Customization

PERMITTED FEATS

† Indicates a feat that is revised.

Player’s Handbook

► Alert
► Athlete
► Actor
► Charger
► Crossbow Expert
► Defensive Duelist
► Dual Wielder
► Dungeon Delver
► Durable
► Elemental Adept†
► Grappler
► Great Weapon Master
► Healer
► Heavily Armored
► Heavy Armor Master
► Inspiring Leader
► Keen Mind
► Lightly Armored
► Linguist
► Lucky
► Mage Slayer
► Magic Initiate
► Martial Adept†
► Medium Armor Master
► Mobile
► Moderately Armored
► Mounted Combatant
► Observant
► Polearm Master
► Resilient
► Ritual Caster
► Savage Attacker
► Sentinel
► Sharpshooter
► Shield Master
► Skilled
► Skulker
► Spell Sniper
► Tavern Brawler
► Tough
► War Caster
► Weapon Master

Unearthed Arcana: Feats For Skills
► Acrobat (Acrobatics)
► Animal Handler (Animal Handling)
► Arcanist (Arcana)
► Brawny (Athletics)
► Silver-Tongued (Deception)
► Historian (History)
► Empathic (Insight)
► Menacing (Intimidation)
► Investigator (Investigation)
► Medic (Medicine)
► Naturalist (Nature)
► Perceptive (Perception
► Performer (Performance)
► Diplomat (Persuasion)
► Theologian (Religion)
► Quick-Fingered (Sleight of Hand)
► Stealthy (Stealth)
► Survivalist (Survival)

Unearthed Arcana: Feats For Races
► Currently undergoing review. Likely will have heavy revisions.

New Feats
► Alchemist
► Artisan
► Blind-Fighting
► Burglar
► Cooperative Concentration
► Craft Magic Items
► Disguise Artist
► Elemental Guru
► Enduring
► Exceptional Ability Score
► Gourmand
► Greater Concentration
► Invocation Adept
► Invocation Study
► Musician
► Poisoner
► Ritual Adept
► Shake It Off
► Sidekick
► Two-Weapon Rend

Revised Feats
► Elemental Adept
► Martial Adept
► Polearm Master

NEW / REVISED FEATS

Alchemist
You have studied the secrets of alchemy and are an expert in its practice.
► 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.
► You may make antitoxin and potions using alchemist’s supplies without need for an herbalism kit.
► 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.
► When using alchemist’s supplies to craft an item, you may double the amount of progress you make each day, after all other modifiers.
► 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 your 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.

Artisan
Through training and dedication, you have learned the use of a type of artisan’s tools.
► Increase an ability score by 1, to a maximum of 20. The ability score should correspond to the tools chosen.
► Choose one set of artisan’s tools: brewer’s supplies, calligrapher’s supplies, carpenter’s tool’s, cartographer’s tools, cobbler’s tools, forgery kit, glassblower’s tools, herbalism kit, jeweler’s tools, leatherworker’s tools, mason’s tools, painter’s supplies, potter’s tools, smith’s tools, tinker’s tools, weaver’s tools, or woodcarver’s tools.
► When using that set of tools to craft an item, you may double the amount of progress you make each day, after all other modifiers.
► You gain proficiency with the chosen tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
You may take this feat multiple times, every time you choose this feat, you may choose a new set of artisan’s tools.

Blind-Fighting
You are accustomed to being blind and have learned to use your other senses to replace your missing sight. You are also an expert at fighting in the dark.
Prerequisite(s): Wis 13, proficiency in Insight and Perception.
► Your Dexterity or Wisdom score increases by +1, to a maximum of 20.
► Attackers do not have advantage against you when you are blind, nor do you suffer disadvantage on your own attacks within 30 feet.
► Attackers do not have advantage against you when you are in darkness or dim light, nor do you suffer disadvantage on your own attacks within 30 feet.
► You no longer suffer from the Light Blindness racial trait.

Burglar
Through repetition and muscle memory, you have mastered the use of thieves’ tools.
► 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.
► Disarming traps and opening locks using Thieves’ Tools is now a bonus action if it originally was an action. Otherwise, you may double the amount of progress you make per check or halve the time required.

