Feats

Everything listed is subject to change, if you have a good idea, bring it up and it might happen.

Art of the Deal
Prerequisite: Spellcasting or Pact Magic Feature

Through devilish dealings you have learned the Art of the Deal and are able to empower contracts.


 * You can create a contract with a willing subject. If both parts of the deal is fulfilled, you can add one spell of a spellcasting class you are, to your known spells, of a level you can cast. The contract has to follow the following requirements, otherwise its magic is null.
 * The subject has to be willing to participate in, and sign the contract.
 * The subject cannot be under the influence of any magical effects.
 * The subject cannot be an ally or friend of yours.
 * Either part of the contract has to be possible to fulfill based on the capacity of both you and the opposing subject (e.g. agreeing that someone will be at X location, but capturing/ drugging them against their will to get them to miss it will render the contract null).
 * The subject has to sign with their own blood.
 * If either side breaks the contract, the one to break it receives a number of d6 necrotic damage equal to your character level
 * To create the contract, you must have the tools to do so and spend an hour, which can be done as part of a short rest.
 * By signing a contract with a more powerful being than yourself, you can sacrifice 1d4 HP permanently to add additional 'benefits'

Last Stand
You have time and time again stood against overwhelming odds, staring down the face of death. You've grown so accustomed to the sensation, that you know when to push your body to its utmost limit despite the toll it takes.


 * Increase your Constitution score by 1, to a maximum of 20.
 * Once per long rest, when your HP reaches 0 but not killed outright, you may decide to fail a death save. If doing so, you're not knocked unconscious. While you are at 0 HP due to this effect, your speed is reduced to 10 ft and if you reduce an opponent's HP to 0, you regain 1 HP.
 * You lose consciousness if you end your next turn with 0 HP or is incapacitated.
 * Note: For all intents and purposes, you're still at 0 HP - death saves are still rolled and any attack hit will still cause you to fail a death save, but since you're not unconscious, melee attacks don't auto crit.
 * Each time you use this feature, you gain a level of exhaustion after the next long rest.

Dedicated Quaffer

 * Increase your Constitution score by 1, to a maximum of 18.
 * Potions have an increased effect on you. If a potion's effect required you to roll a die, the die's size is increased by one (up to a d20). If a potion's effect has a duration, the duration is doubled.
 * You can use an object interaction instead of a bonus action to chug a potion.
 * You can use an action to attempt to drink a liquid creature within 5 feet of you, such as a gelatinous cube or a water elemental. The creature must succeed a Constitution saving throw (DC 8 + your proficiency bonus + Constitution modifier) or take 2d8 necrotic damage. If this reduces its hit points to less than half it's previous hit points, its size is reduced by one. You can use this feature up to three times per long rest.

Minimum Effort
You have slacked off during your training a bit more than you should have and gain the following benefits:


 * Increase two ability scores of your choice by 0, to a maximum of 18.
 * You do not gain proficiency in saving throws using the chosen abilities, but you may keep them if you already have them.

You can select this feat multiple times, each instance of this feat representing a time you slacked off for an extensive time during your training.

Fury Lineage - Work in progress
Whether it be that a natural fury has sought you out on it own accord, that it was passed down from a deceased family member, or that you've tracked one down and befriended it yourself, you have a fury companion and gain the following benefits:


 * You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
 * When you cast the spell for the first time, you must choose your companions form:
 * Fire fury (fire dmg, self destruct(self immolation?), can grow by burning stuff)
 * Earth fury (high health and AC, bludgeon dmg, swim in earth)
 * Air fury (invisibility, slashing dmg, ???)
 * Wood fury (camouflage(great hider in foliage), teleport in living wood, flammable, bludgeon dmg)
 * Water fury (healing in water (does not like salt water), 'long distance' communication through unbroken water streams, grapple/strangle, ?bludgeon dmg?)
 * "Unbroken bonds" - when the fury receives damage, you take half that damage

Ideas: Pact of the chain - https://www.dndbeyond.com/classes/warlock#ClassFeatures, https://www.dndbeyond.com/spells/find-familiar

Orcish Belittlement
Prerequisite: Half-Orc or Orc, Strength 12 or higher

Your mere presence makes those around you feel inferior. So much so that when the tides are turned against them, there is little chance of recovery. You gain the following benefits:


 * Increase Strength, Dexterity, Constitution or Charisma by 1, to a maximum of 20
 * Whenever a creature has disadvantage on an attack roll against you, they instead roll three dice and choose the lowest among them.

Massively buff orc, flexing and smirking: "What are you gonna do with that little thing, huh? Attack me?

