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5etools-mirror-2.github.io/data/feats.json
TheGiddyLimit 8117ebddc5 v1.198.1
2024-01-01 19:34:49 +00:00

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{
"feat": [
{
"name": "Aberrant Dragonmark",
"source": "ERLW",
"page": 52,
"prerequisite": [
{
"other": "No other dragonmark"
}
],
"ability": [
{
"con": 1
}
],
"additionalSpells": [
{
"ability": "con",
"innate": {
"_": {
"rest": {
"1": [
{
"choose": "level=1|class=Sorcerer"
}
]
}
}
},
"known": {
"_": [
{
"choose": "level=0|class=Sorcerer"
}
]
}
}
],
"entries": [
"You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:",
{
"type": "list",
"items": [
"You learn a {@filter cantrip of your choice from the sorcerer spell list|spells|level=0|class=Sorcerer}. In addition, choose a {@filter 1st-level spell from the sorcerer spell list|spells|level=1|class=Sorcerer}. 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.",
{
"type": "table",
"caption": "Aberrant Dragonmark Flaws",
"colLabels": [
"d8",
"Flaw"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"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."
]
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Option: Greater Aberrant Powers",
"entries": [
"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 {@chance 10|10 percent} chance of gaining an {@filter epic boon|rewards|type=boon} from among the options in chapter 7 of the {@book Dungeon Master's Guide|DMG}. If the character fails to gain a boon, they have a {@chance 10|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."
]
}
]
}
]
}
]
},
{
"name": "Actor",
"source": "PHB",
"page": 165,
"ability": [
{
"cha": 1
}
],
"entries": [
"Skilled at mimicry and dramatics, you gain the following benefits:",
{
"type": "list",
"items": [
"You have advantage on Charisma ({@skill Deception}) and Charisma ({@skill 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 ({@skill Insight}) check contested by your Charisma ({@skill Deception}) check allows a listener to determine that the effect is faked."
]
}
]
},
{
"name": "Adept of the Black Robes",
"source": "DSotDQ",
"page": 31,
"prerequisite": [
{
"level": 4,
"feat": [
"initiate of high sorcery|dsotdq|initiate of high sorcery (nuitari)"
]
}
],
"additionalSpells": [
{
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"innate": {
"_": {
"daily": {
"1e": [
{
"choose": "level=2|school=E;N"
}
]
}
}
}
}
],
"entries": [
"You chose the moon Nuitari to influence your magic, and your ambition and loyalty to the Order of the Black Robes have been recognized, granting you these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Ambitious Magic",
"entries": [
"You learn one 2nd-level spell of your choice. The {@filter 2nd-level spell|spells|level=2|school=E;N} must be from the enchantment or necromancy school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the {@feat Initiate of High Sorcery|DSotDQ} feat."
]
},
{
"type": "item",
"name": "Life Channel",
"entries": [
"You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total."
]
}
]
}
],
"hasFluffImages": true
},
{
"name": "Adept of the Red Robes",
"source": "DSotDQ",
"page": 32,
"prerequisite": [
{
"level": 4,
"feat": [
"initiate of high sorcery|dsotdq|initiate of high sorcery (lunitari)"
]
}
],
"additionalSpells": [
{
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"innate": {
"_": {
"daily": {
"1e": [
{
"choose": "level=2|school=I;T"
}
]
}
}
}
}
],
"entries": [
"You chose the moon Lunitari to influence your magic, and your dedication to maintaining the balance between all things has been recognized by the Order of the Red Robes, granting you these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Insightful Magic",
"entries": [
"You learn one 2nd-level spell of your choice. The {@filter 2nd-level spell|spells|level=2|school=I;T} must be from the illusion or transmutation school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the {@feat Initiate of High Sorcery|DSotDQ} feat."
]
},
{
"type": "item",
"name": "Magical Balance",
"entries": [
"When you make an attack roll or an ability check and roll a 9 or lower on the {@dice d20}, you can balance fate and treat the roll as a 10. You can balance fate in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
}
],
"hasFluffImages": true
},
{
"name": "Adept of the White Robes",
"source": "DSotDQ",
"page": 32,
"prerequisite": [
{
"level": 4,
"feat": [
"initiate of high sorcery|dsotdq|initiate of high sorcery (solinari)"
]
}
],
"additionalSpells": [
{
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"innate": {
"_": {
"daily": {
"1e": [
{
"choose": "level=2|school=A;D"
}
]
}
}
}
}
],
"entries": [
"You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Protective Magic",
"entries": [
"You learn one 2nd-level spell of your choice. The {@filter 2nd-level spell|spells|level=2|school=A;D} must be from the abjuration or divination school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the {@feat Initiate of High Sorcery|DSotDQ} feat."
]
},
{
"type": "item",
"name": "Protective Ward",
"entries": [
"When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier."
]
}
]
}
],
"hasFluffImages": true
},
{
"name": "Adroit Crafter",
"source": "GHLoE",
"prerequisite": [
{
"otherSummary": {
"entry": "Proficiency in a skill or tool",
"entrySummary": "Prof skill/tool"
}
}
],
"entries": [
"You've trained in crafting items using a skill or tool that you're proficient with, and the steps in crafting have become second nature to you. You gain the following benefits:",
{
"type": "list",
"items": [
"The time it takes to create an item using your proficient skills or tools is halved.",
"If you fail to successfully craft the item and would lose the components, you retain the components instead."
]
}
]
},
{
"name": "Agent of Order",
"source": "SatO",
"page": 10,
"prerequisite": [
{
"level": 4,
"feat": [
"scion of the outer planes|sato|scion of the outer planes (lawful outer plane)"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"dex",
"con",
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You can channel cosmic forces of order to gain these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Stasis Strike",
"entries": [
"Once per turn, when you damage a creature you can see within 60 feet of yourself, you can deal an extra {@damage 1d8} force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat) as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
}
]
},
{
"name": "Alert",
"source": "PHB",
"page": 165,
"entries": [
"Always on the lookout for danger, you gain the following benefits:",
{
"type": "list",
"items": [
"You gain a +5 bonus to initiative.",
"You can't be {@quickref Surprise|PHB|3|0|surprised} while you are conscious.",
"Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you."
]
}
]
},
{
"name": "Artificer Initiate",
"source": "TCE",
"page": 79,
"toolProficiencies": [
{
"anyArtisansTool": 1
}
],
"additionalSpells": [
{
"ability": "int",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Artificer"
}
]
}
}
},
"known": {
"_": [
{
"choose": "level=0|class=Artificer"
}
]
}
}
],
"entries": [
"You've learned some of an artificer's inventiveness:",
{
"type": "list",
"items": [
"You learn one cantrip of your choice from the {@filter artificer spell list|spells|level=0;1|class=artificer}, and you learn one 1st-level spell of your choice from {@filter that list|spells|level=0;1|class=artificer}. Intelligence is your spellcasting ability for these spells.",
"You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.",
"You gain proficiency with one type of {@filter artisan's tools|items|type=artisan's tools} of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability."
]
}
]
},
{
"name": "Athlete",
"source": "PHB",
"page": 165,
"ability": [
{
"choose": {
"from": [
"str",
"dex"
],
"amount": 1
}
}
],
"entries": [
"You have undergone extensive physical training to gain the following benefits:",
{
"type": "list",
"items": [
"When you are {@condition 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."
]
}
]
},
{
"name": "Baleful Scion",
"source": "SatO",
"page": 10,
"prerequisite": [
{
"level": 4,
"feat": [
"scion of the outer planes|sato|scion of the outer planes (evil outer plane)"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"dex",
"con",
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You can channel cosmic forces of evil to gain these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Grasp of Avarice",
"entries": [
"Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals {@dice 1d6} + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
}
]
},
{
"name": "Bountiful Luck",
"source": "XGE",
"page": 73,
"prerequisite": [
{
"race": [
{
"name": "halfling"
}
]
}
],
"entries": [
"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 {@dice 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."
]
},
{
"name": "Careful Crafter",
"source": "GHLoE",
"prerequisite": [
{
"otherSummary": {
"entry": "Proficiency in a skill or tool",
"entrySummary": "Prof skill/tool"
}
}
],
"entries": [
"You've trained in crafting items using a skill or tool that you're proficient with, and your creations are known for being well made and reliable. You gain the following benefits:",
{
"type": "list",
"items": [
"You make all ability checks for crafting with advantage.",
"Anyone assisting you in crafting an item gains advantage on their ability checks for crafting.",
"If you fail to successfully craft the item, the amount of time it took to complete the process is halved."
