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Compendium

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7 categories

Feats

233 of 233 entries · Showing 151–200

Outlands Envoy (Intelligence)

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

Intelligence +1

Category

ability score

Outlands Envoy (Strength)

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

strength +1

Category

ability score

Outlands Envoy (Wisdom)

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

Wisdom +1

Category

ability score

Piercer (Dexterity)

Description

You have achieved a penetrating precision in combat, granting you the following benefits:

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

• Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.

• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Source: Tasha's Cauldron of Everything p. 80

Modifier

dexterity +1

Category

ability score

Piercer (Strength)

Description

You have achieved a penetrating precision in combat, granting you the following benefits:

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

• Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.

• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Source: Tasha's Cauldron of Everything p. 80

Modifier

strength +1

Category

ability score

Planar Wanderer

Prerequisite

4th level, scion of the outer planes feat

Description

You can draw on the forces of the multiverse to survive cosmic extremes and to traverse its infinite realms, granting you these benefits:

Planar Adaptation. When you finish a long rest, you gain resistance to either acid, cold, or fire damage (your choice) until you finish your next long rest.

Portal Cracker. Your experience with portals allows you to open them without a portal key. As an action, you can concentrate on a portal you're aware of that is within 5 feet of yourself and make a DC 20 Intelligence (Arcana) check. On a failed check, you take 3d8 psychic damage and can't use this benefit on that portal again until you finish a long rest. On a successful check, you can force the portal open or closed for 1 hour. For that duration, the portal doesn't respond to its portal key unless a creature employing the key succeeds on a DC 20 Intelligence (Arcana) check as an action.

Portal Sense. You know the direction to the last planar portal you used while you and the portal are on the same plane of existence. Moreover, as an action, you can detect the location of any portals within 30 feet of you that aren't behind total cover. Once you detect a portal with this action, you can't use the action again until you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 11

Poisoner

Description

You can prepare and deliver deadly poisons, granting you the following benefits:

• When you make a damage roll that deals poison damage, it ignores resistance to poison damage.

• You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.

• You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

Source: Tasha's Cauldron of Everything p. 80

Polearm Master

Description

You can keep your enemies at bay with reach weapons. You gain the following benefits:

• When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.

• While you are wielding a glaive, halberd, pike, quarterstaff or spear, other creatures provoke an opportunity attack from you when they enter your reach.

Source: Player's Handbook p. 168

Prodigy

Prerequisite

Half-Elf, half-orc, or human

Description

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 proficiency 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.

Source: Xanathar's Guide to Everything p. 75

Remarkable Recovery

Description

Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits:

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

• When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).

• Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).

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

Modifier

constitution +1

Category

ability score

Resilient (Charisma)

Description

Choose one ability score. You gain the following benefits:

• Increase the chosen ability score by 1, to a maximum of 20.

• You gain proficiency in saving throws using the chosen ability.

Source: Player's Handbook p. 168

Proficiencies

charisma

Modifier

charisma +1

Category

ability score

Resilient (Constitution)

Description

Choose one ability score. You gain the following benefits:

• Increase the chosen ability score by 1, to a maximum of 20.

• You gain proficiency in saving throws using the chosen ability.

Source: Player's Handbook p. 168

Proficiencies

constitution

Modifier

constitution +1

Category

ability score

Resilient (Dexterity)

Description

Choose one ability score. You gain the following benefits:

• Increase the chosen ability score by 1, to a maximum of 20.

• You gain proficiency in saving throws using the chosen ability.

Source: Player's Handbook p. 168

Proficiencies

dexterity

Modifier

dexterity +1

Category

ability score

Resilient (Intelligence)

Description

Choose one ability score. You gain the following benefits:

• Increase the chosen ability score by 1, to a maximum of 20.

• You gain proficiency in saving throws using the chosen ability.

Source: Player's Handbook p. 168

Proficiencies

intelligence

Modifier

intelligence +1

Category

ability score

Resilient (Strength)

Description

Choose one ability score. You gain the following benefits:

• Increase the chosen ability score by 1, to a maximum of 20.

• You gain proficiency in saving throws using the chosen ability.

Source: Player's Handbook p. 168

Proficiencies

strength

Modifier

strength +1

Category

ability score

Resilient (Wisdom)

Description

Choose one ability score. You gain the following benefits:

• Increase the chosen ability score by 1, to a maximum of 20.