''Orc Valor Bard, aka. the 'Drill Sergeant', getting in people’s faces and insulting them with vicious mockery, then watching as they can’t hit you for shit.''

Desperate Guardian
Prerequisite: Wisdom 13 or higher


 * Before you use a spell or ability to heal a friendly, roll a d20. On a 19 or 20, you critically heal.
 * Whenever you and a friendly creature within 30 feet of you make the same saving throw, you can use a reaction to switch yours for theirs if they rolled lower.
 * You may use your bonus action to move up to half your movement closer to a friendly creature who is bloodied (half hit points or less).
 * For the king - If a friendly creature within 5 ft of you are attacked or forced to make a saving throw, you can use a reaction to intercept the attack if it hits, taking double the damage that would otherwise have been dealt.

Devoted
The bond with your companion(s) is unshakable and gives you a foundation of resolve and strength. If you waver or doubt, you know you always have someone who stands by your side, strong and resolute.


 * You and other creatures with this (or a similar) feat can choose one bond to share from the following list:
 * Battle.Whenever you land an attack against a creature, all others sharing this bond gain +2 bonus to hit against that creature until end of your next turn.
 * Duty. While you can perceive a creature sharing this bond within 15 ft of you, you can use a reaction to move into an empty space adjacent to them when they are attacked or forced to make a saving throw. If your bonded creature suffers damage, you can choose to intercept half of it as part of this reaction.
 * Kinship. When you perceive a creature sharing this bond within 30 ft of you, you gain +1 bonus to AC and saving throws.


 * You can swap your initiative roll with that of a willing, bonded creature at the start of combat, as long as you are able to perceive each other.
 * You can end your turn in the space of another creature you are bonded with.

''If it makes sense story-wise, these bonds can be changed at a later point in time. The effects do not stack with multiple creatures sharing the same bond.''

Sling Veteran
Few musicians know their instruments better than you know your sling. Said to be the origin of David and Goliath


 * When wielding a sling, its damage die increases to 1d6
 * When you are wielding a sling and a creature leaves your normal range, you can use your reaction to make one ranged attack against them (this attack does not incur disadvantage). If the attack is successful, the creature's speed is reduced by half for the rest of the turn
 * When you use a sling to attack a creature larger than you, you score a critical hit when you roll a 19 or 20 on a d20

Nimble Tumbler
You have trained your body to be more nimble and spry while on the move and in the air, granting you the following benefits:


 * Increase your Dexterity score by 1, to a maximum of 18.
 * Climbing doesn't halve your movement.
 * While you aren't incapacitated, you are resistant to fall damage (remember, fall damage can be quite lethal in Alera).

Insomniac
With years of short or restless nights, you have adapted and now function perfectly fine with the bare minimum of sleep.
 * Increase your Constitution score by 1, to a maximum of 18.
 * During a long rest, you can spend up to four hours performing light activities, such as reading, talking, eating or standing watch. This cannot reduce the number of hours you need to sleep below 2.
 * While suffering from exhaustion, you treat it as if it was one level less. If already at 6'th level of exhaustion and is to receive another level, you die instead.

Cassandra’s Tears, aka. "The Sight"
The Sight is a blessing and a curse. It lets you see things, things beings can't normally see. With the Sight, you can see even the most ethereal of spirits roaming the graveyards. you can see the energies of life stirring and moving, running like blood through the world, between the earth and the sky, between water and fire. Enchantments stand out like cords braided from glowing spider webs or liquid sunlight depending on the level of power. You can sometimes see the demons that walk among mankind in human form, this way. You see things the way they really are, in-spirit and in soul, as well as in body.

A severe drug addict may seem perfectly fine to normal eyes, but may show a partially dismembered corpse, clawing its own eyes out and writhing in pain when using the sight. Similarly, a truly righteous or holy person, who always heeds out for the betterment of the people may be seen as a holy savior, wreathed in a golden aura with ethereal wings. More often than not though, people appear as they normally would.

The problem is that anything you see with the sight open stays with you. No matter how horrible, no matter how revolting, no matter how madness-inducing or terrifying—it stays with you. Forever. Always right there in your mind in full technicolor, never fading or becoming easier to bear. Sometimes you see things that are so beautiful you want to keep them with you always, but more often, you see things so deeply unsettling that it permanently tears a part of your sanity away. ''With great power comes great responsibility - by picking this feat, you gain a sanity counter beknown only to the GM. When the Sight is used, this counter goes up proportional to the damage it inflicts on your mind. If gazing upon a simply enchanted lock in an isolated tavern no significant harm will come to you (but it accumulates). However, gaze upon a God, fey queen, or archangel, your mind will be shattered to incomprehension and leave you a drooling empty shell of your former self.''
 * You are able to open the 'third eye' and gaze upon all that you desire to see their true nature.
 * You can lock into a soul gaze with a humanoid being to see their very soul, how they are as a person and what stains on their soul they carry around with them.

