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7 categories

Feats

233 of 233 entries · Showing 201–233

Slasher (Dexterity)

Description

You've learned where to cut to have the greatest results, 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 slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.

• When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Source: Tasha's Cauldron of Everything p. 81

Modifier

dexterity +1

Category

ability score

Slasher (Strength)

Description

You've learned where to cut to have the greatest results, 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 slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.

• When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Source: Tasha's Cauldron of Everything p. 81

Modifier

strength +1

Category

ability score

Soul of the Storm Giant (Charisma)

Prerequisite

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

Description

You've manifested the tempest magic emblematic of storm giants, granting you the following benefits:

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

Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature's speed is halved until the start of its next turn. 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. 19

Modifier

charisma +1

Category

ability score

Soul of the Storm Giant (Strength)

Prerequisite

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

Description

You've manifested the tempest magic emblematic of storm giants, granting you the following benefits:

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

Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature's speed is halved until the start of its next turn. 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. 19

Modifier

Strength +1

Category

ability score

Soul of the Storm Giant (Wisdom)

Prerequisite

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

Description

You've manifested the tempest magic emblematic of storm giants, granting you the following benefits:

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

Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature's speed is halved until the start of its next turn. 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. 19

Modifier

Wisdom +1

Category

ability score

Spell Sniper

Prerequisite

The ability to cast at least one spell

Description

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

• When you cast a spell that requires you to make an attack roll, the spell's range is doubled.

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

• You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Source: Player's Handbook p. 170

Spelldriver

Prerequisite

Character level 11 or higher; Spellcasting or Pact Magic feature

Description

Through intense focus, training, and dedication, you've harnessed the techniques of rapid spellcasting. When you use your bonus action to cast a spell of 1st level or higher, you can also use your action to cast another spell of 1st level or higher. However, if you cast two or more spells in a single turn, only one of them can be 3rd level or higher.

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

Squat Nimbleness (Dexterity)

Prerequisite

Dwarf or a Small race

Description

You are uncommonly nimble for your race. You gain the following benefits:

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

• Increase your walking speed by 5 feet.

• You gain proficiency in the Acrobatics or Athletics skill (your choice).

• You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you makes to escape from being grappled.

Source: Xanathar's Guide to Everything p. 75

Modifier

dexterity +1

Category

ability score

speed + 5

Category

bonus

Squat Nimbleness (Strength)

Prerequisite

Dwarf or a Small race

Description

You are uncommonly nimble for your race. You gain the following benefits:

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

• Increase your walking speed by 5 feet.

• You gain proficiency in the Acrobatics or Athletics skill (your choice).

• You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you makes to escape from being grappled.

Source: Xanathar's Guide to Everything p. 75

Modifier

strength +1

Category

ability score

speed + 5

Category

bonus

Squire Of Solamnia

Prerequisite

Dragonlance Campaign, Fighter or Paladin Class or Knight of Solamnia Background

Description

Your training in the ways of the Knights of Solamnia grants you these benefits:

Mount Up. Mounting or dismounting costs you only 5 feet of movement.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 34

Strike of the Giants

Prerequisite

Martial Proficiency or Giant Foundling

Description

You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:

Cloud Strike. The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.

Fire Strike. The target takes an extra 1d10 fire damage.

Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.

Hill Strike. The target takes an extra 1d6 damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.

Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.

Storm Strike. The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.

The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.

You can use this feat 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. 19

Strixhaven Initiate

Description

You have studied some magical theory and have learned a few spells associated with Strixhaven University.

Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.

You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell 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).

College | Cantrips | 1st-Level Spell

Lorehold | Choose two from light, sacred flame, and thaumaturgy. | Choose one 1st-level cleric or wizard spell.

Prismari | Choose two from fire bolt, prestidigitation, and ray of frost. | Choose one 1st-level bard or sorcerer spell.

Quandrix | Choose two from druidcraft, guidance, and mage hand. | Choose one 1st-level druid or wizard spell.

Silverquill | Choose two from sacred flame, thaumaturgy, and vicious mockery. | Choose one 1st-level bard or cleric spell.

Witherbloom | Choose two from chill touch, druidcraft, and spare the dying. | Choose one 1st-level druid or wizard spell.

Source: Strixhaven: A Curriculum of Chaos p. 36

Strixhaven Mascot

Prerequisite

4th level, Strixhaven Initiate feat

Description

You have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:

• You can cast the find familiar spell as a ritual. Your familiar can take the form of the mascot associated with the college you chose for the Strixhaven Initiate feat: a spirit statue mascot (Lorehold), an art elemental mascot (Prismari), a fractal mascot (Quandrix), an inkling mascot (Silverquill), or a pest mascot (Witherbloom).

• When you take the Attack action on your turn, you can forgo one attack to allow your mascot familiar to make one attack of its own with its reaction.

• If your mascot familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.

