Kryx RPGThemesMonsters

Feats

All feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: The ability to cast at least one acid spell that deals damage

When you roll a 1 on a damage die for a spell you cast that deals acid damage, you can reroll the die.

Prerequisites: The ability to cast at least one spell from the acid theme

You can speak, read, and write Terran and whenever you make a Charisma check when interacting with elementals, you have advantage.

You can produce small amounts of acid from your fingertips. You can destroy a tiny amount of nonmagical organic materials such as cloth, plants and rope in about 10 minutes. Wood material would take about 20 minutes. Metal material would take about 30 minutes.

You learn one cantrip of your choice from the Plants theme. You also become capable with the Primal skill. If you are already capable, you become proficient.

You can select this feat multiple times.

Skilled at mimicry and dramatics, you become capable with the Deception skill. If you are already capable, you become proficient.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Prerequisites: Suffused

You can gain one of the boon features that you did not select.

Airy

2nd

You can speak, read, and write Auran and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you can jump twice as far and can treat any fall as being 3 meters shorter than it is for calculating damage.

Prerequisites: At least capable with the Alchemy skill

You learn one concoction that costs 1 catalyst from any theme. You can create it once without expending catalysts. You regain the ability to create it in this way when you finish a short or long rest.

You can select this feat multiple times.

Always on the lookout for danger, you have a bonus to your initiative rolls equal to your Wisdom.

This does not stack with other ability bonuses to your initiative

Prerequisites: The ability to cast at least one spell

Home can be wherever you are. During a short or long rest, you can invoke ancestral spirits to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, up to 9-meter radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies have advantage on Stealth and Perception checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Any ally who regains health as part of their rest by spending Health Dice while within the area gains 1d6 temporary health.

Once you use this feature, you must finish a long rest before you can use it again.

Prerequisites: Proficiency with the Wilderness skill

You can spend 10 minutes to perform a ritual to call forth an animal from the wilderness to serve as your faithful companion, known as an animal companion. At the end of the ritual, the animate appears in an unoccupied space that you can see within 18 meters and assumes the form of a beast companion that you know. You can learn a form that you have seen before and that you have detailed knowledge of and you can learn a number of forms equal to your proficiency bonus.

Subtract an amount of mana or psi equal to your mana limit or psi limit each time you take a rest. Your companion is augmented to that amount of mana or psi. The beast is friendly to you and your companions and you always call the same beast.

As a bonus action on each of your turns, you can mentally command your companion if it is within 90 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action your companion will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, your companion only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

If your companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 sp worth of rare materials, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an companion to life in this manner even if you do not possess any part of its body.

Prerequisites: At least capable with the Arcana skill

You are drawn to magical energy, studying the energies that permeate the cosmos, seeking understanding of magic. Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Spells require expertise attained after years of apprenticeship and countless hours of study.

You learn one cantrip or one spell that costs 1 mana from a theme in the Arcane power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a short or long rest.

If you do not have a spellcasting ability, Intelligence is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one cantrip

When you cast a cantrip that targets a creature or object within 9 meters or more, you can increase the distance by 9 meters.

You gain proficiency with the armor type above your current proficiency: Leather → Hide → Chain → Scale → Plate.

You can select this feat multiple times.

You have gained the favor of lunar spirits. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to fire damage and cold damage.

You have undergone extensive physical training to gain the following benefits:

  • You become capable with the Athletics skill. If you are already capable, you become proficient.
  • When you are prone, standing up uses only 1.5 meters of your movement.
  • You can make a running long jump or a running high jump after moving only 1.5 meters on foot, rather than 3 meters.
Prerequisites: The ability to create at least one concoction

You can create and attach a concoction that you’d normally throw to a projectile as an action. The range of an attack made with the attached concoction is halved.

You project an inspiring aura. While you aren’t incapacitated, you and each friendly creature within 9 meters of you who can see you gains a +2 bonus to initiative rolls.

You can telepathically speak in the mind of any creature that you can touch or see within 18 meters of you.

Prerequisites: You know the barkskin spell

You can cast barkskin on yourself at will, without expending mana.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

You become capable with the the Deception or Persuasion skill. If you are already capable, you become proficient.

You have advantage on Perception checks that rely on hearing or smell.

You can speak, read, and write Aquan and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you are unhindered by difficult terrain caused by ice or water.

You have a mastery of riding creatures. You gain the following benefits:

  • You have advantage on saving throws made to avoid falling off your mount.
  • If you fall off your mount and descend no more than 3 meters, you can land on your feet if you’re not incapacitated.
  • Mounting or dismounting a creature costs you only 1.5 meters of movement, rather than half your speed.
  • If your mount is subjected to an effect that allows it to make a Reflex saving throw to take only half damage while you are mounted and aren’t incapacitated, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Prerequisites: Halfling

Whenever an ally you can see within 9 meters of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die.

Additionally, when a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you finish a short or long rest.

You are proficient with improvised weapons and you can roll a d4 in place of the normal damage of your unarmed strike.

You gain the ability to extend your knowledge. When you finish a long rest, you become capable with one Intelligence, Wisdom, or Charisma skill or language of your choice. If you are already capable, you become proficient. This benefit lasts until you finish a long rest.

You can speak, read, and write Celestial and whenever you make a Charisma check when interacting with celestials, you have advantage.

d8Language
1Dwarven
2Elvish
3Giant
4Gnomish
5Goblin
6Halfling
7Orc
8Exotic Language
d8Exotic Language
1Abyssal
2Celestial
3Draconic
4Aklo
5Infernal
6Sylvan
7Undercommon
8Primordial Language
d4Primordial Language
1Aquan
2Auran
3Ignan
4Terran

When you finish a long rest, roll a d8. The number it rolls determines a language that you can speak, read, and write until you finish a long rest.

If you roll an 8, roll another d8 to determine which exotic language you can speak, read, and write.

If you roll an 8, roll a d4 to determine which primordial language you can speak, read, and write.

Chef

2nd

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 Health Dice to regain health regains an extra 1d8 health.

Additionally, with one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus, provided you have ingredients and cook’s utensils on hand. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary health equal to your proficiency bonus.