Chosen of the Faith(s)
Prerequisite: Cleric - Trickery Domain and proficiency in Deception

You have been touched by the essence of the faith but has strayed no particular path, always balancing on the knife's edge between several, moving like quicksilver in the religious circles.
 * After completing a long rest, you may choose any Cleric Domain and gain the following benefits:
 * You have advantage on all checks related to Gods of the chosen domain
 * You may replace one of your prepared spells with a spell from the chosen domain's list of the same level
 * You may replace your Channel Divinity feature with that of the chosen domain

Multitasker
You have developed an uncanny level of multitasking even in the most hectic situations. ''Make sure to reference the rules for casting spells as a bonus action on page 202 of the Players Handbook. This feat does not allow you to cast two bonus action spells on the same turn..''
 * Increase your Dexterity, Intelligence or Wisdom score by 1, to a maximum of 18
 * On your turn, you can gain an extra bonus action. Once you use this ability, you can't use it again until you finish a short or long rest.

Stolen Secret
Prerequisite: Warlock class level

Choose one spell from another class's spell list of a level no higher than your Warlock Spell Slot level. You now know this spell and it becomes a Warlock spell for you. This spell does not count against your total number of spells known. To cast this spell you must expend one of your warlock spell slots and you may not cast it again until you finish a long rest.

If you replace this spell when you gain a level you may only replace it if abiding by the above class and spell level restrictions.

Bloodline Attunement
You can attune to a weapon using a short preparation time and a few drops of your blood. While you are attuned to this weapon it cannot deal damage to you. Any wounds that would be afflicted to you with this weapon heals instantly and causes no pain. If the weapon stabs through your body, it still may have negative effects, such as a sword stabbed through your throat would restrict breathing temporarily.

You can only attune to one weapon at a time and if the weapon consisting of separate pieces you must pick one. In the case of a bow, it is the fired arrow in question that should be attuned to.

Traditionally used in jousts, friendly duels or contests among the nobility, where the participants attune to the weapon of the opponent.

True Blood Dragon's Breath
Prerequisite: Dragonborn

You have a number of uses of your Breath Weapon equal to your proficiency bonus. When you use your Breath Weapon, you can expend an additional use to add one of the following benefits. You may add multiple benefits simultaneously. You regain one expended use of your Breath Weapon when finishing a short rest and all expended uses when you finish a long rest.
 * The damage of you Breath Weapon increases by 2d6 (can be selected multiple times).
 * The DC of your Breath Weapon's saving throw increases by 1 (can be selected multiple times).
 * Based on your dragonic ancestry, the Breath Weapon gains an elemental effect upon a successful hit:
 * Liquid fire: Sets the target on fire, dealing 1d4 fire damage each turn for two turns unless the fire is put out.
 * Corrosive acid: Reduces heavy armor AC by 2 and medium armor by 1 in addition to dealing 1d4 acid damage. This only works on corrodable, non-magical armor (multiple uses does not stack).
 * Poison rain: A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 1d4 poison damage and is Poisoned for 1 hour. On a successful save, the creature takes half damage and is immune to the poison for 24 hours.
 * Subzero breath: Slows movement speed by half for 1 round and deals 1d4 cold damage, freezing most liquids, turning a wet surface into difficult terrain.
 * Jumping bolt: Deals 1d8 lightning damage to the closest target successfully hit, 1d6 lightning damage to the closest target successfully hit behind it and 1d4 to the closest target successfully hit behind that.
 * The area of effect of your Breath Weapon increases:
 * Breath Weapon with a size of 5 by 30 feet increases to 5 by 60 ft
 * Breath Weapons with a size of a 15-foot cone increases to a 20-ft cone

Iron Lung Dragon Lineage
Prerequisite: Dragonborn
 * Increase your Constitution score by 1, to a maximum of 20
 * Your breath weapons deals extra damage equal to half your level (does not affect True Blood's dragonic ancestry effects).
 * You can use your breath weapon as a bonus action. If you do so, it only deals half damage.
 * At the start of each of your turns after you use your breath weapon, roll a d6, if you roll a 6, regain a use of your breath weapon.

Well rested
Your practiced napping leaves you invigorated when you are awake. You gain the following benefits:
 * Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 18.
 * Whenever you spend one or more hit dice during a short rest, you can regain an extra 1d6 hit points.
 * At the end of a long rest, you gain 1d4 that you can add to any one saving throw made that day - if resting in a comfortable bed (in an inn for example) this increases to a 1d6 instead.