]
}
]
},
{
"name": "Cartomancer",
"source": "BMT",
"page": 49,
"prerequisite": [
{
"level": 4,
"spellcastingFeature": true
}
],
"additionalSpells": [
{
"innate": {
"known": {
"_": [
"prestidigitation#c"
]
}
}
}
],
"entries": [
"You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Card Tricks",
"entries": [
"You learn the {@spell Prestidigitation} cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use {@spell Prestidigitation} in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling."
]
},
{
"type": "item",
"name": "Hidden Ace",
"entries": [
"When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic."
]
}
]
}
]
},
{
"name": "Charger",
"source": "PHB",
"page": 165,
"entries": [
"When you use your action to {@action Dash}, you can use a bonus action to make one melee weapon attack or to {@action 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)."
]
},
{
"name": "Chef",
"source": "TCE",
"page": 79,
"ability": [
{
"choose": {
"from": [
"con",
"wis"
],
"amount": 1
}
}
],
"toolProficiencies": [
{
"cook's utensils": true
}
],
"entries": [
"Time spent mastering the culinary arts has paid off, granting you the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency with {@item cook's utensils|phb} if you don't already have it.",
"As part of a short rest, you can cook special food, provided you have ingredients and {@item cook's utensils|phb} on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra {@dice 1d8} hit points.",
"With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. 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 hit points equal to your proficiency bonus."
]
}
]
},
{
"name": "Cohort of Chaos",
"source": "SatO",
"page": 10,
"prerequisite": [
{
"level": 4,
"feat": [
"scion of the outer planes|sato|scion of the outer planes (chaotic outer plane)"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"dex",
"con",
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You can channel cosmic forces of chaos to gain these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "entries",
"name": "Chaotic Flare",
"entries": [
"When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll a d4 and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can't occur until after the first flare ends.",
{
"type": "table",
"caption": "Chaotic Flares",
"colStyles": [
"col-2 text-center",
"col-10"
],
"colLabels": [
"d4",
"Flare"
],
"rows": [
[
"1",
"{@b Battle Fury.} A creature of your choice that you can see is filled with reckless fury. It has advantage on attack rolls and disadvantage on ability checks."
],
[
"2",
"{@b Disruption Field.} Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first time on a turn, takes {@damage 1d8} force damage."
],
[
"3",
"{@b Unbound.} When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you're wearing or carrying, up to the distance used to an unoccupied space that you can see."
],
[
"4",
"{@b Wailing Winds.} Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws."
]
]
}
]
}
]
}
]
},
{
"name": "Crossbow Expert",
"source": "PHB",
"page": 165,
"entries": [
"Thanks to extensive practice with the crossbow, you gain the following benefits:",
{
"type": "list",
"items": [
"You ignore the loading quality 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 {@action Attack} action and attack with a one-handed weapon, you can use a bonus action to attack with a {@item hand crossbow|phb} you are holding."
]
}
]
},
{
"name": "Cruel",
"source": "TDCSR",
"page": 190,
"entries": [
"The challenges and struggles you've faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are {@dice d6|d6s}. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.",
"You can roll a cruelty die under any of the following circumstances, with the indicated result:",
{
"type": "list",
"items": [
"When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.",
"When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.",
"When you make a Charisma ({@skill Intimidation}) check, spend one cruelty die and add the roll to your check."
]
},
"You regain all spent cruelty dice when you finish a {@quickref resting|PHB|2|0|long rest}."
]
},
{
"name": "Crusher",
"source": "TCE",
"page": 79,
"ability": [
{
"choose": {
"from": [
"str",
"con"
],
"amount": 1
}
}
],
"entries": [
"You are practiced in the art of crushing your enemies, granting you the following benefits:",
{
"type": "list",
"items": [
"Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.",
"When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn."
]
}
]
},
{
"name": "Defensive Duelist",
"source": "PHB",
"page": 165,
"prerequisite": [
{
"ability": [
{
"dex": 13
}
]
}
],
"entries": [
"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."
]
},
{
"name": "Divinely Favored",
"source": "DSotDQ",
"page": 32,
"prerequisite": [
{
"level": 4,
"campaign": [
"Dragonlance"
]
}
],
"additionalSpells": [
{
"name": "Evil",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
{
"choose": "level=0|class=Cleric",
"count": 1
}
]
},
"innate": {
"_": {
"daily": {
"1e": [
"augury",
{
"choose": "level=1|class=warlock"
}
]
}
}
}
},
{
"name": "Good",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
{
"choose": "level=0|class=Cleric",
"count": 1
}
]
},
"innate": {
"_": {
"daily": {
"1e": [
"augury",
{
"choose": "level=1|class=cleric"
}
]
}
}
}
},
{
"name": "Neutral",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
{
"choose": "level=0|class=Cleric",
"count": 1
}
]
},
"innate": {
"_": {
"daily": {
"1e": [
"augury",
{
"choose": "level=1|class=druid"
}
]
}
}
}
}
],
"entries": [
"A god chose you to carry a spark of their power.",
"You learn one cantrip of your choice from the {@filter cleric spell list|spells|level=0|class=cleric} and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the {@spell augury} spell.",
{
"type": "table",
"caption": "Alignment Spells",
"colLabels": [
"Alignment",
"1st-Level Spell"
],
"colStyles": [
"col-2",
"col-10"
],
"rows": [
[
"Evil",
"Choose one {@filter 1st-level warlock spell|spells|level=1|class=warlock}"
],
[
"Good",
"Choose one {@filter 1st-level cleric spell|spells|level=1|class=cleric}"
],
[
"Neutral",
"Choose one {@filter 1st-level druid spell|spells|level=1|class=druid}"
]
]
},
"You can cast the chosen 1st-level spell and the {@spell augury} spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level.",
"Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).",
"In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat."
]
},
{
"name": "Dragon Fear",
"source": "XGE",
"page": 74,
"prerequisite": [
{
"race": [
{
"name": "dragonborn"
}
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"con",
"cha"
],
"amount": 1
}
}
],
"entries": [
"When angered, you radiate menace. You gain the following benefits:",
{
"type": "list",
"items": [
"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 {@condition frightened} of you for 1 minute. If the {@condition frightened} target takes any damage, it can repeat the saving throw, ending the effect on itself on a success."
]
}
]
},
{
"name": "Dragon Hide",
"source": "XGE",
"page": 74,
"prerequisite": [
{
"race": [
{
"name": "dragonborn"
}
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"con",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:",
{
"type": "list",
"items": [
"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 {@dice 1d4} + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike."
]
}
]
},
{
"name": "Drow High Magic",
"source": "XGE",
"page": 74,
"prerequisite": [
{
"race": [
{
"name": "elf",
"subrace": "drow"
}
]
}
],
"additionalSpells": [
{
"ability": "cha",
"innate": {
"_": {
"will": [
"detect magic"
],
"daily": {
"1e": [
"levitate",
"dispel magic"
]
}
}
}
}
],
"entries": [
"You learn more of the magic typical of dark elves. You learn the {@spell detect magic} spell and can cast it at will, without expending a spell slot. You also learn {@spell levitate} and {@spell dispel magic}, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells."
]
},
{
"name": "Dual Wielder",
"source": "PHB",
"page": 165,
"entries": [
"You master fighting with two weapons, gaining the following benefits:",
{
"type": "list",
"items": [
"You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.",
"You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.",
"You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one."
]
}
]
},
{
"name": "Dungeon Delver",
"source": "PHB",
"page": 166,
"entries": [
"Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:",
{
"type": "list",
"items": [
"You have advantage on Wisdom ({@skill Perception}) and Intelligence ({@skill Investigation}) checks made to detect the presence of secret doors.",
"You have advantage on saving throws made to avoid or resist traps.",
"You have resistance to the damage dealt by traps.",
"Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom ({@skill Perception}) score."
]
}
]
},
{
"name": "Durable",
"source": "PHB",
"page": 166,
"ability": [
{
"con": 1
}
],
"entries": [
"Hardy and resilient, you gain the following benefits:",
{
"type": "list",
"items": [
"When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2)."
]
}
]
},
{
"name": "Dwarven Fortitude",
"source": "XGE",
"page": 74,
"prerequisite": [
{
"race": [
{
"name": "dwarf"
}
]
}
],
"ability": [
{
"con": 1
}
],
"entries": [
"You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:",
{
"type": "list",
"items": [
"Whenever you take the {@action Dodge} action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)."