Source: Strixhaven: A Curriculum of Chaos p. 37

Svirfneblin Magic

Prerequisite

Gnome (deep gnome)

Description

You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.

Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.

Source: Sword Coast Adventurer's Guide p. 115, Elemental Evil Player's Companion p. 7, Mordenkainen's Tome of Foes p. 114

Tavern Brawler (Constitution)

Description

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

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

• You are proficient with improvised weapons.

• Your unarmed strike uses a d4 for damage.

• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Source: Player's Handbook p. 170

Modifier

Constitution +1

Category

ability score

Tavern Brawler (Strength)

Description

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

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

• You are proficient with improvised weapons.

• Your unarmed strike uses a d4 for damage.

• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Source: Player's Handbook p. 170

Modifier

Strength +1

Category

ability score

Telekinetic (Charisma)

Description

You learn to move things with your mind, granting you the following benefits:

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

• You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

• As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Source: Tasha's Cauldron of Everything p. 81

Modifier

charisma +1

Category

ability score

Telekinetic (Intelligence)

Description

You learn to move things with your mind, granting you the following benefits:

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

• You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

• As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Source: Tasha's Cauldron of Everything p. 81

Modifier

intelligence +1

Category

ability score

Telekinetic (Wisdom)

Description

You learn to move things with your mind, granting you the following benefits:

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

• You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

• As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Source: Tasha's Cauldron of Everything p. 81

Modifier

wisdom +1

Category

ability score

Telepathic (Charisma)

Description

You awaken the ability to mentally connect with others, granting you the following benefits:

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

• You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

• You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Source: Tasha's Cauldron of Everything p. 81

Modifier

charisma +1

Category

ability score

Telepathic (Intelligence)

Description

You awaken the ability to mentally connect with others, granting you the following benefits:

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

• You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

• You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Source: Tasha's Cauldron of Everything p. 81

Modifier

intelligence +1

Category

ability score

Telepathic (Wisdom)

Description

You awaken the ability to mentally connect with others, granting you the following benefits:

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

• You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

• You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Source: Tasha's Cauldron of Everything p. 81

Modifier

wisdom +1

Category

ability score

Thrown Arms Master (Dexterity)

Description

You've honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:

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

• Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet.

• Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.

• When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.

Source: Tal'Dorei Campaign Setting: Reborn p. 191

Modifier

dexterity +1

Category

ability score

Thrown Arms Master (Strength)

Description

You've honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:

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

• Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet.

• Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.

• When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.

Source: Tal'Dorei Campaign Setting: Reborn p. 191

Modifier

strength +1

Category

ability score

Tough

Description

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Source: Player's Handbook p. 170

Vigor of the Hill Giant (Constitution)

Prerequisite

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

Description

You've manifested the resilience emblematic of hill giants, granting you the following benefits:

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

Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren't moved and don't have the prone condition.

Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.

Source: Bigby Presents: Glory of the Giants p. 19

Modifier

Constitution +1

Category

ability score

Vigor of the Hill Giant (Strength)

Prerequisite

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

Description

You've manifested the resilience emblematic of hill giants, granting you the following benefits:

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

Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren't moved and don't have the prone condition.

Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.

Source: Bigby Presents: Glory of the Giants p. 19

Modifier

Strength +1

Category

ability score

Vigor of the Hill Giant (Wisdom)

Prerequisite

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

Description

You've manifested the resilience emblematic of hill giants, granting you the following benefits:

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

Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren't moved and don't have the prone condition.

Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.

Source: Bigby Presents: Glory of the Giants p. 19

Modifier

Wisdom +1

Category

ability score

Vital Sacrifice

Description

You've learned secrets of hemocraft that grant you esoteric power at the price of your own life force. As a bonus action, you can choose to take 1d6 necrotic damage to gain a blood boon. Your blood boon lasts for 1 hour or until expended.

You can expend this blood boon to gain one of the following benefits:

• When you make an attack roll, you roll 1d6 and add it to the total.

• When you hit with an attack or spell, you deal an additional 2d6 necrotic damage.

• When you cause a creature to make a Strength, Dexterity, or Constitution saving throw, roll a d4 and reduce their save by the amount rolled.

The damage you take to gain a blood boon can't be reduced in any way.

Source: Tal'Dorei Campaign Setting: Reborn p. 191

War Caster

Prerequisite

The ability to cast at least one spell

Description

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

• When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Source: Player's Handbook p. 170

Weapon Master (Dexterity)

Description

You have practiced extensively with a variety of weapons, gaining the following benefits:

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

• You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.

Source: Player's Handbook p. 170

Modifier

dexterity +1

Category

ability score

Weapon Master (Strength)

Description

You have practiced extensively with a variety of weapons, gaining the following benefits:

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

• You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.

Source: Player's Handbook p. 170

Modifier

strength +1

Category

ability score

Wood Elf Magic

Prerequisite

Elf (wood)

Description

You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Source: Xanathar's Guide to Everything p. 75