DnD house feat system

General

You gain a feat at character level 1 and whenever you gain an even level in a class thereafter. This is in addition to the ASIs gained at certain class levels. You cannot forgo taking an ASI to gain an additional feature, except when you gain the ASI feature in the fighter class.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you cannot use that feat until you regain the prerequisite.
When your race grants you a feat at level 1 (e.g. variant human), you gain this feat in addition (i.e., you gain two feats at level 1). For this feat, you may ignore all requirements and take any feat you like, as long as it does not require a character level above 4 and no other feats – however, you will still need to meet all prerequisites in order to use it. Basically, if you take a feat for which you do not yet fulfill all prerequisites, you have a latent talent that will awaken only under the right circumstances.
The prerequisite Martial Knowledge requires either at least one class level in barbarian, fighter, monk, paladin, ranger, or rogue; or the Fighting Initiate feat.

Level 1

Common

Actor

Skilled at mimicry and dramatics, you gain the following benefits:
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off asa different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Athlete

You have undergone extensive physical training to gain the following benefits:
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t cost your extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • With a 10 foot running start, you may double your Strength score for calculating how long or high you can jump.

Chef

Time spent mastering the culinary arts has paid off, granting you the following benefits:
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. Make a DC 10 Intelligence (cook’s utensils) or Wisdom (cook’s utensils) check to determine their quality. If you fail, they are poor; if you succeed, they are good; if you succeed by ten or more, they are excellent.
    These special treats last 8 hours after being made. A creature can use a bonus action to eat one treat of good or excellent quality to gain temporary hit points equal to 1d4 + your proficiency bonus, or double that if the quality is excellent.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn’t impose the normal -5 penalty on your passive Wisdom (Perception) score.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Lightly Armored

You have trained to master the use of light armor, granting you proficiency with it.

Linguist

You have studied languages and codes, gaining the following benefits:
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
  • Given enough material, you can try to learn new languages. By conversing with a speaker for an hour or taking an hour to work through two pages of general text, you get a grasp on the language’s structure. Make a DC 20 Intelligence check with proficiency. On a success, you learn the language. On a failure, you have still improved your knowledge and the DC is permanently lowered by 1 the next time you try to learn this language, down to a minimum of 10.
    Each time you try to learn a language, you must do so with different materials, i.e. you cannot record a conversation and play it back over and over, and you cannot re-read the same pages of text.
    If you have attempted to learn a language before, but failed so far, you can still try to decipher short written and spoken phrases. To do so, you must succeed on an Intelligence check with proficiency, where the DC is you current DC for learning the language (i.e. 19 after a single attempt, down to 10 after ten or more attempts).

Moderately Armored

You have trained to master the use of medium armor and shields, granting you proficiency with both.

Observant

Quick to notice the details of your environment, you gain the following benefits:
  • You may use Wisdom in place of Dexterity when rolling for initiative.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Skulker

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.

Poisoner

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.

Tavern Brawler

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

Level 2

Common

Alert

Prerequisite: Character level 2
Always on the lookout for danger, you gain the following benefits:
  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Charger

Prerequisite: Character level 2
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Crossbow Expert

Prerequisites: Character level 2, proficiency with a crossbow
Thanks to extensive practice with the crossbow, you gain the following benefits:
  • You ignore the loading property of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on ranged weapon attack rolls you make with a crossbow with which you are proficient.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Crusher

Prerequisite: Character level 2
You are practiced in the art of crushing your enemies, granting you the following benefits:
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it up to 10 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When dealing bludgeoning damage, you can treat any 1 on a damage die as a 2.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Dual Wielder

Prerequisite: Character level 2
You master fighting with two weapons, gaining the following benefits:
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Durable

Prerequisite: Character level 2
Hardy and resilient, your body has exceptional self-healing capabilities. Whenever you roll a Hit Die to regain hit points, you regain the maximum number of hit points.