]
}
]
},
{
"name": "Eldritch Adept",
"source": "TCE",
"page": 79,
"prerequisite": [
{
"spellcasting2020": true
}
],
"optionalfeatureProgression": [
{
"name": "Eldritch Invocations",
"featureType": [
"EI"
],
"progression": {
"*": 1
}
}
],
"entries": [
"Studying occult lore, you learn one {@filter Eldritch Invocation|optionalfeatures|Feature Type=EI} option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.",
"Whenever you gain a level, you can replace the invocation with another one from the warlock class."
],
"hasFluffImages": true
},
{
"name": "Elemental Adept",
"source": "PHB",
"page": 166,
"prerequisite": [
{
"spellcasting": true
}
],
"entries": [
"When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.",
"Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.",
"You can select this feat multiple times. Each time you do so, you must choose a different damage type."
]
},
{
"name": "Elven Accuracy",
"source": "XGE",
"page": 74,
"prerequisite": [
{
"race": [
{
"name": "elf"
},
{
"name": "half-elf"
}
]
}
],
"ability": [
{
"choose": {
"from": [
"dex",
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"entries": [
"The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:",
{
"type": "list",
"items": [
"Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once."
]
}
]
},
{
"name": "Ember of the Fire Giant",
"source": "BGG",
"page": 17,
"prerequisite": [
{
"level": 4,
"feat": [
"strike of the giants|BGG|strike of the giants (fire strike)"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"con",
"wis"
],
"amount": 1
}
}
],
"resist": [
"fire"
],
"entries": [
"You've manifested the fiery combat emblematic of fire giants, granting you the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Born of Flame",
"entries": [
"You have resistance to fire damage."
]
},
{
"type": "item",
"name": "Searing Ignition",
"entries": [
"When you take the {@action Attack} action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to {@dice 1d8} + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest."
]
}
]
}
]
},
{
"name": "Fade Away",
"source": "XGE",
"page": 74,
"prerequisite": [
{
"race": [
{
"name": "gnome"
}
]
}
],
"ability": [
{
"choose": {
"from": [
"dex",
"int"
],
"amount": 1
}
}
],
"entries": [
"Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:",
{
"type": "list",
"items": [
"Immediately after you take damage, you can use a reaction to magically become {@condition 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."
]
}
]
},
{
"name": "Fey Teleportation",
"source": "XGE",
"page": 74,
"prerequisite": [
{
"race": [
{
"name": "elf",
"subrace": "high"
}
]
}
],
"ability": [
{
"choose": {
"from": [
"int",
"cha"
],
"amount": 1
}
}
],
"languageProficiencies": [
{
"sylvan": true
}
],
"additionalSpells": [
{
"ability": "int",
"innate": {
"_": {
"daily": {
"1": [
"misty step"
]
}
}
}
}
],
"entries": [
"Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:",
{
"type": "list",
"items": [
"You learn to speak, read, and write {@language Sylvan}.",
"You learn the {@spell misty step} spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell."
]
}
]
},
{
"name": "Fey Touched",
"source": "TCE",
"page": 79,
"ability": [
{
"choose": {
"from": [
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"additionalSpells": [
{
"ability": "inherit",
"innate": {
"_": {
"daily": {
"1e": [
"misty step",
{
"choose": "level=1|school=E;D"
}
]
}
}
}
}
],
"entries": [
"Your exposure to the Feywild's magic has changed you, granting you the following benefits:",
{
"type": "list",
"items": [
"You learn the {@spell misty step} spell and one {@filter 1st-level spell|spells|level=1|school=E;D} of your choice. The {@filter 1st-level spell|spells|level=1|school=E;D} must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat."
]
}
]
},
{
"name": "Fighting Initiate",
"source": "TCE",
"page": 80,
"prerequisite": [
{
"proficiency": [
{
"weapon": "martial"
}
]
}
],
"optionalfeatureProgression": [
{
"name": "Fighting Style",
"featureType": [
"FS:F"
],
"progression": {
"*": 1
}
}
],
"entries": [
"Your martial training has helped you develop a particular style of fighting. As a result, you learn one {@filter Fighting Style|optionalfeatures|Feature Type=FS:F} option of your choice from the fighter class. If you already have a style, the one you choose must be different.",
"Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have."
]
},
{
"name": "Flames of Phlegethos",
"source": "XGE",
"page": 74,
"prerequisite": [
{
"race": [
{
"name": "tiefling"
}
]
}
],
"ability": [
{
"choose": {
"from": [
"int",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You learn to call on hellfire to serve your commands. You gain the following benefits:",
{
"type": "list",
"items": [
"When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.",
"Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes {@damage 1d4} fire damage."
]
}
]
},
{
"name": "Flash Recall",
"source": "TDCSR",
"page": 190,
"prerequisite": [
{
"spellcastingPrepared": true
}
],
"entries": [
"You've developed the ability to instantly recall an unprepared spell in moments of sudden necessity.",
"As a bonus action, you prepare a spell of 1st level or higher from your spellbook (if you're a {@class wizard}) or from your class spell list (if you're not a {@class wizard}). This spell must be of a level for which you have spell slots, and it replaces another spell of an equal or higher level that you had previously prepared.",
"Once you use this feat to recall a spell, you can't do so again until you complete a {@quickref resting|PHB|2|0|short or long rest}.",
{
"type": "inset",
"name": "Rules Tip: Prepared Spells",
"page": 190,
"entries": [
"The Flash Recall feat requires you to be a spellcaster who prepares spells. This includes classes such as {@class cleric||clerics}, {@class druid||druids}, and {@class paladin||paladins}, who prepare spells each day from their class list, and {@class wizard||wizards}, who prepare spells from a spellbook. Classes such as {@class bard||bards} and {@class sorcerer||sorcerers}, who inherently know their spells rather than preparing them, can't benefit from this feat."
]
}
]
},
{
"name": "Fury of the Frost Giant",
"source": "BGG",
"page": 17,
"prerequisite": [
{
"level": 4,
"feat": [
"strike of the giants|BGG|strike of the giants (frost strike)"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"con",
"wis"
],
"amount": 1
}
}
],
"resist": [
"cold"
],
"entries": [
"You've manifested the icy might emblematic of frost giants, granting you the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Born of Ice",
"entries": [
"You have resistance to cold damage."
]
},
{
"type": "item",
"name": "Frigid Retaliation",
"entries": [
"Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to {@dice 1d8} + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
}
],
"hasFluffImages": true
},
{
"name": "Gift of the Chromatic Dragon",
"source": "FTD",
"page": 17,
"entries": [
"You've manifested some of the power of chromatic dragons, granting you the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Chromatic Infusion",
"entries": [
"As a bonus action, you can touch a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra {@damage 1d4} damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest."
]
},
{
"type": "item",
"name": "Reactive Resistance",
"entries": [
"When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
}
]
},
{
"name": "Gift of the Gem Dragon",
"source": "FTD",
"page": 17,
"ability": [
{
"choose": {
"from": [
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You've manifested some of the power of gem dragons, granting you the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Telekinetic Reprisal",
"entries": [
"When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes {@damage 2d8} force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
}
]
},
{
"name": "Gift of the Metallic Dragon",
"source": "FTD",
"page": 17,
"additionalSpells": [
{
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"innate": {
"_": {
"daily": {
"1": [
"cure wounds"
]
}
}
}
}
],
"entries": [
"You've manifested some of the power of metallic dragons, granting you the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Draconic Healing",
"entries": [
"You learn the {@spell cure wounds} spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat)."
]
},
{
"type": "item",
"name": "Protective Wings",
"entries": [
"You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
}
]
},
{
"name": "Grappler",
"source": "PHB",
"page": 167,
"srd": true,
"prerequisite": [
{
"ability": [
{
"str": 13
}
]
}
],
"entries": [
"You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:",
{
"type": "list",
"items": [
"You have advantage on attack rolls against a creature you are grappling.",
"You can use your action to try to pin a creature {@condition grappled} by you. To do so, make another grapple check. If you succeed, you and the creature are both {@condition restrained} until the grapple ends."
]
}
]
},
{
"name": "Great Weapon Master",
"source": "PHB",
"page": 167,
"entries": [
"You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:",
{
"type": "list",
"items": [
"On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.",
"Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage."