• You gain proficiency in saving throws using the chosen ability.

Source: Player's Handbook p. 168

Proficiencies

wisdom

Modifier

wisdom +1

Category

ability score

Revenant Blade (Dexterity)

Prerequisite

Elf

Description

You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:

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

• While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.

• A double-bladed scimitar has the finesse property when you wield it.

Source: Eberron: Rising from the Last War p. 22

Modifier

Dexterity +1

Category

ability score

Revenant Blade (Strength)

Prerequisite

Elf

Description

You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:

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

• While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.

• A double-bladed scimitar has the finesse property when you wield it.

Source: Eberron: Rising from the Last War p. 22

Modifier

Strength +1

Category

ability score

Righteous Heritor (Charisma)

Prerequisite

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

Description

You can channel cosmic forces of good to gain these benefits:

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

Soothe Pain. When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus. 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: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 11

Modifier

Charisma +1

Category

ability score

Righteous Heritor (Constitution)

Prerequisite

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

Description

You can channel cosmic forces of good to gain these benefits:

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

Soothe Pain. When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus. 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: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 11

Modifier

Constitution +1

Category

ability score

Righteous Heritor (Dexterity)

Prerequisite

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

Description

You can channel cosmic forces of good to gain these benefits:

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

Soothe Pain. When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus. 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: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 11

Modifier

Dexterity +1

Category

ability score

Righteous Heritor (Intelligence)

Prerequisite

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

Description

You can channel cosmic forces of good to gain these benefits:

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

Soothe Pain. When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus. 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: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 11

Modifier

Intelligence +1

Category

ability score

Righteous Heritor (Strength)

Prerequisite

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

Description

You can channel cosmic forces of good to gain these benefits:

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

Soothe Pain. When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus. 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: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 11

Modifier

strength +1

Category

ability score

Righteous Heritor (Wisdom)

Prerequisite

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

Description

You can channel cosmic forces of good to gain these benefits:

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

Soothe Pain. When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus. 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: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 11

Modifier

Wisdom +1

Category

ability score

Ritual Caster (Bard)

Prerequisite

Intelligence or Wisdom 13 or higher

Description

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level bard spells of your choice. The spells you choose must have the ritual tag. Charisma is your spellcasting ability for these spells.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the bard spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Source: Player's Handbook p. 169

Ritual Caster (Cleric)

Prerequisite

Intelligence or Wisdom 13 or higher

Description

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level cleric spells of your choice. The spells you choose must have the ritual tag. Wisdom is your spellcasting ability for these spells.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the cleric spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Source: Player's Handbook p. 169

Ritual Caster (Druid)

Prerequisite

Intelligence or Wisdom 13 or higher

Description

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level druid spells of your choice. The spells you choose must have the ritual tag. Wisdom is your spellcasting ability for these spells.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the druid spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Source: Player's Handbook p. 169

Ritual Caster (Sorcerer)

Prerequisite

Intelligence or Wisdom 13 or higher

Description

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level sorcerer spells of your choice. The spells you choose must have the ritual tag. Charisma is your spellcasting ability for these spells.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the sorcerer spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Source: Player's Handbook p. 169

Ritual Caster (Warlock)

Prerequisite

Intelligence or Wisdom 13 or higher

Description

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level warlock spells of your choice. The spells you choose must have the ritual tag. Charisma is your spellcasting ability for these spells.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the warlock spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Source: Player's Handbook p. 169

Ritual Caster (Wizard)

Prerequisite

Intelligence or Wisdom 13 or higher

Description

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level wizard spells of your choice. The spells you choose must have the ritual tag. Intelligence is your spellcasting ability for these spells.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the wizard spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Source: Player's Handbook p. 169

Rune Shaper

Prerequisite

Spellcasting Feature or Rune Carver

Description

You've studied the magic of Giant runes, granting you the following benefits:

Comprehend Languages. You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.

Rune Magic. You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.

You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.