Blacksmith

 * You gain proficiency with smith's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
 * Over the course of any short or long rest, you can sharpen one non-magical melee weapon that does piercing or slashing damage and give it a bonus to damage rolls equal to your proficiency bonus. Once you have dealt damage with the weapon a number of times equal to your level, the bonus goes away.
 * Alternatively, you can sharpen a number of non-magical arrows/bolts, equal to your level, and give them a similar bonus to damage, equal to your proficiency bonus.

Ventriloquist
You've honed a talent for throwing your voice into creatures and objects. You gain the following benefits:
 * Increase your Charisma score by 1, to a maximum of 20.
 * You can speak without moving your lips.
 * You can throw your voice when you speak, making it appear to originate from any source that you can see within 20 feet of you. A suspicious creature can use its action to attempt a Wisdom (Insight) check contested by your Charisma (Deception) check. If the creature's check equals or exceeds your own, it determines that you are the true source of the speech.

Cheap Shot
You pay no merit to the traditional customs of combat and is known to train by trying to hit targets as per an 'un-sportsly manner'
 * You have advantage, instead of disadvantage, against prone creatures when using a ranged weapon.
 * You can call out a 'trip'shot' before attacking with a ranged weapon against a grounded target. On a hit, if the target is of medium or smaller size, it takes no damage but its movement is halved next turn. Does not stack.
 * If an ally within 15ft of you uses a reaction to make an opportunity attack, you can also use your reaction to make a single attack with a ranged weapon you are holding.

Master Tactician

 * You are able to formulate a battle plan using specific combat maneuvers and team movement, thereby covering blind-spots and allowing people to act quicker and in cohesion, adding +2 to initiative, all planned actions and nullifying surprise rounds for your opponents.
 * Requirements:
 * The group accepts you as a leader.
 * In possession of either; a detailed blueprint layout / a person with first hand experience of the area, willing to cooperate / sufficient scouting information of the area.
 * 10 minutes to a couple of hours to design and formulate the plan depending on complexity.
 * The bonus is lost if:
 * The group looses faith in the designated leader.
 * The group looses cohesion / descends into chaos, either in or out of combat.
 * A group member drops unconscious (unless planned).
 * The group deviates from the plan or enter areas the battle plan did not cover.

Trapper

 * You gain proficiency with Nets
 * You may use an object as a Bonus Action, but only when placing Ball Bearings, Caltrops, or a Hunter's Trap.
 * When using a Net, you may ignore the item’s Saving Throw DC. If you do, the DC instead equals 8 + your proficiency modifier + your dexterity or wisdom modifier.
 * If you are using a Hunter's Trap, Ball Bearings or Caltrops, which have been modified by you or to your specifications, similar DC alterations may apply to these.

Common sense
“Common sense is not so common” as they say.
 * It’s nothing supernatural, just a keen sense of knowing when something is just a bad idea. Any time a character with this quality is about to do something the gamemaster deems foolish, the gamemaster must act as their proverbial inner voice of reason and issue a small warning. The gamemaster can only give a number of warnings per session equal to the character’s Wisdom modifier.
 * Increase you wis score by one to a maximum of 20.

Potions master
"Practice makes perfect", and you've made a LOT of potions over your lifespan.
 * Your experience with formulations has taught you a few tricks to make them more effective and reactive. Effect on individual potions can be discussed with GM.
 * Increase your intelligence score by 1, to a maximum of 20.
 * You gain proficiency with alchemist's supplies. If already proficient, you gain expertise.

Forager

 * Increase your wisdom score by 1, to a maximum of 20.
 * When foraging for food, gain advantage to your survival check
 * You understand how to harvest plants most efficiently, with the least destruction to the plant per yield. Gain double the output from any herbal harvesting you perform.

Burglar
You pride yourself on your acquired and perfectly honed skills for certain clandestine activities.
 * Increase your dex score by 1 to a maximum of 20.
 * You gain proficiency with thieves' tools. If already proficient, you gain expertise.
 * You becomes highly knowledgeable in locks and general security measures.

Gourmand
The master of the kitchen is the master of the house.
 * You gain proficiency with cooking utensils.
 * Increase your constitution score by 1 to a maximum of 20.
 * You have advantage on saving throws against poison from food and can determine its poisonous qualities upon a taste, smell and texture inspection.
 * Meticulously preparing a perfect meal with good ingredients will give the ones feasting the following bonuses:
 * An additional 1d4 + (total class level divided by three, rounded up) hit die at the end of the next long rest (this cannot surpass their maximum number of hit die).
 * Temporary hit points equal to 1d4 + (your total class level).