]
}
]
},
{
"name": "Guile of the Cloud Giant",
"source": "BGG",
"page": 18,
"prerequisite": [
{
"level": 4,
"feat": [
"strike of the giants|BGG|strike of the giants (cloud strike)"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"con",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You've manifested the confounding magic emblematic of cloud giants, granting you the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Cloudy Escape",
"entries": [
"When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack's damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
}
]
},
{
"name": "Gunner",
"source": "TCE",
"page": 80,
"ability": [
{
"dex": 1
}
],
"weaponProficiencies": [
{
"firearms": true
}
],
"entries": [
"You have a quick hand and keen eye when employing firearms, granting you the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency with firearms (see \"{@variantrule Firearms|DMG}\" in the Dungeon Master's Guide).",
"You ignore the loading property of firearms.",
"Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls."
]
}
]
},
{
"name": "Healer",
"source": "PHB",
"page": 167,
"entries": [
"You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:",
{
"type": "list",
"items": [
"When you use a {@item healer's kit|phb} to stabilize a dying creature, that creature also regains 1 hit point.",
"As an action, you can spend one use of a {@item healer's kit|phb} to tend to a creature and restore {@dice 1d6 + 4} hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest."
]
}
]
},
{
"name": "Heavily Armored",
"source": "PHB",
"page": 167,
"prerequisite": [
{
"proficiency": [
{
"armor": "medium"
}
]
}
],
"ability": [
{
"str": 1
}
],
"armorProficiencies": [
{
"heavy": true
}
],
"entries": [
"You have trained to master the use of heavy armor, gaining the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency with heavy armor."
]
}
]
},
{
"name": "Heavy Armor Master",
"source": "PHB",
"page": 167,
"prerequisite": [
{
"proficiency": [
{
"armor": "heavy"
}
]
}
],
"ability": [
{
"str": 1
}
],
"entries": [
"You can use your armor to deflect strikes that would kill others. You gain the following benefits:",
{
"type": "list",
"items": [
"While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3."
]
}
]
},
{
"name": "Infernal Constitution",
"source": "XGE",
"page": 75,
"prerequisite": [
{
"race": [
{
"name": "tiefling"
}
]
}
],
"ability": [
{
"con": 1
}
],
"resist": [
"cold",
"poison"
],
"entries": [
"Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:",
{
"type": "list",
"items": [
"You have resistance to cold and poison damage.",
"You have advantage on saving throws against being {@condition poisoned}."
]
}
]
},
{
"name": "Initiate of High Sorcery",
"source": "DSotDQ",
"page": 32,
"prerequisite": [
{
"campaign": [
"Dragonlance"
],
"level": {
"level": 1,
"class": {
"name": "Sorcerer",
"visible": true
}
}
},
{
"campaign": [
"Dragonlance"
],
"level": {
"level": 1,
"class": {
"name": "Wizard",
"visible": true
}
}
},
{
"campaign": [
"Dragonlance"
],
"background": [
{
"name": "Mage of High Sorcery",
"displayEntry": "{@background Mage of High Sorcery|DSotDQ}"
}
]
}
],
"additionalSpells": [
{
"name": "Nuitari",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
{
"choose": "level=0|class=Wizard"
}
]
},
"innate": {
"_": {
"daily": {
"1e": [
{
"choose": {
"from": [
"dissonant whispers",
"false life",
"hex",
"ray of sickness"
],
"count": 2
}
}
]
}
}
}
},
{
"name": "Lunitari",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
{
"choose": "level=0|class=Wizard"
}
]
},
"innate": {
"_": {
"daily": {
"1e": [
{
"choose": {
"from": [
"color spray",
"disguise self",
"feather fall",
"longstrider"
],
"count": 2
}
}
]
}
}
}
},
{
"name": "Solinari",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
{
"choose": "level=0|class=Wizard"
}
]
},
"innate": {
"_": {
"daily": {
"1e": [
{
"choose": {
"from": [
"comprehend languages",
"detect evil and good",
"protection from evil and good",
"shield"
],
"count": 2
}
}
]
}
}
}
}
],
"entries": [
"You've received training from magic-users affiliated with the Mages of High Sorcery.",
"Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.",
{
"type": "table",
"caption": "Lunar Spells",
"colLabels": [
"Moon",
"1st-Level Spell"
],
"colStyles": [
"col-1",
"col-11"
],
"rows": [
[
"Nuitari",
"Choose two from {@spell dissonant whispers}, {@spell false life}, {@spell hex}, and {@spell ray of sickness}"
],
[
"Lunitari",
"Choose two from {@spell color spray}, {@spell disguise self}, {@spell feather fall}, and {@spell longstrider}"
],
[
"Solinari",
"Choose two from {@spell comprehend languages}, {@spell detect evil and good}, {@spell protection from evil and good}, and {@spell shield}"
]
]
},
"You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.",
"Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat)."
],
"hasFluffImages": true
},
{
"name": "Inspiring Leader",
"source": "PHB",
"page": 167,
"prerequisite": [
{
"ability": [
{
"cha": 13
}
]
}
],
"entries": [
"You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest."
],
"hasFluffImages": true
},
{
"name": "Keen Mind",
"source": "PHB",
"page": 167,
"ability": [
{
"int": 1
}
],
"entries": [
"You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:",
{
"type": "list",
"items": [
"You always know which way is north.",
"You always know the number of hours left before the next sunrise or sunset.",
"You can accurately recall anything you have seen or heard within the past month."
]
}
]
},
{
"name": "Keenness of the Stone Giant",
"source": "BGG",
"page": 18,
"prerequisite": [
{
"level": 4,
"feat": [
"strike of the giants|BGG|strike of the giants (stone strike)"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"con",
"wis"
],
"amount": 1
}
}
],
"entries": [
"You've manifested the physical talents emblematic of stone giants, granting you the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Cavernous Sight",
"entries": [
"You gain {@sense darkvision} with a range of 60 feet. If you already have {@sense darkvision} from another source, its range increases by 60 feet."
]
},
{
"type": "item",
"name": "Stone Throw",
"entries": [
"As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On a hit, the rock deals {@damage 1d10} force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
}
]
},
{
"name": "Knight of the Crown",
"source": "DSotDQ",
"page": 32,
"prerequisite": [
{
"level": 4,
"feat": [
"squire of solamnia|dsotdq"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"dex",
"con"
],
"amount": 1
}
}
],
"entries": [
"You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Commanding Rally",
"entries": [
"As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a {@dice d8} and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
},
{
"type": "inset",
"name": "Membership in Knightly Orders",
"entries": [
"Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired."
]
}
]
},
{
"name": "Knight of the Rose",
"source": "DSotDQ",
"page": 33,
"prerequisite": [
{
"level": 4,
"feat": [
"squire of solamnia|dsotdq"
]
}
],
"ability": [
{
"choose": {
"from": [
"con",
"wis",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Bolstering Rally",
"entries": [
"As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to {@dice 1d8} + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
},
{
"type": "inset",
"name": "Membership in Knightly Orders",
"entries": [
"Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired."
]
}
]
},
{
"name": "Knight of the Sword",
"source": "DSotDQ",
"page": 33,
"prerequisite": [
{
"level": 4,
"feat": [
"squire of solamnia|dsotdq"
]
}
],
"ability": [
{
"choose": {
"from": [
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Demoralizing Strike",
"entries": [
"Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is {@condition frightened} of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
},
{
"type": "inset",
"name": "Membership in Knightly Orders",
"entries": [
"Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired."
]
}
]
},
{
"name": "Lightly Armored",
"source": "PHB",
"page": 167,
"ability": [
{
"choose": {
"from": [
"str",
"dex"
],
"amount": 1
}
}
],
"armorProficiencies": [
{
"light": true
}
],
"entries": [
"You have trained to master the use of light armor, gaining the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency with light armor."
]
}
]
},
{
"name": "Linguist",
"source": "PHB",
"page": 167,
"ability": [
{
"int": 1
}
],
"languageProficiencies": [
{
"any": 3
}
],
"entries": [
"You have studied languages and codes, gaining the following benefits:",
{
"type": "list",
"items": [
"You learn three languages of your choice.",
"You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it."
]
}
]
},
{
"name": "Lucky",
"source": "PHB",
"page": 167,
"entries": [
"You have inexplicable luck that seems to kick in at just the right moment.",
"You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional {@dice d20}. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the {@dice d20}s is used for the attack roll, ability check, or saving throw.",
"You can also spend one luck point when an attack roll is made against you. Roll a {@dice d20}, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.",
"You regain your expended luck points when you finish a long rest."