Fighting Initiate

Prerequisites: Character level 2, proficiency with a martial weapon
Your martial training grants you martial knowledge, and has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.

Grappler

Prerequisites: Character level 2, Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
  • You have advantage on checks made to grapple or to escape a grapple.
  • You have advantage on attack rolls against a creature you are grappling.
  • You learn the special melee attack Pin: Make another grapple check against a creature you have grappled. If you succeed, the target is restrained until the grapple ends.

Gunner

Prerequisite: Character level 2
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
  • You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
  • You ignore the loading property of firearms.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls you make with firearms.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one-handed firearm you are holding.

Healer

Prerequisite: Character level 2
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
  • You gain proficiency in Medicine.
  • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Inspiring Leader

Prerequisites: Character level 2, Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Mage Slayer

Prerequisite: Character level 2
You are well-practiced in the fight against enemy spellcasters, giving you the following benefits:
  • When you perceive a creature within 5 feet of you or in range of a melee weapon you are holding beginning to cast a spell, you can use your reaction to make a melee weapon attack or an unarmed strike against that creature. If you deal any damage, the triggering casting is interrupted, and the creature must succeed on a concentration saving throw or the spell fails. When the spell fails, it has no effect, but has still consumed its resources and components. When it succeeds, the spell resolves as normal.
    Knocking the target prone (e.g. by foregoing the attack in favor of shoving) will automatically have the spell fail, without a further saving throw.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.
  • Whenever a creature begins to cast a spell with any somatic or material components within 120 feet of you, you will notice it. With a vocal component, this range extends to 300 feet.
    Whenever a creature within your field of view and within 120 feet of you begins to cast a spell without any components, it must succeed on a Dexterity (Sleight of Hand) check against your passive Perception, or you will perceive the spell being cast. If you are actively focussing your attention on this creature, it has disadvantage on the check.

Magic Initiate

Prerequisites: Character level 2
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips and one 1st-level spell of your choice from that class’s spell list.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
While you have no spell slots from any other source, this feat grants you a number of 1st-level spell slots equal to your proficiency bonus.
You can select this feat multiple times.

Medium Armor Master

Prerequisites: Character level 2, proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:
  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Mobile

Prerequisite: Character level 2
You are exceptionally speed and agile. You gain the following benefits:
  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Piercer

Prerequisite: Character level 2
You have achieved a penetrating precision in combat, granting you the following benefits:
  • 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.

Polearm Master

Prerequisite: Character level 2
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 the reach you have with that weapon.

Resilient

Prerequisite: Character level 2
You gain proficiency in saving throws in an ability of your choice.

Ritual Caster

Prerequisite: Character level 2, Intelligence or Wisdom 13 or higher
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 spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
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 spell list for the class you chose, 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.

Sharpshooter

Prerequisite: Character level 2, proficiency with a ranged weapon
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.

Skilled

Prerequisite: Character level 2
You gain proficiency in any combination of three skills or tools of your choice.

Skill Expert

Prerequisite: Character level 2
You have honed your proficiency with particular skills, granting you one of the following benefits:
  • Gain proficiency in two skills or tools of your choice, and expertise in one skill or tool of your choice in which are proficient.
  • Gain expertise in two skills or tools of your choice in which you are proficient.
Having expertise in a skill or tool means that your proficiency bonus is doubled for any ability check you make with it.

Slasher

You’ve learned where to cut to have the greatest results, granting you the following benefits:
  • 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. If you would reduce the target’s speed to or below 10 feet, the target falls prone, and its speed remains at 10 feet.
  • 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.

Telekinetic

Prerequisite: Character level 2
You learn to move things with your mind, granting you the following benefits:
  • 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 Intelligence, Wisdom, or Charisma; choose one when you take 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 you chose above) or be moved 5 feet toward you or away from you. If it fails the save by 5 or more, it is moved up to 10 feet instead. A creature can willingly fail this save.

Tough

Prerequisite: Character level 2
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.

