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Just because you can do it, doesn't mean you should, but it does mean you probably will.
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  • Aberrant Dragonmark Wayfinder's Guide to Eberron
    +1 Constitution; gain a cantrip and 1st level spell
    Buff, Debuff,
    +
    Prerequisite: No existing dragonmark

    You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:

    • Increase your Constitution score by 1, to a maximum of 20.
    • You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
    • When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.

    You also develop a random flaw from the Aberrant Dragonmark Flaws table.

    Aberrant Dragonmark Flaws

    d8 Flaw
    1 Your mark is a source of constant physical pain.
    2 Your mark whispers to you. Its meaning can be unclear.
    3 When you’re stressed, the mark hisses audibly.
    4 The skin around the mark is burned, scaly, or withered.
    5 Animals are uneasy around you.
    6 You have a mood swing any time you use your mark.
    7 Your looks change slightly whenever you use the mark.
    8 You have horrific nightmares after you use your mark.
    Option: Greater Aberrant Powers

    At the DM’s option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master’s Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.

    If the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.

  • Acrobat UA - Skill Feats
    +1 Dexterity; proficiency in Acrobatics
    +

    You become more nimble, gaining the following benefits:

    • Increase your Dexterity score by 1, to a maximum of 20.
    • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
    • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.
  • Actor Player's Handbook
    +1 Charisma, skilled at mimicry and dramatics
    Buff, Deception, Social,
    +

    Skilled at mimicry and dramatics, you gain the following benefits:

    • Increase your Charisma score by 1, to a maximum of 20.
    • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a 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.
  • Alchemist UA - Feats
    +1 Intelligence; proficiency with alchemist's supplies
    +

    You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
    • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
    • Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.
  • Alert Player's Handbook
    +5 Initiative, can't be surprised, no advantage for hidden attackers
    Buff, Detection,
    +

    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.
  • Animal Handler UA - Skill Feats
    +1 Wisdom; proficiency or expertise in Animal Handling
    +

    You master the techniques needed to train and handle animals. You gain the following benefits.

    • Increase your Wisdom score by 1, to a maximum of 20.
    • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
    • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
  • Arcanist UA - Skill Feats
    +1 Intelligence; proficiency or expertise in Arcana; learn spells
    +

    You study the arcane arts, gaining the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
    • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
  • Athlete Player's Handbook
    +1 Strength or Dexterity; you have undergone extensive physical training
    Buff, Exploration, Movement,
    +

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

    • Increase your Strength or Dexterity score by 1, to a maximum of 20.
    • When you are prone, standing up uses only 5 feet of your movement.
    • Climbing doesn’t cost you 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.
  • Barbed Hide UA - Racial Feats
    +1 Constitution or Charisma; proficiency or expertise in Intimidation; small barbs protrude over your body
    +
    Prerequisite: Tiefling or Feral Tiefling

    One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:

    • Increase your Constitution or Charisma score by 1, up to a maximum of 20.
    • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
    • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
  • Blade Mastery UA - Feats
    You master swords and blades
    +

    You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

    • You gain a +1 bonus to attack rolls you make with the weapon.
    • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
    • When you make an opportunity attack with the weapon, you have advantage on the attack roll.
  • Bountiful Luck Xanathar's Guide to Everything
    Allow allies to reroll a 1 on attack rolls, ability checks, or saving throws
    Buff, Racial Feat,
    +
    Prerequisite: Halfling

    Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!

    When an ally you can see within 30 feet 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. The ally must use the new roll.

    When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.

  • Brawny UA - Skill Feats
    +1 Strength; proficiency or expertise in Athletics; increased carrying capacity
    +

    You become stronger, gaining the following benefits:

    • Increase your Strength score by 1, to a maximum of 20.
    • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
    • You count as if you were one size larger for the purpose of determining your carrying capacity.
  • Burglar UA - Feats
    +1 Dexterity; proficiency or expertise in thieves' tools
    +

    You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

    • Increase your Dexterity score by 1, to a maximum of 20.
    • You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Charger Player's Handbook
    Make a melee attack or shove after the Dash action
    Combat, Movement,
    +

    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).
  • Critter Friend UA - Racial Feats
    Proficiency or expertise in Animal Handling; learn spells
    +
    Prerequisite: Gnome (Forest)

    Your friendship with animals mystically deepens. You gain the following benefits:

    • You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
    • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • Crossbow Expert Player's Handbook
    No loading; no within 5 ft. disadvantage; bonus action attack with hand crossbow
    Combat,
    +

    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 your ranged attack rolls.
    • 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.
  • Defensive Duelist Player's Handbook
    Add your proficiency bonus to your AC as a reaction
    Combat, Warding,
    +
    Prerequisite: 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.

  • Diplomat UA - Skill Feats
    +1 Charisma; proficiency or expertise in Persuasion; can charm by talking to someone
    +

    You master the arts of diplomacy, gaining the following benefits:

    • Increase your Charisma score by 1, to a maximum of 20.
    • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
    • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
  • Dragon Fear Xanathar's Guide to Everything
    +1 Strength, Constitution, or Charisma; frighten with breath weapon
    Buff, Control, Racial Feat,
    +
    Prerequisite: Dragonborn

    When angered, you can radiate menace. You gain the following benefits:

    • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
    • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
  • Dragon Hide Xanathar's Guide to Everything
    +1 Strength, Constitution, or Charisma; gain natural armor and retractable claws
    Damage, Racial Feat, Warding,
    +
    Prerequisite: Dragonborn

    You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

    • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
    • Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
    • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
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