]
},
{
"name": "Mage Slayer",
"source": "PHB",
"page": 168,
"entries": [
"You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:",
{
"type": "list",
"items": [
"When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.",
"When you damage a creature that is {@status concentration||concentrating} on a spell, that creature has disadvantage on the saving throw it makes to maintain its {@status concentration}.",
"You have advantage on saving throws against spells cast by creatures within 5 feet of you."
]
}
]
},
{
"name": "Magic Initiate",
"source": "PHB",
"page": 168,
"additionalSpells": [
{
"name": "Bard Spells",
"ability": "cha",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Bard"
}
]
}
}
},
"known": {
"_": [
{
"choose": "level=0|class=Bard",
"count": 2
}
]
}
},
{
"name": "Cleric Spells",
"ability": "wis",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Cleric"
}
]
}
}
},
"known": {
"_": [
{
"choose": "level=0|class=Cleric",
"count": 2
}
]
}
},
{
"name": "Druid Spells",
"ability": "wis",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Druid"
}
]
}
}
},
"known": {
"_": [
{
"choose": "level=0|class=Druid",
"count": 2
}
]
}
},
{
"name": "Sorcerer Spells",
"ability": "cha",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Sorcerer"
}
]
}
}
},
"known": {
"_": [
{
"choose": "level=0|class=Sorcerer",
"count": 2
}
]
}
},
{
"name": "Warlock Spells",
"ability": "cha",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Warlock"
}
]
}
}
},
"known": {
"_": [
{
"choose": "level=0|class=Warlock",
"count": 2
}
]
}
},
{
"name": "Wizard Spells",
"ability": "int",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Wizard"
}
]
}
}
},
"known": {
"_": [
{
"choose": "level=0|class=Wizard",
"count": 2
}
]
}
}
],
"entries": [
"Choose a class: {@filter bard|spells|level=0;1|class=bard}, {@filter cleric|spells|level=0;1|class=cleric}, {@filter druid|spells|level=0;1|class=druid}, {@filter sorcerer|spells|level=0;1|class=sorcerer}, {@filter warlock|spells|level=0;1|class=warlock}, or {@filter wizard|spells|level=0;1|class=wizard}. You learn two cantrips of your choice from that class's spell list.",
"In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.",
"Your spellcasting ability for these spells depends on the class you chose: Charisma for {@filter bard|spells|level=0;1|class=bard}, {@filter sorcerer|spells|level=0;1|class=sorcerer}, or {@filter warlock|spells|level=0;1|class=warlock}; Wisdom for {@filter cleric|spells|level=0;1|class=cleric} or {@filter druid|spells|level=0;1|class=druid}; or Intelligence for {@filter wizard|spells|level=0;1|class=wizard}."
]
},
{
"name": "Martial Adept",
"source": "PHB",
"page": 168,
"optionalfeatureProgression": [
{
"name": "Maneuvers",
"featureType": [
"MV:B"
],
"progression": {
"*": 2
}
}
],
"entries": [
"You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:",
{
"type": "list",
"items": [
"You learn two {@filter maneuvers|optionalfeatures|feature type=MV:B} of your choice from among those available to the {@class fighter|phb|Battle Master|Battle Master|phb|2-0} archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).",
"You gain one superiority die, which is a {@dice d6} (this die is added to any superiority dice you have from another source). This die is 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."
]
}
]
},
{
"name": "Medium Armor Master",
"source": "PHB",
"page": 168,
"prerequisite": [
{
"proficiency": [
{
"armor": "medium"
}
]
}
],
"entries": [
"You have practiced moving in medium armor to gain the following benefits:",
{
"type": "list",
"items": [
"Wearing medium armor doesn't impose disadvantage on your Dexterity ({@skill Stealth}) checks.",
"When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher."
]
}
]
},
{
"name": "Metamagic Adept",
"source": "TCE",
"page": 80,
"prerequisite": [
{
"spellcasting2020": true
}
],
"optionalfeatureProgression": [
{
"name": "Metamagic",
"featureType": [
"MM"
],
"progression": {
"*": 2
}
}
],
"entries": [
"You've learned how to exert your will on your spells to alter how they function:",
{
"type": "list",
"items": [
"You learn two {@filter Metamagic|optionalfeatures|Feature Type=MM} options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.",
"You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest."
]
}
]
},
{
"name": "Mobile",
"source": "PHB",
"page": 168,
"entries": [
"You are exceptionally speedy and agile. You gain the following benefits:",
{
"type": "list",
"items": [
"Your speed increases by 10 feet.",
"When you use the {@action Dash} action, {@quickref difficult terrain||3} doesn't cost you extra movement on that turn.",
"When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not."
]
}
]
},
{
"name": "Moderately Armored",
"source": "PHB",
"page": 168,
"prerequisite": [
{
"proficiency": [
{
"armor": "light"
}
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"dex"
],
"amount": 1
}
}
],
"armorProficiencies": [
{
"medium": true,
"shield|phb": true
}
],
"entries": [
"You have trained to master the use of medium armor and shields, gaining the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency with medium armor and shields."
]
}
]
},
{
"name": "Mounted Combatant",
"source": "PHB",
"page": 168,
"entries": [
"You are a dangerous foe to face while mounted. While you are mounted and aren't {@condition incapacitated}, you gain the following benefits:",
{
"type": "list",
"items": [
"You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.",
"You can force an attack targeted at your mount to target you instead.",
"If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
]
}
]
},
{
"name": "Mystic Conflux",
"source": "TDCSR",
"page": 190,
"additionalSpells": [
{
"innate": {
"_": {
"daily": {
"1e": [
"identify"
]
}
}
}
}
],
"entries": [
"You possess an intuitive understanding of the way magic ebbs and flows within enchanted items. Such items attune easily to you, and you are able to sound out their secrets. You gain the following benefits:",
{
"type": "list",
"items": [
"You can attune to up to four magic items at once.",
"You can cast the {@spell identify} spell without expending a spell slot or material components. You must finish a {@quickref resting|PHB|2|0|long rest} before you can do so again."
]
}
]
},
{
"name": "Observant",
"source": "PHB",
"page": 168,
"ability": [
{
"choose": {
"from": [
"int",
"wis"
],
"amount": 1
}
}
],
"entries": [
"Quick to notice details of your environment, you gain the following benefits:",
{
"type": "list",
"items": [
"If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.",
"You have a +5 bonus to your passive Wisdom ({@skill Perception}) and passive Intelligence ({@skill Investigation}) scores."
]
}
]
},
{
"name": "Orcish Fury",
"source": "XGE",
"page": 75,
"prerequisite": [
{
"race": [
{
"name": "half-orc"
}
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"con"
],
"amount": 1
}
}
],
"entries": [
"Your fury burns tirelessly. You gain the following benefits:",
{
"type": "list",
"items": [
"When you hit with an attack using a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.",
"Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack."
]
}
]
},
{
"name": "Outlands Envoy",
"source": "SatO",
"page": 10,
"prerequisite": [
{
"level": 4,
"feat": [
"scion of the outer planes|sato|scion of the outer planes (the outlands)"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"dex",
"con",
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You have spent significant time in Sigil or the Outlands, the crossroads of the multiverse. Being steeped in converging planar energies grants you these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Crossroads Emissary",
"entries": [
"You learn the {@spell misty step} and {@spell tongues} spells. You can cast each spell once using this feat without a spell slot, and you must finish a long rest before you can cast that spell in this way again. When you cast {@spell tongues} using this feat, you require no material components. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the one chosen when you gained the Scion of the Outer Planes feat."
]
}
]
}
]
},
{
"name": "Piercer",
"source": "TCE",
"page": 80,
"ability": [
{
"choose": {
"from": [
"str",
"dex"
],
"amount": 1
}
}
],
"entries": [
"You have achieved a penetrating precision in combat, granting you the following benefits:",
{
"type": "list",
"items": [
"Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.",
"When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes."
]
}
]
},
{
"name": "Planar Wanderer",
"source": "SatO",
"page": 11,
"prerequisite": [
{
"level": 4,
"feat": [
"scion of the outer planes|sato"
]
}
],
"entries": [
"You can draw on the forces of the multiverse to survive cosmic extremes and to traverse its infinite realms, granting you these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Planar Adaptation",
"entries": [
"When you finish a long rest, you gain resistance to either acid, cold, or fire damage (your choice) until you finish your next long rest."