First impression
Enables a character to slide easily into new environments, situations, groups, and jobs. Whether infiltrating a gang, making contacts in a new city, or wrangling an invite to a private meeting or the likes, the character gains a temporary +2 for relevant social rolls during the first encounter. This modifier does not apply to second or subsequent encounters, nor during longer interactions.

Teacher
Prerequisite: The ability to cast at least one spell

The character is an adept teacher in its widest description of the word.
 * A spellcaster can pass on knowledge of spells and how they are cast to other PC's or NPC's in a very short time frame without the student having to acquire an instruction scroll.
 * In addition, the teacher becomes proficient in arcana and religion, if already proficient in arcana, the teacher gains expertise.

Axeman
You’re a master of the axe and your heavy blows cleave through your foes. The following benefits apply only to the handaxe, battleaxe, and greataxe.
 * When you reduce a creature to 0 hit points or score a critical hit with an axe, you can use your bonus action to make a single extra attack with an axe.
 * When the weapon damage die result of an attack made with an axe does not show a maximum result, you deal an additional 2 point of damage with the attack.
 * You feel at home by the smell of pine and have advantage on nature checks on trees.

Blunt Weapon Master
You’re a master of blunt weaponry and know exactly where to land heavy blows. The following benefits apply only to the club, greatclub, mace, flail, maul, and warhammer.
 * When you damage a creature with any of the listed weapons, their speed is reduced by 5 feet until they regain hit points. The effect of this feature is not cumulative with itself.


 * When you roll damage for any of the listed weapons, you deal an additional 1 damage if a damage die shows maximum result.


 * If a damage die of any of the listed weapons shows a result of 1, you can instead treat the result as the maximum of the die. You can use this feature 3 times and you regain all expended uses when you complete a long rest. You must choose to use this feature before the DM announces the result of the damage.

Brawler
You have fists of iron and your enemies won’t be forgetting any time soon.
 * Your unarmed strike deals 1d6 + your Strength modifier damage, rather than 1 + your Strength modifier.


 * After initiative is rolled, you gain advantage on your first attack with unarmed strikes. You lose this benefit after you hit a creature with an unarmed strike or 1 minute has passed.

Brutal Killer
You’re piss ugly and that’s scary.
 * You gain proficiency in Charisma (Intimidation)
 * A negative Charisma modifier functions as a positive Charisma modifier on Charisma (Intimidation) checks.
 * When an attack you make reduces a creature to hit points less than or equal to twice your proficiency bonus, it is instead reduced to 0 hit points.

Deadly Illusionist
Prerequisite: The ability to cast at least one spell

Your illusions invade the deepest crevice of your enemies’ minds and leave them scarred.
 * You add one Illusion spell of a level you can cast, from your class spell list to the list of spells you can prepare or cast.


 * Creatures who fail their initial saving throw or ability check against an Illusion spells of 1st level or higher you cast take psychic damage equal to the spell’s level + your spell casting ability modifier, if the spell does not already deal damage.

Dervish
Standing still is boring! You’re always on the move.
 * Your speed increases by 5 feet.
 * When you hit a creature with a melee attack, you can move 5 feet at no movement cost as part of the attack (does not provoke AoO). This can only be triggered once per turn.
 * When you hit a creature with a melee attack that you have not already attacked on your current turn, you deal 2 additional points of damage (4 dmg at lvl 5 and 6 dmg at lvl 10).

Dexterous Grappler
You don’t waste any time when apprehending criminals, monster or a combination of the two.
 * When you attempt to grapple a creature on your turn, you chose to use your bonus action to attempt to grapple the target.
 * Your speed increases to 10 feet while you are grappling another creature.
 * You can use Dexterity (Acrobatics) to grapple, not just to resist or escape a grapple.

Diehard
It’s never quite your time. You refuse to die.
 * You gain +2 to death saving throws.
 * When you are reduced to 0 hit points, you can immediately move half your speed. Movement using to this feature does not provoke attacks of opportunity.
 * When you roll a 19 or a 20 on a death saving throw, you regain 1 hit point.

Double Tapper
You can pull the trigger in half the time, to the dismay of your enemies.
 * When you miss a ranged attack on a creature, if you hit it within the same turn with another ranged attack, you may add an additional 5 damage. The additional damage of this feature is only applied once for each attack. But if an attack misses, next hits, next misses and the following hits, the bonus is applied on both hits.

Duelist
One on one is the name of the game and when you excel.
 * You gain a +1 to melee hit and damage rolls when only one creature (excluding yourself) is within 5 feet of you.
 * Once between rests, when a creature misses you with a melee attack they provoke an attack of opportunity from you.