Rune | Spell

Cloud | Fog cloud

Death | Inflict wounds

Dragon | Chromatic orb

Enemy | Disguise self

Fire | Burning hands

Friend | Speak with animals

Frost | Armor of Agathys

Hill | Goodberry

Journey | Longstrider

King | Command

Mountain | Entangle

Stone | Sanctuary

Storm | Thunderwave

Source: Bigby Presents: Glory of the Giants p. 18

Savage Attacker

Description

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

Source: Player's Handbook p. 169

Scion of the Outer Planes

Prerequisite

Planescape Campaign

Description

Your connection to an Outer Plane infuses you with the energy there. Choose a type of plane listed in the Planar Infusion table. Your choice gives you resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Plane | Damage Resistance | Cantrip

Chaotic Outer Plane | Poison | Minor illusion

Evil Outer Plane | Necrotic | Chill touch

Good Outer Plane | Radiant | Sacred flame

Lawful Outer Plane | Force | Guidance

The Outlands | Psychic | Mage hand

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 12

Second Chance (Charisma)

Prerequisite

Halfling

Description

Fortune favors you when someone tries to strike you. You gain the following benefits:

• Increase your 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.

Source: Xanathar's Guide to Everything p. 75

Modifier

charisma +1

Category

ability score

Second Chance (Constitution)

Prerequisite

Halfling

Description

Fortune favors you when someone tries to strike you. You gain the following benefits:

• Increase your Constitution 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.

Source: Xanathar's Guide to Everything p. 75

Modifier

constitution +1

Category

ability score

Second Chance (Dexterity)

Prerequisite

Halfling

Description

Fortune favors you when someone tries to strike you. You gain the following benefits:

• Increase your Dexterity 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.

Source: Xanathar's Guide to Everything p. 75

Modifier

dexterity +1

Category

ability score

Sentinel

Description

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

• When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

• Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Source: Player's Handbook p. 169

Shadow Touched (Charisma)

Description

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

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

• You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy 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. 80

Modifier

charisma +1

Category

ability score

Shadow Touched (Intelligence)

Description

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

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

• You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy 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. 80

Modifier

intelligence +1

Category

ability score

Shadow Touched (Wisdom)

Description

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

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

• You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy 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. 80

Modifier

wisdom +1

Category

ability score

Sharpshooter

Description

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

• Your ranged weapon attacks ignore half cover and three-quarters cover.

• Before you make an attack with a ranged 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. 170

Shield Master

Description

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

• If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Source: Player's Handbook p. 170

Skill Expert (Charisma)

Description

You have honed your proficiency with particular skills, granting you the following benefits:

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

• You gain proficiency in one skill of your choice.

• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency 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.

Source: Tasha's Cauldron of Everything p. 80

Modifier

charisma +1

Category

ability score

Skill Expert (Constitution)

Description

You have honed your proficiency with particular skills, granting you the following benefits:

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

• You gain proficiency in one skill of your choice.

• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency 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.

Source: Tasha's Cauldron of Everything p. 80

Modifier

constitution +1

Category

ability score

Skill Expert (Dexterity)

Description

You have honed your proficiency with particular skills, granting you the following benefits:

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

• You gain proficiency in one skill of your choice.

• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency 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.

Source: Tasha's Cauldron of Everything p. 80

Modifier

dexterity +1

Category

ability score

Skill Expert (Intelligence)

Description

You have honed your proficiency with particular skills, granting you the following benefits:

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

• You gain proficiency in one skill of your choice.

• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency 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.

Source: Tasha's Cauldron of Everything p. 80

Modifier

intelligence +1

Category

ability score

Skill Expert (Strength)

Description

You have honed your proficiency with particular skills, granting you the following benefits:

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

• You gain proficiency in one skill of your choice.

• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency 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.

Source: Tasha's Cauldron of Everything p. 80

Modifier

strength +1

Category

ability score

Skill Expert (Wisdom)

Description

You have honed your proficiency with particular skills, granting you the following benefits:

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

• You gain proficiency in one skill of your choice.

• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency 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.

Source: Tasha's Cauldron of Everything p. 80

Modifier

wisdom +1

Category

ability score

Skilled

Description

You gain proficiency in any combination of three skills or tools of your choice.

Source: Player's Handbook p. 170

Skulker

Prerequisite

Dexterity 13 or higher

Description

You are expert at slinking through shadows. You gain the following benefits:

• You can try to hide when you are lightly obscured from the creature from which you are hiding.

• When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

• Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Source: Player's Handbook p. 170