You can speak, read, and write Aquan and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you have advantage on ability checks to swim and can hold your breath for twice as long as normal.

Choose a skill to become capable with. If you are already capable, you become proficient.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one spell

You gain the ability to sacrifice your physical durability in exchange for power. When casting a spell, you can expend Health Dice equal to its mana cost, instead of using any mana or psi.

Prerequisites: The ability to cast at least one death spell that deals damage

When you roll a 1 on a damage die for a spell you cast that deals necrotic damage, you can reroll the die.

When you damage an undead creature, you deal extra damage equal to your proficiency bonus.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to necrotic and poison damage.

Prerequisites: Fiendish feat

You gain darkvision out to a range of 18 meters and magical darkness doesn’t impede your darkvision. If you already have darkvision, its range increases by 18 meters.

Prerequisites: The ability to create at least one concoction

You can lob bombs with great force and a precise trajectory to angle the splash in a cone or line spraying in a single direction. When throwing an alchemical bomb that creates a sphere on impact, you can choose to target each creature in a cone or line, with the point of origin including the target and facing directly away from you.

Prerequisites: At least capable with the Divinity skill

You have started worshiping a deity and act as a conduit for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

You learn one cantrip or one spell that costs 1 mana from a theme in the Divine power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a short or long rest.

If you do not have a spellcasting ability, choose Wisdom or Charisma as your spellcasting ability.

You can select this feat multiple times.

You become capable with the Medicine skill. If you are already capable, you become proficient.

Alert to the hidden traps found in many dungeons, you gain the following benefits:

  • You have advantage on Perception 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 Perception.

When you aren’t wearing armor, your Defense equals 12 + half your proficiency bonus + your Constitution (max 4).

Prerequisites: Suffused

You can spend 10 minutes to perform a ritual to reach across the boundaries of the world to call forth a companion. At the end of the ritual, the creature appears in an unoccupied space that you can see within 18 meters and assumes the form of a companion based on your origin. Subtract an amount of mana equal to your mana limit each time you take a rest. Your eidolon is augmented to that amount of mana.

Your eidolon bears a glowing rune that is identical to a rune that appears on your forehead as long as your eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as shapechange or polymorph (although invisibility does conceal it as long as the spell lasts).

As a bonus action on each of your turns, you can mentally command your eidolon if it is within 90 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action your eidolon will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, your eidolon only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

If your eidolon is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 sp worth of rare materials, you call forth your eidolon’s spirit and use your magic to create a new body for it. You can return an eidolon to life in this manner even if you do not possess any part of its body.

Creature Type

Your eidolon appears in a form based on your origin.

Aberrant. Your eidolon is an aberration, but uses a beast form. It has advantage on saving throws against spells and other magical effects.

Arctic. Your eidolon is an elemental: an ice elemental

Astral. Your eidolon is any companion form you choose. It no longer needs to breathe and it has advantage on saving throws to avoid being charmed or sent to another plane.

Beholder. Your eidolon is any companion form you choose.

Celestial. Your eidolon is a celestial, but uses a beast form. It gains resistance to radiant damage and has advantage on saving throws against being frightened.

Chaotic. Your eidolon is any companion form you choose.

Draconic. Your eidolon is a Dragon.

Fey. Your eidolon is one of the beast or fey forms.

Fiendish. Your eidolon is a fiend, but uses a beast form. Magical darkness doesn’t impede its darkvision. It gains resistance to fire and poison damage.

Genie. Your eidolon appears in an elemental form based on the type of genie you originate from. Dao: earth elemental, Djinni: air elemental, Efreeti: fire elemental, or Marid: water elemental.

Mummy. Your eidolon is an elemental: a sand elemental.

Phoenix. Your eidolon is a phoenix.

Sea. Your eidolon is an elemental: a water elemental.

Shadow. Your eidolon is an undead: a shadow, but uses a beast form. It has a shadowy form which allows it to enter a hostile creature’s space and stop there. It can also move through a space as narrow as 2 centimeters wide without squeezing and while in dim light or darkness, your eidolon can take the Hide action as a bonus action.

Spectral. Your eidolon is an undead, a ghost or specter, but uses a beast form. It can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Stone. Your eidolon is an elemental: an earth elemental

Storm. Your eidolon is an elemental: a lightning elemental.

Undying. Your eidolon is an undead, but uses a beast form. It is resistant to cold, poison, and necrotic damage and immune to the exhausted, frightened, and poisoned conditions.

Vampiric. Your eidolon is an undead, but uses a beast form. It has the Blood in the Water maneuver and it has resistance to necrotic damage.

If you hit a creature with an attack, that creature can’t make opportunity attacks until the end of its next turn.

You become capable with the Persuasion skill. If you are already capable, you become proficient.

Additionally, you can add half your proficiency bonus (rounded down) to any Charisma check to calm violent emotions or to counsel peace that doesn’t already use your proficiency bonus. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception skill applies to your check.

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As a reaction, which you take when you take acid, cold, concussion, fire, force, lightning, poison, or psychic damage, you can capture some of the incoming energy, lessening its effect on you. Roll a d8. You have resistance to the resulting damage type until the end of your next turn.

Prerequisites: Gnome

You can draw on your magical heritage to escape danger. When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Prerequisites: You know the blood sentinel or find familiar spells

Your familiar is a part of you. While your familiar is within 36 meters of you can communicate with each other telepathically. Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn. While perceiving through your familiar’s senses, you gain the benefits of any special senses possessed by it, though you are blinded and deafened to your own surroundings. While perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

You no longer need to breathe and you have advantage on saving throws to avoid being sent to another plane.

Prerequisites: Elf: High Elf or Gnome

Drawing on your fey ancestry, you have learned how to teleport. As a bonus action, you can magically teleport up to 9 meters to an unoccupied space you can see. Once you use this feature, you must finish a short or long rest before you can use it again

You can speak, read, and write Abyssal or Infernal and whenever you make a Charisma check when interacting with fiends, you have advantage.

Prerequisites: Fiendish feat

You have resistance against fire and poison damage.