Einhander
The hot blood of a duelist flows through your veins. Even your misses are placed with intention and you slowly but surely lure your opponent into the perfect position for the perfect strike.
 * You become more mobile and can present a narrower profile with one hand empty. When wielding a longsword or rapier in one hand, and nothing in the other, you gain a +1 bonus to armor class.


 * You deal 1 additional point of damage when you hit for every attack you miss before hitting a single creature, while wielding a longsword or rapier in one hand and nothing in the other. If you attack a different target, damage your target or spend your turn not attacking the target, you lose any accumulated bonus damage. The extra damage cannot exceed your proficiency bonus.

Escape Artist
Your pursuers swear you bath in grease; no one can keep their hands on you.
 * You add twice your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself. Upon a failed escape you can make a contested Strength (Athletics) check to move you and your grappler 5 ft, if successful, imposing disadvantage for anyone trying to attack either of you until your next turn (AoO still apply upon moving).


 * When you escape a creature’s grapple on your turn, you can immediately use your bonus action to attack the creature you escaped.

Hemophobic
Prerequisite: Not immune to fear effects.

You have a large number of phobias and fears but your greatest is seeing your own blood.
 * When you take damage, you can use your reaction to move 5 feet away from the source. This movement does not provoke attacks of opportunity.


 * Your speed increases by 10 feet while you are at or below half hit points and is in combat.
 * You deal an additional 1 point of damage with melee attacks while at or below half hit points.

Light Armor Master
Prerequisite: Proficiency with light armor

You know how best to use the thin armor that protects you.
 * Your speed increases by 10 feet while wearing light or no armor.
 * While wearing light armor, you gain a +2 bonus to armor class whenever you are at least 20 feet from where you started your turn. This bonus lasts until the start of your next turn.

Metamagician
Prerequisite: The ability to cast at least one spell

You gain a deeper understanding of the functioning of metamagic.
 * You gain 1 sorcery point. You can only use this sorcery point on metamagic unless you have another feature that allows you to use sorcery points.


 * You gain one sorcerer metamagic option.

Metamagic Reservoir
Prerequisite: The ability to cast at least one spell

Your metamagic pool increases in size or you gain a metamagic pool if you did not have one.
 * You gain 2 sorcery points.

Mystic Reservoir
Prerequisite: The ability to cast at least one spell

You have tucked away a bit of extra magic in the back of your mind, ready to be used in dire straits.
 * You gain an additional spell slot of the second highest level you can cast, to a maximum of 4th level. This bonus spell slot changes as the highest level spell you can cast changes. The spell slot given by this feature can only be used to cast a single spell, designated when you regain spell slots after a long rest.

Necromantic
Prerequisite: The ability to cast at least one spell

You’ve recently got in touch with your dead side. Aside from slowly rotting, things are pretty great.
 * You add 1 Necromancy spell from your class spell list, of a spell level you can cast, to the list of spells you know or can prepare.


 * When below one quarter of your maximum hit points, you can reduce incoming damage by half the spell level of the highest level Necromancy spell you know or have prepared.


 * As an action, you can detach or reattach one of your hands. While detached, your hand functions as a Crawling Claw (Monster Manual, pg. 44) that obeys your commands.

One Step Ahead
You are fast and smart; not only can you predict your enemies’ movements but you can act on your predictions too.
 * You can shift your initiative up enough to act before the character or creature that acts before you in the initiative count. Once you use this feature you must complete a long rest to use this feature again.
 * You gain advantage to initiative rolls.
 * Your Dexterity score increases by 1, to a maximum of 20.

Quick Witted
Great ideas come to you naturally, often when they would save your life.
 * Your Intelligence score increases by 1, to a maximum of 20.
 * When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. You can use this feature a number of times equal to you Intelligence modifier. You regain all expended uses of this feature when you complete a long rest.

Reckless
You fight with reckless abandon, but not to your disadvantage. Countless wounds have desensitized you to pain.
 * Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
 * When another creature within 5 feet targets you with an attack, you can use your reaction to subtract your proficiency bonus from your AC, potentially causing the attack to hit you. If the attack hits and deals damage, you can make a melee attack with a weapon you wield against the creature who attacked you, after the attack is resolved.

School Specialist
Prerequisite: The ability to cast at least one spell

You’ve spent most of your time researching a specific school of magic.
 * When you cast a spell of a chosen school of magic at a higher level, the saving throws and attack rolls gain a +1 bonus.
 * You add 1 spell from your class spell list, of a level you can cast, of the school of magic chosen, to the list of spells you know or can prepare.