Weapon Master

You have practiced extensively with a variety of weapons, granting you proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.

Magic

Elemental Adept

Prerequisites: Character level 2, the ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Spell Sniper

Prerequisites: Character level 2, the ability to cast at least one spell
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, and you can treat any 1 on a damage die as a 2.
  • 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. The cantrip’s spellcasting ability is Intelligence, Wisdom, or Charisma; choose one when you take this feat.

Martial

Defensive Duelist

Prerequisites: Character level 2, martial knowledge, Dexterity 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Great Weapon Master

Prerequisites: Character level 2, martial knowledge, proficiency with a heavy weapon
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty for the attack roll. If the attack hits, you add +10 to the attack’s damage.

Heavily Armored

Prerequisites: Character level 2, martial knowledge, proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.

Heavy Armor Master

Prerequisites: Character level 2, martial knowledge, proficiency with heavy armor
You have mastered the control of your armor to behave as you wish, which allows you to deflect strikes that would kill others. You gain the following benefits:
  • While you limit your movement speed to 10 feet, wearing heavy armor won’t impose disavantage on your Dexterity (Stealth) checks.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Mounted Combatant

Prerequisites: Character level 2, martial knowledge
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
  • You have advantage on melee attack rolls against any unmounted creature that is at least one size smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Savage Attacker

Prerequisites: Character level 2, martial knowledge
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Sentinel

Prerequisites: Character level 2, martial knowledge
You have mastered techniques to take advantage of every drop in an 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 the 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 the target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Shield Master

Prerequisites: Character level 2, martial knowledge, proficiency with shields
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.

Level 4

Common

Fey Touched

Prerequisite: Character level 4
Powers have awakened due to your past exposure to the Feywild’s magic. You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is Intelligence, Wisdom, or Charisma; choose one when you take this feat.

Lucky

Prerequisite: Character level 4
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to make an additional roll. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. If the roll is to be made at advantage or disadvantage, you make the additional roll with advantage or disadvantage, respectively, too. You choose which of the roll results is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Repeat the attack roll (with advantage or disadvantage, if applicable), and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.

Shadow Touched

Prerequisite: Character level 4
Powers have awakened due to your past exposure to the Shadowfell’s magic. 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 Intelligence, Wisdom, or Charisma; choose one when you take this feat.

Telepathic

Prerequisite: Character level 4
You awaken the ability to mentally connect with others, granting you the following benefits:
  • You can speak telepathically to any creature you can see within 120 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 Intelligence, Wisdom, or Charisma; choose one when you take this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Magic

War Caster

Prerequisites: Character level 4, the ability to cast at least one spell
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.

Multiclassing

Artificer: Mechanical Adept

Prerequisites: Character level 4, proficiency with an artisan’s tool
Tinkering around, you have found yourself quite talented at finding magic in inanimate things. You learn two artificer infusions of your choice. If an infusion has a prerequisite of any kind, you can choose it only if you’re an artificer who meets the prerequisite. You can choose the the Replicate Magic Item infusion, but only for 2nd-Level Artificer items.
Whenever you gain a level, you can replace one of the infusions with another one.
If you have the artificer’s “Infuse Item” feature, you can use these infusions with it, and increase your Infused Items count by one.
Otherwise, whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. An item can bear only one of your infusions. If the item requires attunement, you can attune yourself to it the instant you infuse the item.
Your infusion remains in an item until you infuse another object, or if you replace your knowledge of the infusion. When you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day).

Barbarian: Furious Adept

Prerequisites: Character level 4, Constitution 13 or higher
A seasoned battle veteran, you are not afraid to go into a fight. Once per long rest, on your turn, you can enter a rage as a bonus action. While raging, if you are not wearing heavy armor, you gain the following benefits:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a weapon attack using Strength, you gain a +2 bonus to your damage roll.
  • You have resistance to bludgeoning, piercing, slashing, and force damage.
You can’t cast spells or concentrate on spells while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
If you have the Rage feature already from a different source, when you enter that rage, you can choose to expend one use of this feature’s rage uses to gain the following benefits in addition to your normal rage benefits:
  • You have advantage on all saving throws against spells and magical effects.
  • You have resistance against damage from spells and magical effects.
  • Your rage damage bonus increases by +2.

