learn the misty step and tongues spells. You can cast each spell once using this feat without a spell slot, and you must finish a long rest before you can cast that spell in this way again. When you cast tongues using this feat, you require no material components. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the one chosen when you gained the Scion of the Outer Planes feat.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Charisma +1

Category

ability score

Outlands Envoy (Constitution)

Prerequisite

4th level, scion of the outer planes (the outlands) feat

Description

You have spent significant time in Sigil or the Outlands, the crossroads of the multiverse. Being steeped in converging planar energies grants you these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

Crossroads Emissary. You learn the misty step and tongues spells. You can cast each spell once using this feat without a spell slot, and you must finish a long rest before you can cast that spell in this way again. When you cast tongues using this feat, you require no material components. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the one chosen when you gained the Scion of the Outer Planes feat.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Constitution +1

Category

ability score

Outlands Envoy (Dexterity)

Prerequisite

4th level, scion of the outer planes (the outlands) feat

Description

You have spent significant time in Sigil or the Outlands, the crossroads of the multiverse. Being steeped in converging planar energies grants you these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

Crossroads Emissary. You learn the misty step and tongues spells. You can cast each spell once using this feat without a spell slot, and you must finish a long rest before you can cast that spell in this way again. When you cast tongues using this feat, you require no material components. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the one chosen when you gained the Scion of the Outer Planes feat.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Dexterity +1

Category

ability score