]
},
{
"type": "item",
"name": "Portal Cracker",
"entries": [
"Your experience with portals allows you to open them without a portal key. As an action, you can concentrate on a portal you're aware of that is within 5 feet of yourself and make a DC 20 Intelligence ({@skill Arcana}) check. On a failed check, you take {@damage 3d8} psychic damage and can't use this benefit on that portal again until you finish a long rest. On a successful check, you can force the portal open or closed for 1 hour. For that duration, the portal doesn't respond to its portal key unless a creature employing the key succeeds on a DC 20 Intelligence ({@skill Arcana}) check as an action."
]
},
{
"type": "item",
"name": "Portal Sense",
"entries": [
"You know the direction to the last planar portal you used while you and the portal are on the same plane of existence. Moreover, as an action, you can detect the location of any portals within 30 feet of you that aren't behind total cover. Once you detect a portal with this action, you can't use the action again until you finish a long rest."
]
}
]
}
],
"hasFluffImages": true
},
{
"name": "Poisoner",
"source": "TCE",
"page": 80,
"toolProficiencies": [
{
"poisoner's kit": true
}
],
"entries": [
"You can prepare and deliver deadly poisons, granting you the following benefits:",
{
"type": "list",
"items": [
"When you make a damage roll that deals poison damage, it ignores resistance to poison damage.",
"You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.",
"You gain proficiency with the {@item poisoner's kit|phb} if you don't already have it. With one hour of work using a {@item poisoner's kit|phb} and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take {@damage 2d8} poison damage and become {@condition poisoned} until the end of your next turn."
]
}
]
},
{
"name": "Polearm Master",
"source": "PHB",
"page": 168,
"entries": [
"You can keep your enemies at bay with reach weapons. You gain the following benefits:",
{
"type": "list",
"items": [
"When you take the {@action Attack} action and attack with only a {@item glaive|phb}, {@item halberd|phb}, {@item quarterstaff|phb}, or {@item spear|phb}, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a {@dice d4}, and the attack deals bludgeoning damage.",
"While you are wielding a {@item glaive|phb}, {@item halberd|phb}, {@item pike|phb}, {@item quarterstaff|phb}, or {@item spear|phb}, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon."
]
}
]
},
{
"name": "Prodigy",
"source": "XGE",
"page": 75,
"prerequisite": [
{
"race": [
{
"name": "half-elf"
},
{
"name": "half-orc"
},
{
"name": "human"
}
]
}
],
"skillProficiencies": [
{
"choose": {
"from": [
"athletics",
"acrobatics",
"sleight of hand",
"stealth",
"arcana",
"history",
"investigation",
"nature",
"religion",
"animal handling",
"insight",
"medicine",
"perception",
"survival",
"deception",
"intimidation",
"performance",
"persuasion"
]
}
}
],
"languageProficiencies": [
{
"any": 1
}
],
"toolProficiencies": [
{
"any": 1
}
],
"entries": [
"You have a knack for learning new things. You gain the following benefits:",
{
"type": "list",
"items": [
"You gain one {@table skills|phb|skill proficiency} of your choice, one {@filter tool proficiency|items|type=tool;artisan's tools} of your choice, and fluency in one language of your choice.",
"Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus."
]
}
]
},
{
"name": "Quicksmithing",
"source": "PSK",
"page": 13,
"prerequisite": [
{
"ability": [
{
"int": 13
}
]
}
],
"toolProficiencies": [
{
"anyArtisansTool": 1
}
],
"additionalSpells": [
{
"ability": "int",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|components & miscellaneous=ritual",
"count": 2
}
]
}
}
}
}
],
"entries": [
"You have mastered the art of on-the-fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether.",
"When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them.",
"If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it.",
"In addition, you have proficiency with {@item artisan's tools|PHB} (quicksmith's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time.",
"When you create a device, choose one of the following options:",
{
"type": "entries",
"name": "Clockwork Toy",
"entries": [
"This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents."
]
},
{
"type": "entries",
"name": "Fire Starter",
"entries": [
"This device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action."
]
},
{
"type": "entries",
"name": "Music Box",
"entries": [
"When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed."
]
}
]
},
{
"name": "Remarkable Recovery",
"source": "TDCSR",
"page": 190,
"ability": [
{
"con": 1
}
],
"entries": [
"Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits:",
{
"type": "list",
"items": [
"When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).",
"Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1)."
]
}
]
},
{
"name": "Resilient",
"source": "PHB",
"page": 168,
"ability": [
{
"choose": {
"from": [
"str",
"dex",
"con",
"int",
"wis",
"cha"
],
"amount": 1,
"entry": "Increase the chosen ability score by 1, to a maximum of 20."
}
}
],
"savingThrowProficiencies": [
{
"choose": {
"from": [
"str",
"dex",
"con",
"int",
"wis",
"cha"
]
}
}
],
"entries": [
"Choose one ability score. You gain the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in saving throws using the chosen ability."
]
}
]
},
{
"name": "Revenant Blade",
"source": "ERLW",
"page": 22,
"prerequisite": [
{
"race": [
{
"name": "elf"
}
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"dex"
],
"amount": 1
}
}
],
"entries": [
"You are descended from a master of the {@item double-bladed scimitar|ERLW}, and some of that mastery has passed on to you. You gain the following benefits:",
{
"type": "list",
"items": [
"While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.",
"A double-bladed scimitar has the finesse property when you wield it."
]
}
]
},
{
"name": "Righteous Heritor",
"source": "SatO",
"page": 11,
"prerequisite": [
{
"level": 4,
"feat": [
"scion of the outer planes|sato|scion of the outer planes (good outer plane)"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"dex",
"con",
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You can channel cosmic forces of good to gain these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Soothe Pain",
"entries": [
"When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by {@dice 1d10} + your proficiency bonus. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
}
]
},
{
"name": "Ritual Caster",
"source": "PHB",
"page": 169,
"prerequisite": [
{
"ability": [
{
"int": 13
},
{
"wis": 13
}
]
}
],
"additionalSpells": [
{
"name": "Bard Spells",
"ability": "cha",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Bard|components & miscellaneous=ritual",
"count": 2
}
]
}
}
}
},
{
"name": "Cleric Spells",
"ability": "wis",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Cleric|components & miscellaneous=ritual",
"count": 2
}
]
}
}
}
},
{
"name": "Druid Spells",
"ability": "wis",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Druid|components & miscellaneous=ritual",
"count": 2
}
]
}
}
}
},
{
"name": "Sorcerer Spells",
"ability": "cha",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Sorcerer|components & miscellaneous=ritual",
"count": 2
}
]
}
}
}
},
{
"name": "Warlock Spells",
"ability": "cha",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Warlock|components & miscellaneous=ritual",
"count": 2
}
]
}
}
}
},
{
"name": "Wizard Spells",
"ability": "int",
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=Wizard|components & miscellaneous=ritual",
"count": 2
}
]
}
}
}
}
],
"entries": [
"You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.",
"When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: {@filter bard|spells|level=1|class=bard|components & miscellaneous=ritual}, {@filter cleric|spells|level=1|class=cleric|components & miscellaneous=ritual}, {@filter druid|spells|level=1|class=druid|components & miscellaneous=ritual}, {@filter sorcerer|spells|level=1|class=sorcerer|components & miscellaneous=ritual}, {@filter warlock|spells|level=1|class=warlock|components & miscellaneous=ritual}, or {@filter wizard|spells|level=1|class=wizard|components & miscellaneous=ritual}. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.",
"If you come across a spell in written form, such as a magical {@item spell scroll} or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it."
],
"hasFluffImages": true
},
{
"name": "Rune Shaper",
"source": "BGG",
"page": 18,
"prerequisite": [
{
"spellcastingFeature": true
},
{
"background": [
{
"name": "Rune Carver",
"displayEntry": "{@background Rune Carver|BGG}"
}
]
}
],
"additionalSpells": [
{
"innate": {
"_": {
"daily": {
"1": [
"comprehend languages"
]
}
}
}
}
],
"entries": [
"You've studied the magic of Giant runes, granting you the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Comprehend Languages",
"entries": [
"You learn the {@spell comprehend languages} spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have."