Bard: Inspirational Adept

Prerequisites: Character level 4, proficiency in a musical instrument or the Inspiring Leader feat
Your musical performances have reached magical qualities, inspiring others who hear them. By playing an instrument in which you are proficient, or with the sheer power of your words if you have the Inspiring Leader feat, you can use a bonus action on your turn to grant one creature other than you within 60 feet who can hear you a Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can expend and roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes, before or after seeing the roll, but before knowing the outcome. A creature can have only one Bardic Inspiration die at a time.
You gain two uses of Bardic Inspirations, which each allow you to hand out a d6 (these are added to any Bardic Inspirations you have from another source). You regain these inspirations when you finish a long rest.

Cleric: Divine Adept

Prerequisites: Character level 4, proficiency in Religion
Your prayers have reached a diety you choose, granting you their aid in time of need. You gain one use of the Channel Divinity feature (which is added to any uses you have from another source). As an action, you can expend one use of your Channel Divinity to do either of the following:
  • Cast the Bless spell at 1st level without expending a spell slot.
  • Restore 2d8 hit points to up to three creatures of your choice within 30 feet of you. This has no effect on constructs. Any undead creatures that you target do not regain hit points, but take that amount of radiant damage instead.
You regain the Channel Divinity granted by this feat when you finish a long rest.

Druid: Nature Adept

Prerequisites: Character level 4, proficiency in Nature
You understand the magic in nature all around you, allowing you to draw from it. You gain one use of the Wild Shape feature (which is added to any uses you have from another source). As long as you are not wearing metal armor, you can use an action to expend one use of your Wild Shape, transforming you into one of the following beasts of your choice: Axe Beak, Baboon, Boar, Elk, Giant Crab, Giant Frog, Giant Lizard (with Hold Breath), Giant Poisonous Snake, Giant Rat, Giant Wolf Spider, Panther, Reef Shark, Wolf.
You can stay in this shape for one hour, and then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the rules from the Druid’s Wild Shape feature apply.
You regain the Wild Shape granted by this feat when you finish a long rest.

Fighter: Martial Adept

Prerequisites: Character level 4, martial knowledge
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain two superiority dice, which are d8s (these dice are added to any superiority dice you have from another source). These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Monk: Ki Adept

Prerequisites: Character level 4, Dexterity or Wisdom 13 or higher
You have learned to calm your mind to harness the mystic energy of ki:
  • You learn two of the ki techniques of your choice from the list below. You can use them only while you are not wearing heavy armor. If a technique requires your target to make a saving throw to resist the technique’s effects, the saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier.
  • You gain 2 ki points to spend on your ki techniques (these points are added to any ki points you have from another source). You regain all spent ki points when you finish a short or long rest.
Crippling Strike
When you hit a creature with an unarmed strike, you can spend 1 ki point to disturb the flow of ki in its body, forcing the target to make a Constitution saving throw. On a failed save, roll a d4. Until the end of your next turn, it:
  1. is blinded
  2. is poisoned
  3. has its speed reduced to 0
  4. suffers the effects of the Slow spell
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmed Strike Finesse
By spending 1 ki point, until the end of the current turn, you can choose to use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can choose to have their damage die be a d4.