 * You can cast a spell from your chosen school as one level higher at no additional cost. You must be able to cast spells of the new, higher, level. Once you use this feature, you must complete a long rest before you can use it again.

Shadow Caster
Prerequisite: The ability to cast at least one spell

You draw your magic from the shadow weave and may have pledged yourself to one of its dark patrons. Your physical appearance shifts to mimic the plane of shadow.
 * When you cast a spell while in dim light or darker, you can gain a +2 bonus to a single attack roll made as part of the spell. Once you use this feature, you must complete a long rest before you can use it again.


 * The bodies of creatures slain by your spells are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment.


 * You can cause a spell you cast to require a Wisdom saving throw, rather than its normal type. Once you use this feature, you must complete a long rest before you can use it again.


 * You can see normally in darkness, both magical and non-magical, to a distance of 5 feet.

Shadow Rogue
You signed a pact with a Shadow Lord and at the charge of ferrying him your victims you gain the powers of darkness.
 * You can see normally in magical darkness out to 5 feet.
 * The bodies of creatures slain by your melee attacks are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment.
 * You can attempt to hide even in plain dim light.
 * You can use your action to extinguish a lantern or any similarly or less bright (non-magical) light source that you can see within 30 feet.

Spell Breaker
Your tolerance to magic is notable and spells can’t keep a grip on you for long.
 * You can add half your proficiency bonus to a saving throw made against a spell, if you do not already add your proficiency bonus.

Standard Bearer
Prerequisite: Past or current affiliation with a notable militant faction

You hold the honor of carrying the flag of your unit, regiment, or army. The flag inspires those who fight around it with the tales of its loyal warriors. The standard has an AC of 10, 10 hit points and can be carried upright in one hand. A creature can topple the standard or upright it as an action.
 * While you or any of your allies are within 20 feet of the upright standard, they can reduce incoming damage by 1.


 * If you are within 5 feet of the upright standard, you can reduce incoming damage by 2, rather than 1.
 * You can plant your standard in the ground as a bonus action and it remains upright until removed as an action or destroyed.


 * Creatures cannot directly attack or topple your standard while you are within 5 feet of it and not incapacitated.

Studied Warrior
Your devotion to fighting transcends simple practice. You have studied the masters and learned their techniques.
 * You learn one fighting style that you do not already know.

Thesis Spell
Prerequisite: The ability to cast at least one spell

You’ve spent a good portion of your time researching and perfecting a single spell. Designate a single spell of 3rd level or lower that you can cast as your thesis spell.
 * You can reroll an attack roll or cause a creature to reroll a saving throw against your thesis spell after you have seen the result. Once you use this feature, you must complete a long rest to use it again.


 * You can cast your thesis spell at its lowest level once after completing a long rest without expending a spell slot if you have casted your thesis spell twice after the same rest.

Thrown Weapon Master
You have an uncanny knack for throwing things to deadly effect.
 * Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attacks made with thrown weapons.


 * When you miss a creature within 20 feet with a thrown weapon, you can cause the weapon to immediately bounce back into your hand unless it was destroyed or damaged in its travel.


 * When you take the attack action and attack with a thrown weapon, you can draw the weapon as part of the attack made with it, without expending your interaction.

Expert Climber
You excel at scaling cliffsides, hills, trees, and general climbing. You gain the following benefits:
 * Your Strength or Constitution score increases by 1, to a maximum of 20.
 * When using climbing gear your climbing speed equals your walking speed.
 * You have advantage on ability checks and saving throws to avoid falling while climbing.
 * You can spend 5 minutes instructing, pointing out handholds, and guiding other creatures before making a climb. When you do so, choose up to 6 friendly creatures (which can include yourself) within 30 feet of you that can hear you. Roll a 1d6 which each creature can add to any ability check or saving throw they make for that climb during the next half hour.

Gish’s Aftermagic
When you cast a spell of 1st level or higher that does damage, the next successful weapon attack you make before the end of your next turn deals an additional 1d10 damage, the same type as the spell cast. This effect does not stack.

Might of the Magus
When a creature rolls a 1 on the d20 roll of a saving throw against a spell you cast that deals damage, they take the maximum possible damage from the dice, instead of the result you rolled.

Traversed Traveler
Armies, merchants, refugees or convicts, many people push themselves farther than they could naturally go, and some who are regulars at this have adapted to be so. You gain the following benefits:
 * You have advantage on saving throws against exhaustion from extensive travel.
 * You can comfortably travel four additional hours in a day, without making saving throws against exhaustion (12 hours of travel contrary to the normal 8).
 * When you finish a short or long rest, you gain temporary hitpoints equal to your constitution modifier.