Prerequisites: The ability to cast at least one fire spell

You can speak, read, and write Ignan and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

Your life has forced you to be hearty to survive. You have resistance to fire damage and don’t suffer the effects of extreme heat

Prerequisites: The ability to cast at least one fire spell that deals damage

When you roll a 1 on a damage die for a spell you cast that deals fire damage, you can reroll the die.

You have advantage on saving throws and ability checks to avoid being restrained, or knocked prone.

You see glimpses into the future. You have advantage on initiative checks and you can’t be surprised.

You become capable with the Medicine skill. If you are already capable, you become proficient.

Additionally, you can mend wounds quickly and get your allies back in the fight. As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 health to it, plus additional health equal to the creature’s maximum number of Health Dice. The creature can’t regain health from this feat again until it finishes a short or long rest.

Prerequisites: Proficiency with the Occult skill and catalysts, mana, or psi

You can spend 10 minutes to perform a ritual to create a companion known as a homunculus. At the end of the ritual, the homunculus appears in an unoccupied space that you can see within 18 meters and assumes the form of a homunculus companion form.

Subtract an amount of catalysts, mana, or psi equal to your catalyst limit, mana limit, or psi limit each time you take a rest. The homunculus is augmented to that amount of catalysts, mana, or psi. The homunculus is friendly to you and your companions and you always call the same homunculus.

As a bonus action on each of your turns, you can mentally command your homunculus if it is within 90 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action your homunculus will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, your homunculus only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

If the homunculus is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 sp worth of rare materials, you call forth the homunculus’s spirit and use your magic to create a new body for it. You can return a homunculus to life in this manner even if you do not possess any part of its body.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

The magic you command infuses you with elemental water. You can hold your breath for 15 minutes, you have resistance to fire damage and against any spells or abilities that use water to deal damage that don’t deal cold damage.

Prerequisites: You know the slick skin spell

You can cast slick skin on yourself at will, without expending mana.

Prerequisites: The ability to cast at least one ice spell that deals damage

When you roll a 1 on a damage die for a spell you cast that deals cold damage, you can reroll the die.

When you cast the divine emissary spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

When you cast the find familiar spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Prerequisites: You know the minor illusion spell

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Prerequisites: Tiefling

Fiendish blood runs strong in you. You gain the following benefits:

  • You have resistance to cold and poison damage.
  • You have advantage on saving throws against being poisoned.

You become capable with one Intelligence skill of your choice. If you are already capable, you become proficient.

Additionally, you can accurately recall anything you have seen or heard within the past month.

You can speak, read, and write one language of your choice.

Prerequisites: The ability to cast at least one spell

When you roll a 1 on a die for a spell you cast that restores health, you can reroll the die.

As an action, you can choose to glow like a torch, shedding bright light in a 6-meter radius and dim light for an additional 6 meters. You can dismiss this as an action.

You have inexplicable luck that seems to kick in at just the right moment. You have 2 luck points. As a reaction, which you take when you make an attack roll, an ability check, or a saving throw, you can spend one luck point to twist fate. Roll a 1d4 and apply the number rolled as a bonus or penalty (your choice) to the roll. You can do so after the roll but before any effects of the roll occur.

You regain your expended luck points when you finish a short or long rest.

You can select this feat multiple times. Each time you do so, you gain two additional luck points.

Prerequisites: You have been bitten by a lycanthrope

One of the most ancient and feared of all diseases, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a lycanthrope creature appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Some view lycanthropy as a curse, but you have grown to accept the gifts of the beast while maintaining control through intense training and blood magic. You can prevent the spread of your lycanthropy through blood, should you wish to.

Lycanthropy comes in many forms, with each version bound to a specific beast: wolf, bear, tiger, boar, and rat are a few of the more well-known variations.

The lycan blood coursing through your veins manifests. You can cast wild shape without expending mana. You can augment it further by expending mana. You gain the following benefits while Wild Shaped:

  • You have vulnerability to damage from silvered weapons.
  • If you have at least 1 health at the start of each of your turns and have not taken damage from a silver weapon since the end of your last turn, you gain temporary health equal to your Constitution.

Once you use this feature, you must finish a short or long rest before you can use it again.

You gain the ability to see the magical world around you. You have advantage on Arcana checks to identify spells.

You gain a +1 bonus to a saving throw of your choice against magic.

Prerequisites: The ability to cast at least one force spell

You can weave magic around yourself for protection. When you expend mana or psi to cast a spell, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has health equal to your level + your spellcasting ability. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 health, you take any remaining damage.

While the ward has 0 health, it can’t absorb damage, but its magic remains. Whenever you expend mana or psi to cast a spell, the ward regains an amount of health equal to the mana or psi you expended.

When a creature that you can touch or see within 9 meters of you takes damage, you can use your reaction to cause your ward to absorb that damage. If this damage reduces the ward to 0 health, the warded creature takes any remaining damage.

Once you create the ward, you can’t create it again until you finish a long rest.

You learn one maneuver that costs 1 stamina die from any theme. You can use it once without expending stamina dice. You regain the ability to use it in this way when you finish a short or long rest.

You can select this feat multiple times.

You learn one language of your choice and you become capable with the Deception, Skulduggery, or Streetwise skill. If you are already capable, you become proficient.

Prerequisites: The ability to cast at least one spell

You have trained how to alter and twist your spells to suit your needs. You gain 3 metamagic and learn three metamagic options of your choice. If you already have metamagic, you gain 3 more metamagic and learn three metamagic options of your choice. You regain metamagic on a short or long rest.

Distant Spell

When you cast a spell that has a range of 1.5 meters or greater, you can expend 1 metamagic, mana, or psi to double the range of the spell. When you cast a spell that has a range of touch, you can expend 1 metamagic, mana, or psi to make the range of the spell 9 meters.

Empowered Spell

When you roll damage for a spell, you can expend 1 metamagic, mana, or psi to reroll a number of the damage dice up to your spellcasting ability (minimum of one).

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can expend 1 metamagic, mana, or psi to double its duration, to a maximum duration of 24 hours. If you fail a saving throw to maintain concentration on an extended spell, you can expend 1 metamagic, mana, or psi to reroll your saving throw.