Cooperative Concentration
You have practiced techniques that allow you to magically bond with another spellcaster, allowing you to focus your concentration on them instead of yourself.
Prerequisite(s): Primary Casting Attribute 15+, ability to cast spells.
► You may spend an action to focus your concentration on another willing spellcaster. As long as you keep that spellcaster in sight and within range (60 feet), they can cast a second spell that requires concentration, using your concentration in place of their own. Any spell they cast must be one you could normally be able to cast, at a level you could normally cast. If you lose concentration at any point, they lose the spell you are concentrating on.
► When you spend an action to cast a spell, you may rely on the magical focus of another willing spellcaster. As long as you keep that spellcaster in sight and within range (60 feet), you can cast a second spell that requires concentration, using their concentration in place of your own. Any spell you cast must be one they could normally be able to cast, at a level they could normally cast. If they lose concentration at any point, you lose the spell they were concentrating on.

Craft Magic Items
You know the secrets of magic item creation.
Prerequisite(s): Arcana proficiency, Int 13.
► You can craft permanent magic items if you are proficient with at least one type of tools necessary for their manufacture.
► The time to craft consumable magic items is reduced as if they were one degree of rarity more common. For example, crafting a Rare potion would take as much time as an Uncommon enduring item.
Normal: You cannot craft permanent magic items.

Disguise Artist
You have honed your ability to shape your perosnality and to read the personalities of others.
► Increase your Charisma score by 1, to a maximum of 20.
► You gain proficiency with the disguise kit. If you are already proficiency bonus to checks you make with it.
► If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

Elemental Adept
You are adept at casting spells of a particular elemental type.
Prerequsite(s): Primary Casting Attribute 13+, the ability to cast at least one spell that deals elemental damage.
► When you gain this feat, choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder.
► Spells you cast ignore resistance to damage of the chosen type.
► You can treat any 1 on a damage die as a 2 when rolling damage of the chosen type.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Elemental Guru
You are a master at casting spells of a particular elemental type.
Prerequsite(s): Primary Casting Attribute 15+, the ability to cast at least one spell that deals elemental damage, Elemental Guru feat in the element chosen.
► When you gain this feat, choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder. You must have the Elemental Adept feat for this particular element.
► Spells you cast reduce immunity to damage of the chosen type to resistance, but do not ignore that resistance.
► You add 1 to the damage dealt per die rolled.
► You gain a single rider effect that varies according to the element you chose. You may choose to apply the rider or not when you cast the spell of the particular element, but you cannot apply the rider to cantrips. Riders include Arc, Bane, Destructive, Disorientation, Distraction, Fester, Grip, Impede, Repel, and Splash.
—————————
► Arc causes the target to be unable to benefit from cover bonuses to their saving throw against the spell.
► Bane causes you to have advantage on spell attack rolls or impose disadvantage on saving throws against a particular creature type. You may choose aberration, celestial, construct, elemental, fey, fiend, or undead.
► Destructive causes additional damage of the same type to the target’s gear worn or carried that deals 1d6 damage. Secondary effects of the element chosen also applies, such as freezing, burning, or electrifying gear.
► Disorientation causes the target to be unable to take reactions until the start of their next turn.
► Distraction causes the target to have disadvantage on their next attack made before the end of their next turn.
► Fester causes the target to be unable to regain hit points until the start of your next turn.
► Grip causes the target to move 5 feet closer to you if they fail a Strength saving throw.
► Impede causes the target to lose 10 feet from their speed until the start of your next turn.
► Obliteration causes any ability a target has to make a save to not fall below 1 hp to automatically fail.
► Repel causes the target to move 5 feet away from you if they fail a Strength saving throw.
► Splash increases the damage of the spell by 1d6 and permits you to split the damage total in half to deal damage to two targets within 5 feet of each other.
—————————
You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Enduring
You always seem to recover from any punishment given.
► Your Constitution increases by +1, to a maximum of 20.
► Your total number of Hit Dice that you have available to spend to recover hit points increases by +2.

Exceptional Ability
You are well-practiced in the use of one of your ability scores. Choose one of your ability scores.
Prerequisite(s): Ability Score 13+
► You gain a +1 bonus to your chosen ability score, to a maximum of 20.
► You have advantage when making ability score checks with your chosen ability.