]
},
{
"type": "item",
"name": "Rune Magic",
"entries": [
"You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.",
"You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).",
"Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.",
{
"type": "table",
"colStyles": [
"col-2",
"col-10"
],
"colLabels": [
"Rune",
"Spell"
],
"rows": [
[
"Cloud",
"{@spell Fog cloud}"
],
[
"Death",
"{@spell Inflict wounds}"
],
[
"Dragon",
"{@spell Chromatic orb}"
],
[
"Enemy",
"{@spell Disguise self}"
],
[
"Fire",
"{@spell Burning hands}"
],
[
"Friend",
"{@spell Speak with animals}"
],
[
"Frost",
"{@spell Armor of Agathys}"
],
[
"Hill",
"{@spell Goodberry}"
],
[
"Journey",
"{@spell Longstrider}"
],
[
"King",
"{@spell Command}"
],
[
"Mountain",
"{@spell Entangle}"
],
[
"Stone",
"{@spell Sanctuary}"
],
[
"Storm",
"{@spell Thunderwave}"
]
]
}
]
}
]
}
]
},
{
"name": "Savage Attacker",
"source": "PHB",
"page": 169,
"entries": [
"Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total."
]
},
{
"name": "Scion of the Outer Planes",
"source": "SatO",
"page": 12,
"prerequisite": [
{
"campaign": [
"Planescape"
]
}
],
"resist": [
{
"choose": {
"from": [
"poison",
"necrotic",
"radiant",
"force",
"psychic"
]
}
}
],
"additionalSpells": [
{
"name": "Chaotic Outer Plane",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"minor illusion#c"
]
}
},
{
"name": "Evil Outer Plane",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"chill touch#c"
]
}
},
{
"name": "Good Outer Plane",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"sacred flame#c"
]
}
},
{
"name": "Lawful Outer Plane",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"guidance#c"
]
}
},
{
"name": "The Outlands",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"mage hand#c"
]
}
}
],
"entries": [
"Your connection to an Outer Plane infuses you with the energy there. Choose a type of plane listed in the Planar Infusion table. Your choice gives you resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is Intelligence, Wisdom, or Charisma (choose when you select this feat).",
{
"type": "table",
"colStyles": [
"col-4",
"col-4",
"col-4"
],
"colLabels": [
"Plane",
"Damage Resistance",
"Cantrip"
],
"rows": [
[
"Chaotic Outer Plane",
"Poison",
"{@spell Minor illusion}"
],
[
"Evil Outer Plane",
"Necrotic",
"{@spell Chill touch}"
],
[
"Good Outer Plane",
"Radiant",
"{@spell Sacred flame}"
],
[
"Lawful Outer Plane",
"Force",
"{@spell Guidance}"
],
[
"The Outlands",
"Psychic",
"{@spell Mage hand}"
]
]
}
]
},
{
"name": "Second Chance",
"source": "XGE",
"page": 75,
"prerequisite": [
{
"race": [
{
"name": "halfling"
}
]
}
],
"ability": [
{
"choose": {
"from": [
"dex",
"con",
"cha"
],
"amount": 1
}
}
],
"entries": [
"Fortune favors you when someone tries to strike you. You gain the following benefits:",
{
"type": "list",
"items": [
"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 use it again until you roll initiative at the start of combat or until you finish a short or long rest."
]
}
]
},
{
"name": "Sentinel",
"source": "PHB",
"page": 169,
"entries": [
"You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:",
{
"type": "list",
"items": [
"When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.",
"Creatures provoke opportunity attacks from you even if they take the {@action Disengage} action before leaving your reach.",
"When a creature within 5 feet of you 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."
]
}
]
},
{
"name": "Servo Crafting",
"source": "PSK",
"page": 13,
"prerequisite": [
{
"ability": [
{
"int": 13
}
]
}
],
"additionalSpells": [
{
"innate": {
"_": {
"ritual": [
"find familiar"
]
}
}
}
],
"entries": [
"You are skilled in the creation of {@creature servo|psk|servos}\u2014tiny constructs that function as personal assistants. You can cast the {@spell find familiar} spell as a ritual, creating a {@creature servo|psk} to serve as your familiar instead of an animal. A {@creature servo|psk}'s statistics appear in the \"Artifact Creatures\" section of this document. In every other way, a servo familiar functions as described in the {@spell find familiar} spell.",
"You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You can speak through your servo in your own voice.",
"Additionally, when you take the {@action Attack} action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own."
],
"hasFluffImages": true
},
{
"name": "Shadow Touched",
"source": "TCE",
"page": 80,
"ability": [
{
"choose": {
"from": [
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"additionalSpells": [
{
"ability": "inherit",
"innate": {
"_": {
"daily": {
"1e": [
"invisibility",
{
"choose": "level=1|school=I;N"
}
]
}
}
}
}
],
"entries": [
"Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:",
{
"type": "list",
"items": [
"You learn the {@spell invisibility} spell and one {@filter 1st-level spell|spells|level=1|school=I;N} of your choice. The {@filter 1st-level spell|spells|level=1|school=I;N} must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat."
]
}
]
},
{
"name": "Sharpshooter",
"source": "PHB",
"page": 170,
"entries": [
"You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:",
{
"type": "list",
"items": [
"Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.",
"Your ranged weapon attacks ignore half cover and three-quarters cover.",
"Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage."
]
}
]
},
{
"name": "Shield Master",
"source": "PHB",
"page": 170,
"entries": [
"You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a {@item shield|phb}:",
{
"type": "list",
"items": [
"If you take the {@action Attack} action on your turn, you can use a bonus action to try to {@action shove} a creature within 5 feet of you with your shield.",
"If you aren't {@condition incapacitated}, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.",
"If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect."
]
}
]
},
{
"name": "Skill Expert",
"source": "TCE",
"page": 80,
"ability": [
{
"choose": {
"from": [
"str",
"dex",
"con",
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"skillProficiencies": [
{
"choose": {
"from": [
"athletics",
"acrobatics",
"sleight of hand",
"stealth",
"arcana",
"history",
"investigation",
"nature",
"religion",
"animal handling",
"insight",
"medicine",
"perception",
"survival",
"deception",
"intimidation",
"performance",
"persuasion"
]
}
}
],
"expertise": [
{
"anyProficientSkill": 1
}
],
"entries": [
"You have honed your proficiency with particular skills, granting you the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in one {@table skills|phb|skill} of your choice.",
"Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus."
]
}
]
},
{
"name": "Skilled",
"source": "PHB",
"page": 170,
"skillToolLanguageProficiencies": [
{
"choose": [
{
"from": [
"anySkill",
"anyTool"
],
"count": 3
}
]
}
],
"entries": [
"You gain proficiency in any combination of three {@table skills|phb} or {@filter tools|items|type=tools;artisan's tools;instrument;gaming set;vehicle (land);vehicle (water)} of your choice."
]
},
{
"name": "Skulker",
"source": "PHB",
"page": 170,
"prerequisite": [
{
"ability": [
{
"dex": 13
}
]
}
],
"entries": [
"You are expert at slinking through shadows. You gain the following benefits:",
{
"type": "list",
"items": [
"You can try to hide when you are lightly obscured from the creature from which you are hiding.",
"When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.",
"Dim light doesn't impose disadvantage on your Wisdom ({@skill Perception}) checks relying on sight."
]
}
]
},
{
"name": "Slasher",
"source": "TCE",
"page": 81,
"ability": [
{
"choose": {
"from": [
"str",
"dex"
],
"amount": 1
}
}
],
"entries": [
"You've learned where to cut to have the greatest results, granting you the following benefits:",
{
"type": "list",
"items": [
"Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.",
"When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls."