Heightened Spell

When you cast a spell that requires an attack roll or forces a creature to make a saving throw to resist its effects, you can expend 3 metamagic, mana, or psi to give one target of the spell disadvantage on its first saving throw made against the spell. You can not use this metamagic option in combination with other metamagic options.

Reverberating Spell

When you cast a spell with a duration of instantaneous that has an area, you can expend metamagic, mana, or psi equal to the total mana cost to cast the spell to have the spell target the same area at the start of your next turn (1 metamagic, mana, or psi if the spell is a cantrip). The area glows in a color chosen by the GM and creatures can determine what will happen with an ability check (Arcana, Divinity, Occult, Primal, or Psionics). You can not use this metamagic option in combination with other metamagic options.

Sculpt Spell

You can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can expend 1 metamagic, mana, or psi to choose a number of them equal to the total mana cost to cast the spell. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Seeking Spell

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Reflex saving throw, you can expend 1 metamagic, mana, or psi to ignore the effects of half- and three-quarters cover against targets of the spell.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can expend metamagic, mana, or psi equal to 1 plus the total mana cost to cast the spell to target a second creature in range with the same spell (1 metamagic, mana, or psi if the spell is a cantrip).

Widen Spell

When you cast a spell that has an area, you can expend metamagic to increase the spell’s area as if you had cast the spell using additional mana or psi.

You can select this feat multiple times.

When you spend 4 or more hours with at least half of your flesh exposed to the sun, you don’t need to eat or sleep for the next 24 hours.

Prerequisites: At least capable with the Occult skill

You have made a minor pact with a mysterious being of supernatural power, unlocking magical effects both subtle and spectacular. Drawing on the ancient knowledge of this being, you piece together eldritch secrets to bolster your own power.

You learn one cantrip or one spell that costs 1 mana from a theme in the Occult power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a short or long rest.

If you do not have a spellcasting ability, Charisma is your spellcasting ability.

You can select this feat multiple times.

You have a bonus to your initiative rolls equal to your Wisdom.

This does not stack with other ability bonuses to your initiative

Prerequisites: You know the mage armor spell

You can cast mage armor on yourself at will, without expending mana.

Being within 1.5 meters of a hostile creature doesn’t impose disadvantage on your ranged weapon attack rolls.

Prerequisites: The ability to create a concoction or cast a spell that deals poison damage

When you roll a 1 on a damage die for a concoction you created or a spell you cast that deals poison damage, you can reroll the die.

If you, or parts of your body, are ingested by a creature, the creature must succeed on a Fortitude saving throw or be poisoned for 1 minute. At the start of each turn while poisoned by you, the creature takes damage equal to your level + your Constitution (minimum 1). The poisoned condition ends if the creature regurgitates you or your body parts.

Prerequisites: At least capable with the Primal skill

You have learned to revere nature, and gain magical powers either from the force of nature itself or from a nature deity. You may pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity or you may serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

You learn one cantrip or one spell that costs 1 mana from a theme in the Primal power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a short or long rest.

If you do not have a spellcasting ability, Wisdom is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: At least capable with the Psionics skill

You have turned your eyes inward, investigating the potential of your mind and exploring your psyche. You harness the power within yourself to create effects that exceed your body’s mental and physical capabilities.

You learn one cantrip or one spell that costs 1 mana from a theme in the Psionic power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a short or long rest.

If you do not have a spellcasting ability, Intelligence is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one spell

Whenever a creature causes you to make a Will saving throw, that creature takes psychic damage equal to half your level.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to fire and radiant damage.

You become capable with the Coercion or Persuasion skill. If you are already capable, you become proficient.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You serve as a celestial conduit. You have resistance to radiant damage and you have advantage on saving throws against being frightened.

Your confidence propels you into battle. You have a bonus to your initiative rolls equal to your Charisma.

This does not stack with other ability bonuses to your initiative

Prerequisites: Android

Your body is infused with nanites. As a bonus action, you can cause your nanites to surge as you regain health equal to 2d6 + your level. When you use this ability, your circuitry-tattoos glow with light equivalent to that of a torch in illumination until the start of your next turn. Once you have used this feature you must finish a long rest before you can use it again.

Prerequisites: The ability to cast at least one spell, Intelligence, Wisdom, or Charisma of 1 or higher

You have learned how to cast rituals spells that 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 one spell from a theme you know with a mana cost of 1 and the ritual tag.

If you come across a spell in written form, such as a magical spell scroll or a mage’s spellbook, you might be able to add it to your ritual book. The spell’s mana cost can be no higher than your mana limit or psi limit, 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 75 sp per mana. The cost represents materials you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Prerequisites: Acolyte

You can select two additional faithless creature types.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one spell

You gain the ability to manipulate the line between life and death. Whenever you expend mana or psi to cast a spell and it restores health to any creature with less than half its health remaining, the creature regains additional health equal to your proficiency bonus.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to cold and necrotic damage.

You gain proficiency with shields.

You’re capable of performing minor alterations to your body, from some magic you possess, shapeshifting being in your blood, or some other factor. When you finish a long rest, you may alter your body in a minor way. Choose one minor aesthetic way to alter your body:

  • change your hair, eye, or skin color by a few shades
  • shorten or lengthen your hair
  • gain or lose up to 10% of your normal body weight
  • grow or shrink up to 5 centimeters
  • slightly shrink or enlarge your eyes, ears, or nose
  • similar minor alterations (GM’s discretion).

The GM may decide that some changes require several days (such as changing your skin tone from very pale to very dark or growing long hair from a previously bald head), or simply impossible (such as growing taller than 120% of your original height). These changes cannot imitate a particular person.

Prerequisites: Dexterity of 1 or higher

You are expert at slinking through shadows and your quick ranged attacks make you difficult to locate. 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.

Slip

2nd

You learn how to slip away without reprisal. You gain the following benefits:

  • Opportunity attacks have disadvantage against you.
  • 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.

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the warg and speak with animals spells, but only as rituals.

You have advantage on saving throws and ability checks to avoid being pushed, pulled, or knocked prone.

You become capable with the perception skill. If you are already capable, you become proficient.