Gourmand
You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects.
► Increase your Constitution score by 1, to a maximum of 20.
► you gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
► As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned or may cause ill effects, provided that you can see and smell it.
► During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

Greater Concentration
You are skilled at maintaining spells and are able to concentrate on more than one spell simultaneously.
Prerequisite(s): Primary spellcasting attribute 13+, ability to cast spells.
► You can concentrate on an additional number of spells per round equal to half your proficiency bonus.
► You subtract 2 from all your concentration save DCs.
► You add 1 to your concentration save DCs for each spell you are concentrating on beyond the first.

Invocation Adept
Through study and connection to something extraworldly, you now may utilize an invocation as if you were a warlock.
Prerequisite(s): Charisma 13+.
► You can learn a warlock invocation. You must meet all the prerequisites. The invocation cannot have a class level requirement.

Invocation Study
Through study, you have developed another invocation of your choice.
Prerequisite(s): Charisma 13+, at least one invocation, at least one level of warlock.
► You gain a +1 bonus to your Charisma score, to a maximum of 20.
► You learn a new invocation, so long as you meet all the prerequisites.

Martial Adept
You have martial training that allows you to perform special combat maneuvers.
► You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If other classes have maneuvers available (variant Ranger and Rogue), you may choose from those maneuvers as well unless they are marked as exclusive or proprietary to that class or subclass. No proprietary maneuvers are known about at this time.
► If you already have superiority dice, you gain one more.
► If you don’t already have superiority dice, you start with one, which are d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Musician
You learn how to play an instrument.
► You gain a +1 bonus to your Charisma score, to a maximum of 20.
► Choose a musical instrument.
► You gain proficiency with the musical instrument chosen. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
► You may use musical instruments as a focus with any spellcasting class.
► If you are able to put on a performance during a short rest, be it music or oration, you or any friendly creatures who can hear your performance treat any 1s rolled to regain hit points as 2s instead.

Poisoner
Through study and fatalistic study, you have learned the use of poison.
► You gain a +1 bonus to your Intelligence score, to a maximum of 20.
► You gain proficiency with poisoner’s kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
► When using a Poisoner’s Kit, you may double the amount of progress you make each day to craft poisons.
► Applying poison is now a bonus action instead of an action.

Polearm Master
You can keep your enemies at bay with reach weapons and are are skilled with pole weapons overall.
► When you take the Attack action and only attack with a glaive, halberd, pike, quarterstaff, spear, or trident, you can use a bonus action to make a melee attack with the opposite end of the weapon. The damage die for this attack is 1d4, uses the ability modifier you used for the first attack, and it deals bludgeoning damage.
► While you are wielding a glaive, halberd, pike, quarterstaff, spear, or trident, other creatures provoke an Opportunity Attack when they enter your reach.

Ritual Adept
You have learned how to cast rituals from any source.
Prerequisite(s): Ability to cast spells that have the Ritual tag, Primary Casting Attribute 15+.
► If you did not already have a spellbook or a book of shadows, you now have a ritual book.
► You have two 1st-level spells of your choice with the ritual tag in your book of shadows, ritual book, or spellbook. They can come from any class of your choice.
► If you come across a spell in written form, such as a magical scroll, a wizard’s spellbook, another ritual book, or a book of shadows, you might be able to add it to your ritual book. The spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the ritual spell to master it, as well as the fine inks you need to record it.

Shake it Off
You can recover quickly from critical hits.
► After being dealt a critical hit, you may expend a Hit Die as a reaction after you are dealt the damage. If you are unconscious, you may not use this ability. This counts against your total number of Hit Dice you may use per day.

Sidekick
You have a friend, a pal, a buddy who will stick by your side through thick and thin.
► You have a cohort who is the exact same level as you, but is controlled by the DM. This cohort cannot be the same class as you and cannot possess magical items unless you give them to your cohort. The cohort does not count when determining how much XP to award for combat or otherwise. The cohort will be with you whenever you want the cohort to be there. If the cohort dies, a replacement can only be attained through rp, if at all.
Normal: Any followers or companions that assist in battle cut into XP awards as if they were another PC.

Two-Weapon Rend
You revel in the defeat of weakened foes.
Prerequisite(s): Two-Weapon Fighting.
► When you use Two-Weapon Fighting and hit with both weapons, you add an amount of bonus damage equal to 1d6 + your proficiency bonus.

Customization

Alucinor Trachea