Mariner
You gain the following benefits:
 * Your swimming speed equals your walking speed.
 * You gain proficiency in water vehicles.
 * You gain proficiency in urban folklore regarding the ocean and ocean dwellers.
 * You gain expertise on Intelligence ability checks regarding navigation on water.

Spelunker
You have spent extensive time in the darkness of caves, deep forests, murky waters, or other dark and shadowy places of the world. You gain the following benefits:
 * Increase an ability score of your choice by 1, to a maximum of 20.
 * You can sense objects and creatures within 5 feet of you, even if they are invisible or make no sound.
 * You can’t become lost in subterranean, deep oceanic, or deep forest environments, except by magical means.

Calloused
You’ve been hit, wounded, cut, struck, smote, clubbed, axed, and any other blow of a weapon in your history, and your body has attempted to adapt to its constant bruising. You gain the following benefits:
 * When you are reduced to 0 hitpoints but not killed outright, you can drop to 1 hitpoint instead. Once you use this feature, you can’t do so again until you finish a long rest.
 * You have advantage on constitution saving throws.
 * When you suffer damage from a critical hit at 0 health, you only suffer one failed death save instead of two.

Divine Conduit
(from thindrel.wikia.com)

Prerequisite: The Channel Divinity feature

You have appeased one or more deities, earning their favor, granting you the following benefits:
 * Increase your Wisdom or Charisma score by 1, up to a maximum of 20.
 * Choose one Channel Divinity option available to a cleric or paladin of 3rd level. You can use the chosen option when you use your Channel Divinity, using the spell save DC of the class that grants you the Channel Divinity feature. You can select this feat multiple times. Each time you do so, you must choose a different Channel Divinity option.

Magical Scholar
(from thindrel.wikia.com)

Prerequisite: The ability to cast at least one spell
 * Choose four spells of 1st level or higher. Each of the spells can be from any spell list, but they must all be from the same school of magic. The chosen spells count as being on your class' spell list. If you are a wizard, you can also add the chosen spells to your spellbook for free, granted that the spells are of a level of which you have spell slots.

Transcendent Soul
(from thindrel.wikia.com)

Prerequisite: 2nd level or higher in the chosen class
 * Choose a class: monk or sorcerer. If you choose monk, your Wisdom score increases by 1 to a maximum of 20, and your number of ki points increases by an amount equal to your Wisdom modifier. If you chose sorcerer, your Charisma score increases by 1 to a maximum of 20, and your number of sorcery points increases by an amount equal to your Charisma modifier.

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

Expert Drunkard
Being drunk more often than sober has hardened your kidney, or rather dulled your body's senses to the point that you don't notice the small stuff, such as stepping on a sharp rock or getting a paper cut.
 * Your constitution score increases by 1, up to a maximum of 20.


 * Additionally, choose two skills that you are proficient in. You no longer suffer disadvantage in checks with your chosen skills while drunk, but instead gain advantage.


 * Alternatively, you can choose attack rolls with melee weapons instead of the two skills.

Low-light vision
Thanks to the extremely light-sensitive nature of the persons eyes, be it due to a life under ground or in extremely dense forests, the character has a low light vision, but feels uncomfortable in the glaring sun and usually keeps far away from light reflective areas like the open sea, snowy plains or deserts.
 * Gain 30 ft darkvision.
 * Gain advantage to hide checks in low light vision.

Hidden Talent
You often fiddle with things or use your spare time to hone your skills even further. You can take this feat twice, but must choose a different ability score and the other type of benefit the second time.
 * Increase an ability score by 1 (up to a maximum of 20) and choose 1 of the following 2 benefits:
 * Gain expertise in a skill, tool or instrument of your choice.
 * Become proficient in one type of weapon you are not already proficient in.

Dragon Pure-blood
Coming from a strong willed bloodline of pure breeds, your dragonic qualities are pristine and sharp, closely resembling the power and demeanor of your forefathers.
 * Your Charisma or Strength score increases by 1 (up to a maximum of 20).


 * Your breath weapon's damage dice become d8's.


 * The damage of your breath weapon ignores resistances.


 * If your breath weapon is a cone, its width increases by 5 feet; if it is a line, its length increases by 10 feet.

Lethal Whisper
You have mastered the covert application of small and stealthy arms.
 * Your ranged attack with blowguns, darts and slings deal an additional d4 damage.
 * You ignore the loading property of blowguns.
 * You crit with nat. 19 and 20 when using a blowgun, dart or sling.
 * When you are hidden from a creature and attack it with a blowgun, dart or sling, the attack doesn't reveal your position.