Prerequisites: The ability to cast at least one earth spell

You can harness the magical power of stone for your protection. When you expend mana or psi to cast a spell, you can simultaneously use a strand of the spell’s magic to create an aegis on yourself that lasts until you finish a long rest. The aegis has health equal to your level + your spellcasting ability. Whenever you take bludgeoning, piercing, or slashing damage, the aegis takes the damage instead. If this damage reduces the aegis to 0 health, you take any remaining damage.

While the aegis has 0 health, it can’t absorb damage, but its magic remains. Whenever you expend mana or psi to cast a spell, the aegis regains an amount of health equal to the mana or psi you expended.

You can move the aegis to another creature that you can touch or see within 9 meters as a bonus action.

Once you create the aegis, you can’t create it again until you finish a long rest.

You can speak, read, and write Terran and whenever you make a Charisma check when interacting with elementals based from the earth you have advantage.

Additionally, you are unhindered by difficult terrain caused by stones.

Prerequisites: The ability to cast at least one storm spell that deals damage

When you roll a 1 on a damage die for a spell you cast that deals concussion or lightning damage, you can reroll the die.

Prerequisites: The ability to cast at least one storm spell

You gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 6-meter radius cylinder centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 36-meter radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You are infused with elemental air. You have resistance to concussion and lightning damage.

You become capable with the Wilderness skill. If you are already capable, you become proficient.

Additionally, you can add half your proficiency bonus (rounded down) to any ability check to survive in the wild that doesn’t already use your proficiency bonus.

Prerequisites: Eidolon or Homunculus

While your companion is on the same plane of existence as you, it can magically convey what it senses to you, and you can communicate telepathically with it.

Choose one theme from the Arcane, Divine, Occult, Primal, or Psionic power source. That theme is considered to be from your power source. You must be capable with the Arcana skill to study an Arcane theme, Divinity skill to study a Divine theme, Occult skill to study an Occult theme, Primal skill to study a Primal theme, and Psionics skill to study a Psionic theme.

You can select this feat multiple times.

Prerequisites: the ability to cast at least one spell

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a short or long rest before you can use this feature again.

Any time you roll on the Wild Surge table, if you roll an odd number, you regain the use of this feature.

You choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 2 kilometers away with no difficulty, able to discern even fine details as though looking at something no more than 36 meters away from you. Additionally, dim light doesn’t impose disadvantage on your Perception checks.

Elk. The elk spirit helps you roam far and fast. Whether mounted or on foot, your travel pace is doubled.

Tiger. The cat spirit hones your survival instincts. You become capable with a skill from the following list: Acrobatics, Athletics, Stealth, and Wilderness.

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace.

Your maximum health increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your maximum health increases by an additional 1 health.

When you roll a Health Die to regain health, the minimum amount of health you regain from the roll equals twice your Constitution (minimum of 2).

You gain a +1 bonus to Defense while you are wielding a separate melee weapon in each hand.

You become capable with the Coercion skill. If you are already capable, you become proficient.

You have advantage on death saving throws, and if you die, your corpse and remains are protected from decay as the gentle repose spell.

Prerequisites: You have been bitten by a vampire and have drank a vampire’s blood

You no longer need to breathe and do not age. While you can eat common food, you do not need it to survive. You need only to drink blood from a living host at least once a week in order to survive. If a Vampire goes without blood for a week they will slip into a kind of hibernation from which they cannot awake unless given fresh blood. Blood from the dead will not suffice as it is indigestible and repulsive.

Your spirit is linked to the vegetation that surrounds you. Whenever you regain health in natural terrain, you treat any dice rolled to determine the health you regain as having rolled their maximum value.

Your soul is marked for endless battle. If a spell, such as resurrection, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

Prerequisites: The ability to cast at least one spell

While you aren’t incapacitated, any ally within 9 meters of you has advantage on death saving throws.

Prerequisites: The ability to cast at least one water spell

You gain the ability to subtly control the water around you.

If it is raining, you can use an action to cause the rain to stop falling in a 6-meter radius cylinder centered on you. You can end this effect as a bonus action.

If there is water nearby, you can use a bonus action each round to cause the water to flow up to 36 meters in a certain direction in a 36-meter radius sphere centered on you. The water flows in that direction until the end of your next turn.

You gain proficiency with three simple or martial weapons of your choice.

If you are a Monk, these weapons are considered a monk weapon for you if they lack the heavy and special properties.

You can select this feat multiple times.

Prerequisites: You know the wild shape spell

You can cast the wild shape spell as a bonus action, rather than as an action.

Additionally, while you are transformed by the wild shape spell, you can use a bonus action to expend mana or psi to regain 3d8 health per mana or psi expended, up to your mana limit.

Prerequisites: The ability to cast at least one spell

Your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell using 1 or more mana, roll a d6. Immediately after you use a maneuver, roll a d12. If the result is less than or equal to the mana or psi expended, roll on the Wild Surge table to create a random magical effect.

You can speak, read, and write Auran and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you are unhindered by difficult terrain caused by stones.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

Your life has forced you to be hearty to survive. You have resistance to cold damage, don’t suffer the effects of extreme cold, and have advantage on saving throws against effects that would apply the slowed condition.

Prerequisites: The ability to cast at least one ice spell

You gain the ability to turn areas of water to ice.

If it is raining, you can use an action to cause the rain to fall as sleet in a 6-meter radius cylinder centered on you. If it falls as sleep the area is lightly obscured and the ground becomes covered in slippery ice for 1 minute. A creature that enters the area or ends its turn there must succeed on a Reflex saving throw or fall prone. You can end this effect as a bonus action.

If it is raining, you can use an action to cause the rain to fall as snow in a 6-meter radius cylinder centered on you. The area is heavily obscured and the ground becomes difficult terrain for 1 minute. You can end this effect as a bonus action.

You can move across any water surface as if it were solid ground as your steps create ice patches on the top of the water for 1 minute.

Prerequisites: Acid Adept feat

Spells you cast ignore resistance to acid damage.

Prerequisites: The ability to cast at least one spell

You can run swiftly by decreasing air resistance around you. Your speed increases by 3 meters.

Prerequisites: The ability to cast at least one spell

You can shield others from harm at the cost of your own health. When a creature within 9 meters of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

You are at your deadliest when you get the drop on your enemies. You have advantage on initiative checks and you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.