Paladin: Righteous Adept

Prerequisites: Character level 4, a strong belief in what is right
A world so full of creatures that do not share your sacred beliefs has filled you with pain. You have learned to channel this pain into fury, allowing you to smite your enemies: Once a turn, when you hit a creature with a melee weapon attack, you can have it deal an additional 2d8 extra damage. If the target is one of the creature types you despise most, the damage increases by 1d8.
The damage type of the extra damage you deal and the creature types you despise most are decided based on what you believe to be right: When you take this feat, choose one extreme of one alignment axis that corresponds to what you believe to be “right”. This need not necessarily be your own alignment; you can be evil and still strongly believe that being good is right.
  • Good: Radiant damage – fiends, undead
  • Evil: Necrotic damage – celestials, plants
  • Lawful: Force damage – aberrations, monstrosities
  • Chaotic: Thunder damage – celestials, constructs
You can use this feature two times, and you regain all spent uses when you finish a long rest.

Ranger: Wilderness Adept

Prerequisites: Character level 4, proficiency in Animal Handling
At home in nature, you can make some animals your companions. Once a day, when you have no companion, and you meet a wild beast of CR¼ or lower with an Intelligence of 3 or lower, you can make a Wisdom (Animal Handling) check against a DC of 15. If you succeed, the animal will remain loyal and friendly to you and your companions, as long as your remain friendly to it.
Your companion behaves as if under the Beast Bond spell, meaning you can communicate simple concepts telepathically while within line of sight. It also has advantage on attack rolls against any creature within 5 feet of you that you can see.
In combat, your companion acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command your companion to take the Attack action. If you are incapacitated, your companion will take any action necessary to defend you, not just Dodge.
When your companion drops to 0 hit points, it makes death saving throws as normal. If your companion has died within the last minute, you can spend an action to perform a quick ritual, praying to nature, and returning your companion to life with 0 hit points, but stable. It will return to 1 hit point and awaken after 1d4 hours. Once you have performed this ritual, you can’t do so again until you finish a long rest.
As an action, you can sever the bond to your companion whenever you wish, releasing it into the wild. It will no longer obey your commands, but if it so wishes, it may still stay in your vicinity for a while. The bond will also be severed 1d4 days after you die.

Rogue: Sneak Adept

Prerequisites: Character level 4, proficiency in Stealth
Mastering the art of stealth, you gain the following benefits:
  • You gain expertise in Stealth, i.e. you may double your proficiency bonus for any ability check you make that uses Stealth. If you already have expertise in Stealth, you may choose to either gain proficiency in Sleight of Hand or Deception, or expertise if you already have proficiency.
  • You have learned to stealthily sneak up on your foes. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
    You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
    You can use this feature two times, and you regain all spent uses when you finish a long rest.

Sorcerer: Metamagic Adept

Prerequisites: Character level 4, spell slots, proficiency in either Arcana or a different skill relating to your source of magic (Nature, Religion)
You’ve learned how to exert your will on your spells to alter how they function:
  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Warlock: Eldritch Adept

Prerequisites: Character level 4, proficiency in Arcana
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Wizard: Arcane Adept

Prerequisites: Character level 4, spell slots, proficiency in Arcana
You have begun to understand how to formalize the inner workings of spells. You acquire an empty spell book, in which you can write spell formulas and from which you can recall spells without needing to keep them in your mind.
Copying a Spell into the Book. When you find a wizard spell, or a spell that is on your class’s spell list, or a spell that you can cast, you can add it to your spellbook if it is of a level for which you have spell slots, and not higher than second level. For each level of the spell, doing so takes 2 hours and costs 50 gp. You can do this not only for spells that you find in written form, but also for spells that you can cast (i.e. know and have prepared).
Copying the Book. You can copy one or more spells from your spellbook into another book, which takes only 1 hour and 10 gp for each level of the spell.
Preparing Spells from the Book. Whenever you finish a long rest, you can prepare up to two spells from the book. They must be of a level for which you have spell slots. Doing so takes at least 1 minute per spell level for each of the spells that you prepare. If you do not prepare new spells this way, you instead retain the knowledge of the spells you had previously prepared. The spells’ spellcasting ability is Intelligence, Wisdom, or Charisma; choose one when you take this feat.