Prerequisites: Totem Spirit feat

You gain a magical benefit based on the totem animal you chose as your totem spirit.

Bear. While you aren’t wearing armor with Soak, you have a Soak of 2. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. While you aren’t wearing plate armor, opportunity attacks have disadvantage against you and if 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. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk. While you aren’t wearing plate armor, your speed increases by 3 meters. The spirit of the elk makes you extraordinarily swift.

Tiger. If you move at least 6 meters straight toward a creature and then hit it with a melee weapon attack on the same turn, the target must succeed on a Reflex saving throw or be knocked prone. The spirit of the tiger empowers your ability to pounce.

Wolf. Your allies have advantage on melee attack rolls against any creature within 1.5 meters of you that you have attacked since the end of your last turn. The spirit of the wolf makes you a leader of hunters.

Prerequisites: You know the wild shape spell

While transformed into a beast form from the wild shape spell, you can cast any spell you know or a spell known by your new form.

Additionally, while you are transformed by the wild shape spell and you take the Attack action, you can forgo one weapon attack that uses your ability to expend mana or psi to cast a spell that has a casting time of 1 action.

Prerequisites: The ability to cast at least one spell

The healing spells you cast on others can heal you as well. When you expend mana or psi to cast a spell and it restores health to any creature other than you this turn, you regain health equal to 2 + the mana or psi expended.

You can smell creatures that don’t have full health within 18 meters, which allows you to pinpoint the space the creature occupies.

Additionally, you have advantage on ability checks to track any creature that doesn’t have full health.

You have practiced casting spells in the midst of combat. You have advantage on saving throws that you make to maintain your concentration on a spell when you take damage.

Prerequisites: Wild Surge feat and the ability to cast at least one spell

You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Surge table, you can roll twice and use either number.

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Reflex saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Prerequisites: You must have a magical or physical means of gaining this vision. Speak to your GM.

You gain darkvision out to a range of 18 meters. If you already have darkvision, its range increases by 18 meters.

Prerequisites: Death Adept feat

Spells you cast ignore resistance to necrotic damage.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You don’t require air, food, drink, or sleep, although you still require rest to reduce being exhausted and still benefit from finishing short and long rests.

Additionally, you have advantage on saving throws against poison and disease.

When a creature hits you with an attack, you gain a +4 bonus to Defense against all subsequent attacks made by that creature for the rest of the turn.

Prerequisites: Celestial feat

You don’t need to share a language with a creature for it to understand your words, but the creature must be able to understand at least one language.

Prerequisites: At least capable with the Insight skill

You develop a talent for picking out lies. Whenever you make a Insight check to determine whether a creature is lying, treat a result of 7 or lower on the dice as an 8.

Prerequisites: At least capable with the Insight skill

You can strike multiple pressure points to extract crucial information about your foe. As a bonus action when you hit a creature with an attack, you can choose to learn one characteristic about the creature of your choice: Creature Type, Defense, Senses, Saving Throw of your choice, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.

Your speed increases by 3 meters.

Prerequisites: Fire Adept feat

Spells you cast ignore resistance to fire damage.

You can use the Dash action as a bonus action on your turn.

You employ precise, yet fluid, steps that allow you to surmount obstacles. Moving through nonmagical difficult terrain costs you no extra movement.

Prerequisites: The ability to cast at least one spell

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

Prerequisites: The ability to cast at least one spell

Once on each of your turns when you damage a creature with a cantrip, you can push that creature 3 meters away from you or pull it 3 meters closer to you.

Your speed increases by 3 meters.

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You can use your Strength and a half instead of Strength for the damage rolls of melee weapons that you are wielding in two hands.

Prerequisites: The ability to cast at least one earth or sand spell

Due to your connection to the earth you gain tremorsense which allows you to detect and pinpoint the origin of vibrations within 9 meters, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

Prerequisites: Proficiency with chain, scale, or plate armor

While you are wearing chain mail, scale mail, or plate armor that you are proficient with, the armor’s soak value is 3 instead of 1.

You can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you have disadvantage on their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Prerequisites: Ice Adept feat

Spells you cast ignore resistance to cold damage.

If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your level.

You can use this ability once on each of your turns.

You have advantage on saving throws against poison and advantage on saving throws against being poisoned.

Your quest for knowledge allows you to master any spoken language. You can speak, read, and write one language of your choice. With a week of study, you can select a different language instead.

Additionally 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.

The outer layers of your mind become indecipherable to those who would plunder it. You are immune to any effect that would sense your emotions, read your thoughts, or determine you are lying, unless you allow it.

You strike with blinding speed or slip your weapon past an enemy’s guard. You gain a +1 bonus to attack rolls you make with light weapons.

You always seem to get lucky at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can expend 1 mana, 1 psi, or 3 stamina dice to cancel the disadvantage for that roll.

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

  • 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 your reach.
Prerequisites: The ability to cast at least one spell

You learn two spells of your choice from any theme. A spell must not cost more mana or psi than your mana limit or psi limit.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one spell

When you cast a spell that creates an illusion and has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

Prerequisites: The ability to cast at least one spell

Whenever you start casting a spell using mana or psi that is either from the Fire theme or deals fire damage, you are wreathed in a mantle of flame until the start of your next turn, gaining the following benefits:

  • You shed bright light in a 9-meter radius and dim light for an additional 9 meters.
  • Any creature that touches you or hits you with a melee attack while within 1.5 meters of you takes fire damage equal to your level + your spellcasting ability.

You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 9 meters of you, rather than 1.5 meters of you, if the target can see or hear you.

Prerequisites: The ability to cast at least one spell

Beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more health than normal: 2 extra health per Health Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

You are exceptionally speedy. Your speed increases by 3 meters.

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.

You are immune to poison damage, the poisoned condition, and disease.

Prerequisites: Vampiric Nature feat

When you aren’t in sunlight or running water, you can use your action to transform in to a Tiny bat or back into your true form. While in bat form, you can’t speak, your walking speed is 1.5 meters, and you have a flying speed of 9 meters. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.

Prerequisites: You know the sanctuary spell

You can become an island of calm in even the most chaotic of situations. You can cast the sanctuary spell on yourself and it lasts up to 8 hours. A creature that succeeds on the save is immune to this effect for 1 hour.

Once you cast the spell in this way, you can’t do so again for 1 minute.

Prerequisites: Poison Adept feat

Spells you cast and concoctions you create ignore resistance to poison damage.

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

When you use the Attack action on your turn and attack with an unarmed strike or a natural weapon, you can make one additional unarmed strike. You don’t add your ability to the damage of this unarmed strike, unless that ability is negative.

You learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 18 meters of you. Each one gains temporary health equal to 1d10 + your level, provided that the creature can see or hear you.

You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Prerequisites: The ability to cast at least one spell

Your magical energy grants you extraordinary fortitude. If you have at least 1 health at the start of each of your turns, you gain temporary health equal to your spellcasting ability (minimum of 0).

You become capable with Will saving throws. If you are already capable, you become proficient.

When you roll damage for a melee weapon attack, you can roll the weapon’s damage dice twice and use either total.

Prerequisites: You know the detect magic spell

You can cast detect magic at will, without expending mana.

Prerequisites: Awakened Mind feat

You can sense the presence of non-mindless creatures within 18 meters, which allows you to pinpoint the space the creature occupies.

The effect can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

You can detect poisons as the detect poison spell at will, without casting the spell or expending mana.

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

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • When a creature within your reach makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Prerequisites: The ability to cast at least one spell

You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

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

Prerequisites: You know the teleport spell

You gain the ability to step from one place to another. As a bonus action while not grappled, incapacitated, or restrained, you can teleport up to half your walking speed to an unoccupied space you can see, consuming an amount of movement equal to the distance traveled.

Prerequisites: The ability to cast at least one spell

While you aren’t incapacitated, you and each friendly creature within 9 meters of you who can see or hear you gains a bonus to saving throws against magic equal to half your spellcasting ability (with a minimum bonus of +1).

Your speed increases by 3 meters.

Prerequisites: Storm Adept feat

Spells you cast ignore resistance to concussion and lightning damage.

Prerequisites: You know the speak with plants spell

You can cast speak with plants at will, without expending mana.

Prerequisites: You know the tree shape spell

While transformed into a tree from the tree shape spell, you can cast any spell you know or a spell known by your new form.

You can use two-weapon fighting even when the one-handed weapons you are wielding aren’t light.

Prerequisites: You know the animate dead spell and the ability to cast at least one spell

When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or ske1eton, as appropriate.

Whenever you create an undead using a spell, it has additional benefits:

  • The creature’s maximum health is increased by an amount equal to your level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
Prerequisites: Vampiric feat

The vampiric blood coursing through your veins manifests. You gain the following benefits:

  • You know the blood drain spell
  • You don’t cast a shadow or a reflection.
  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • If you have at least 1 health at the start of each of your turns, you are not in sunlight or running water, and you have not taken radiant damage or damage from holy water since the end of your last turn, you gain temporary health equal to your Constitution.
Prerequisites: Proficient with the Stealth skill

You can take the Hide action as a bonus action on your turn.

Prerequisites: The ability to cast at least one spell

You have practiced casting spells in reaction to your enemies’ movements. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell targeting the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must cost equal or less than half your mana limit or psi limit (rounded up).

Prerequisites: You know the speak with dead spell

You can cast speak with dead at will, without expending mana.

Prerequisites: You know the levitate spell

You can cast levitate on yourself at will, without expending mana.

Prerequisites: You know the consult the spirits spell

You can cast consult the spirits at will, without expending mana, psi, or material components.

Prerequisites: You must have a magical or physical means of gaining echolocation. Speak to your GM.

You can sense your surroundings by sound. You have advantage on Perception checks that rely on hearing and have blindsight out to a range of 9 meters. You can’t use this blindsight while deafened and you have disadvantage on saving throws against loud sounds.

Prerequisites: You must have a magical or physical means of gaining this vision. Speak to your GM.

You can see into the Ethereal Plane within 18 meters of you.

You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Reflex saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

You gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell’s duration is extended to 24 hours.

You become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 1.5 meters or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

When you hit a creature with natural weapons, the bestial fury within you can curse your target with rabid fury. The target must succeed on a Fortitude saving throw (DC equal to 8 + your Constitution + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 poison damage.

You can use this feature a number of times equal to your Constitution (a minimum of once). You regain all expended uses when you finish a short or long rest.

Prerequisites: At least capable with the Deception skill

You can unfailingly create false identities for yourself. You must spend seven days and 25 sp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence
  • Wisdom
  • Charisma
  • Class levels (if any)

At the GM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

Prerequisites: Lycan Form feat

While in your lycan form you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.

Prerequisites: You know the disguise spell

You can cast disguise at will, without expending mana.

Prerequisites: Vampiric Nature feat

When you drop to 0 health outside your resting place, you transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that you aren’t in sunlight or running water. If you can’t transform, you are destroyed.

While in mist form, you have health equal to half your normal form’s health, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 9 meters, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can’t pass through water. You have advantage on Reflex and Fortitude saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.

While in mist form, you can’t revert to your true form, and you must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your true form. You are then paralyzed until you regain at least 1 health. After spending 1 hour in your resting place with 0 health, you regains 1 health.

Prerequisites: You know the image spell

You can cast image at will, without expending mana.

Prerequisites: Awakened Mind feat

You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Your movement is unaffected by difficult terrain, you have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.

Prerequisites: The ability to cast at least one spell

You can end spells that hamper you and your allies. When you expend mana or psi to cast a spell that restores health, you can simultaneously target the healed creature with dispel magic or restoration even if you do not know the spell. You expend mana or psi as normal.

If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.

Shroud

10th
Prerequisites: You know the invisibility spell

You can cast invisibility at will, without expending mana.

Prerequisites: Totem Spirit feat

You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Your connection to the natural world deepens. As a bonus action you can root yourself to the ground. You can end this effect as a bonus action. While rooted you gain the following:

  • Your movement speed is 0.
  • You have advantage on ability checks and saving throws to avoid being knocked prone, pulled, or pushed.
  • You gain a +2 bonus to Defense.
Prerequisites: You know the seeing eye spell

You can cast seeing eye at will, without expending mana.

Prerequisites: The ability to cast at least one spell

You gain the ability to make a creature unaware of your magical influence on it. When you cast a spell that charms or confuses one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed or confused.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed or confused. The creature must succeed on a Will saving throw against your spell save DC or lose a number of hours of its memories equal to 1 + the mana or psi expended to cast the spell. You can make the creature forget less time, and the amount of time can’t exceed the duration of your spell.

Prerequisites: The ability to cast at least one spell

You project an aura of speed. While you aren’t incapacitated, you and each friendly creature within 9 meters of you who can see or hear you can take the Dash action as a bonus action.

Any ally that starts its turn within 9 meters of you and can see or hear you has its walking speed increased by 10 until the end of its turn.

You can spread your bestial ferocity to your allies. As a bonus action, you can choose a number of willing creatures you can see within 9 meters of you equal to your Constitution (minimum of one creature).

For 1 minute, you and the chosen creatures gain the following benefits:

  • gain 5 temporary health
  • speed increases by 3 meters
  • advantage on saving throws against being frightened

You gain an additional 5 temporary health for each creature that accepts the benefit.

You can use this feature a number of times equal to your Constitution (a minimum of once). You regain all expended uses when you finish a long rest.

Prerequisites: Aasimar or Celestial feat

You gain the ability to sprout a pair of feathery white wings from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Prerequisites: Tiefling or Fiendish feat

You gain the ability to sprout a pair of black leathery from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Prerequisites: Aarakocra

Your wings now grant you a flying speed of 18 meters.

Prerequisites: Dragonborn or Kobold

You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

You can burrow through nonmagical, unworked, earth and stone with a burrow speed equal to half your walking speed. While doing so, you don’t disturb the material you move through.

Your connection with the energy flowing through nature increases your lifespan. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Your wounds mend in battle. You regain health equal to 1d6 + half your level if you end your turn in combat with less than half of your health remaining and you aren’t incapacitated.

You can run down your foes. If you move at least 3 meters in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Reflex saving throw (DC 8 + your proficiency bonus + your Strength) or be knocked prone. You can use this feature only once on each of your turns.

Healing energy flows all throughout your body, gradually undoing scars and strain. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Prerequisites: The ability to cast at least one cosmos or telekinesis spell

You can defy gravity. You gain a magical flying speed of 18 meters. As an action, you can reduce your flying speed to 9 meters for 1 hour and choose a number of creatures within 9 meters of you equal to 3 + your Charisma. The chosen creatures gain a magical flying speed of 9 meters for 1 hour.

Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Prerequisites: The ability to cast at least one spell

You cause the ground beneath you to transform into shifting glaciers. Your walking speed is increased by 6 meters as the glaciers propel you forward and the ground you move on is turned into difficult terrain for 1 minute. You can start or end this feature once on your turn.

Prerequisites: You know the shadow theme and the ability to cast at least one spell

You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you expend mana or psi to cast a spell that creates an illusion, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

Prerequisites: At least capable with the Deception skill

You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Deception check you make to avoid detection.

Prerequisites: Death’s Gift feat

You have embraced dark energies to unnaturally extend your lifespan. You age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Prerequisites: The ability to cast at least one air or storm spell

The winds carry you with ease. You gain a magical flying speed of 18 meters. As an action, you can reduce your flying speed to 9 meters for 1 hour and choose a number of creatures within 9 meters of you equal to 3 + your Charisma. The chosen creatures gain a magical flying speed of 9 meters for 1 hour.

Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Prerequisites: Lycan Form feat

You can draw on your inner reserves to survive beyond death. As a reaction when you drop to 0 health, you can immediately regain an amount of health equal to your level + your Constitution.

Once you use this feature, you must finish a short or long rest before you can use it again.

Prerequisites: The ability to cast at least one spell; Intelligence, Wisdom, or Charisma of 3 or higher

You can increase the power of your simpler spells. When you expend mana or psi up to half your mana limit or psi limit to cast a spell that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 4d6 necrotic damage for each mana or psi expended, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per mana or psi increases by 1d6. This damage ignores resistance and immunity.

Prerequisites: The ability to create at least one concoction; Intelligence of 3 or higher

You can increase the power of your simpler concoctions. When you expend catalysts up to half your catalysts limit to use a concoction that deals damage, you can deal maximum damage with that concoction.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 4d6 necrotic damage for each catalyst expended, immediately after you use it. Each time you use this feature again before finishing a long rest, the necrotic damage per catalyst increases by 1d6. This damage ignores resistance and immunity.

A holy presence mends your wounds in battle. You regain health equal to 1d6 + half your level if you end your turn in combat with less than half of your health remaining and you aren’t incapacitated.

You are always under the effects of a protection from evil and good spell.

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You can burrow through nonmagical sand with a burrow speed equal to half your walking speed. While doing so, you don’t disturb the material you move through.

You have advantage on saving throws against spells and other magical effects and you have resistance against the damage of spells and other magical effects.

Prerequisites: Totem Spirit feat

You gain a magical benefit based on a totem animal you chose as your totem spirit. Your totemic attunement is active while you don’t have full health and aren’t incapacitated.

Bear. Any creature within 1.5 meters of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Eagle. You have a flying speed equal to your current walking speed plus an additional 3 meters. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk. You can use a bonus action during your move to pass through the space of a creature when you move. That creature must succeed on a Reflex saving throw or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength.

Tiger. If you move at least 6 meters straight toward a creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Wolf. If you hit a creature with a melee weapon attack, you can use a bonus action to attempt to knock it prone. The target must succeed on a Reflex saving throw or be knocked prone.

Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a weapon on your turn, you can reroll the attack roll. You can use this feature only once on each of your turns.

Prerequisites: Vampiric Nature feat

You gain the ability to sprout a pair of black leathery from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

When you hit a creature that is not on its native plan of existence with an attack and deal damage to it, you can also force it to make a Will saving throw.

On a failed save, the creature is magically banished to its native plane of existence.

On a successful save, the creature can’t be banished by this feature for 24 hours.