]
}
]
},
{
"name": "Soul of the Storm Giant",
"source": "BGG",
"page": 19,
"prerequisite": [
{
"level": 4,
"feat": [
"strike of the giants|BGG|strike of the giants (storm strike)"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"wis",
"cha"
],
"amount": 1
}
}
],
"entries": [
"You've manifested the tempest magic emblematic of storm giants, granting you the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Maelstrom Aura",
"entries": [
"As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature's speed is halved until the start of its next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
}
]
},
{
"name": "Spell Sniper",
"source": "PHB",
"page": 170,
"prerequisite": [
{
"spellcasting": true
}
],
"additionalSpells": [
{
"name": "Bard Spells",
"ability": "cha",
"known": {
"_": [
{
"choose": "level=0|class=Bard|spell attack=m;r;o",
"count": 1
}
]
}
},
{
"name": "Cleric Spells",
"ability": "wis",
"known": {
"_": [
{
"choose": "level=0|class=Cleric|spell attack=m;r;o",
"count": 1
}
]
}
},
{
"name": "Druid Spells",
"ability": "wis",
"known": {
"_": [
{
"choose": "level=0|class=Druid|spell attack=m;r;o",
"count": 1
}
]
}
},
{
"name": "Sorcerer Spells",
"ability": "cha",
"known": {
"_": [
{
"choose": "level=0|class=Sorcerer|spell attack=m;r;o",
"count": 1
}
]
}
},
{
"name": "Warlock Spells",
"ability": "cha",
"known": {
"_": [
{
"choose": "level=0|class=Warlock|spell attack=m;r;o",
"count": 1
}
]
}
},
{
"name": "Wizard Spells",
"ability": "int",
"known": {
"_": [
{
"choose": "level=0|class=Wizard|spell attack=m;r;o",
"count": 1
}
]
}
}
],
"entries": [
"You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:",
{
"type": "list",
"items": [
"When you cast a spell that requires you to make an attack roll, the spell's range is doubled.",
"Your ranged spell attacks ignore half cover and three-quarters cover.",
"You learn one cantrip that requires an attack roll. Choose the cantrip from the {@filter bard|spells|level=0|class=bard|spell attack=m;r;o}, {@filter cleric|spells|level=0|class=cleric|spell attack=m;r;o}, {@filter druid|spells|level=0|class=druid|spell attack=m;r;o}, {@filter sorcerer|spells|level=0|class=sorcerer|spell attack=m;r;o}, {@filter warlock|spells|level=0|class=warlock|spell attack=m;r;o}, or {@filter wizard|spells|level=0|class=wizard|spell attack=m;r;o} spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard."
]
}
]
},
{
"name": "Spelldriver",
"source": "TDCSR",
"page": 190,
"prerequisite": [
{
"level": 11,
"spellcasting2020": true
}
],
"entries": [
"Through intense focus, training, and dedication, you've harnessed the techniques of rapid spellcasting.",
"When you use your bonus action to cast a spell of 1st level or higher, you can also use your action to cast another spell of 1st level or higher. However, if you cast two or more spells in a single turn, only one of them can be 3rd level or higher.",
{
"type": "inset",
"name": "Rules Tip: Casting Multiple Spells",
"page": 190,
"entries": [
"Normally, when you cast a spell as a bonus action, you can't use your action to also cast a spell that turn unless that spell is a cantrip\u2014{@note see {@book PHB p202|PHB|10|Bonus Action}.} The Spelldriver feat removes that restriction, but the focus necessary to channel multiple spells in the same round still limits the overall power of those spells."
]
}
]
},
{
"name": "Squat Nimbleness",
"source": "XGE",
"page": 75,
"prerequisite": [
{
"race": [
{
"name": "dwarf"
},
{
"name": "small race",
"displayEntry": "a Small race"
}
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"dex"
],
"amount": 1
}
}
],
"skillProficiencies": [
{
"choose": {
"from": [
"acrobatics",
"athletics"
]
}
}
],
"entries": [
"You are uncommonly nimble for your race. You gain the following benefits:",
{
"type": "list",
"items": [
"Increase your walking speed by 5 feet.",
"You gain proficiency in the {@skill Acrobatics} or {@skill Athletics} skill (your choice).",
"You have advantage on any Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check you make to escape from being {@condition grappled}."
]
}
]
},
{
"name": "Squire of Solamnia",
"source": "DSotDQ",
"page": 34,
"prerequisite": [
{
"campaign": [
"Dragonlance"
],
"level": {
"level": 1,
"class": {
"name": "Fighter",
"visible": true
}
}
},
{
"campaign": [
"Dragonlance"
],
"level": {
"level": 1,
"class": {
"name": "Paladin",
"visible": true
}
}
},
{
"campaign": [
"Dragonlance"
],
"background": [
{
"name": "Knight of Solamnia",
"displayEntry": "{@background Knight of Solamnia|DSotDQ}"
}
]
}
],
"entries": [
"Your training in the ways of the Knights of Solamnia grants you these benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Mount Up",
"entries": [
"Mounting or dismounting costs you only 5 feet of movement."
]
},
{
"type": "item",
"name": "Precise Strike",
"entries": [
"Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a {@dice d8} and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest."
]
}
]
},
{
"type": "inset",
"name": "Membership in Knightly Orders",
"entries": [
"Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired."
]
}
]
},
{
"name": "Strike of the Giants",
"source": "BGG",
"page": 19,
"prerequisite": [
{
"proficiency": [
{
"weaponGroup": "martial"
}
]
},
{
"background": [
{
"name": "Giant Foundling",
"displayEntry": "{@background Giant Foundling|BGG}"
}
]
}
],
"entries": [
"You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:",
{
"type": "entries",
"name": "Cloud Strike",
"entries": [
"The target takes an extra {@damage 1d4} thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell."
]
},
{
"type": "entries",
"name": "Fire Strike",
"entries": [
"The target takes an extra {@damage 1d10} fire damage."
]
},
{
"type": "entries",
"name": "Frost Strike",
"entries": [
"The target takes an extra {@damage 1d6} cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn."
]
},
{
"type": "entries",
"name": "Hill Strike",
"entries": [
"The target takes an extra {@damage 1d6} damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition."
]
},
{
"type": "entries",
"name": "Stone Strike",
"entries": [
"The target takes an extra {@damage 1d6} force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line."
]
},
{
"type": "entries",
"name": "Storm Strike",
"entries": [
"The target takes an extra {@damage 1d6} lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.",
"The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.",
"You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
}
]
},
{
"name": "Strixhaven Initiate",
"source": "SCC",
"page": 36,
"additionalSpells": [
{
"name": "Lorehold 1",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"light#c",
"sacred flame#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=cleric;wizard"
}
]
}
}
}
},
{
"name": "Lorehold 2",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"light#c",
"thaumaturgy#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=cleric;wizard"
}
]
}
}
}
},
{
"name": "Lorehold 3",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"sacred flame#c",
"thaumaturgy#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=cleric;wizard"
}
]
}
}
}
},
{
"name": "Prismari 1",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"fire bolt#c",
"prestidigitation#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=bard;sorcerer"
}
]
}
}
}
},
{
"name": "Prismari 2",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"fire bolt#c",
"ray of frost#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=bard;sorcerer"
}
]
}
}
}
},
{
"name": "Prismari 3",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"prestidigitation#c",
"ray of frost#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=bard;sorcerer"
}
]
}
}
}
},
{
"name": "Quandrix 1",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"druidcraft#c",
"guidance#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=druid;wizard"
}
]
}
}
}
},
{
"name": "Quandrix 2",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"druidcraft#c",
"mage hand#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=druid;wizard"
}
]
}
}
}
},
{
"name": "Quandrix 3",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"guidance#c",
"mage hand#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=druid;wizard"
}
]
}
}
}
},
{
"name": "Silverquill 1",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"sacred flame#c",
"thaumaturgy#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=bard;cleric"
}
]
}
}
}
},
{
"name": "Silverquill 2",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"sacred flame#c",
"vicious mockery#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=bard;cleric"
}
]
}
}
}
},
{
"name": "Silverquill 3",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"thaumaturgy#c",
"vicious mockery#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=bard;cleric"
}
]
}
}
}
},
{
"name": "Witherbloom 1",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"chill touch#c",
"druidcraft#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=druid;wizard"
}
]
}
}
}
},
{
"name": "Witherbloom 2",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"chill touch#c",
"spare the dying#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=druid;wizard"
}
]
}
}
}
},
{
"name": "Witherbloom 3",
"ability": {
"choose": [
"int",
"wis",
"cha"
]
},
"known": {
"_": [
"druidcraft#c",
"spare the dying#c"
]
},
"innate": {
"_": {
"daily": {
"1": [
{
"choose": "level=1|class=druid;wizard"
}
]
}
}
}
}
],
"entries": [
"You have studied some magical theory and have learned a few spells associated with Strixhaven University.",
"Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.",
"You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.",
"Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).",
{
"type": "table",
"caption": "Strixhaven Spells",
"colLabels": [
"College",
"Cantrips",
"1st-Level Spell"
],
"colStyles": [
"col-2",
"col-5",
"col-5"
],
"rows": [
[
"Lorehold",
"Choose two from {@spell light}, {@spell sacred flame}, and {@spell thaumaturgy}.",
"Choose one 1st-level {@filter cleric or wizard spell|spells|level=1|class=cleric;wizard}."
],
[
"Prismari",
"Choose two from {@spell fire bolt}, {@spell prestidigitation}, and {@spell ray of frost}.",
"Choose one 1st-level {@filter bard or sorcerer spell|spells|level=1|class=bard;sorcerer}."
],
[
"Quandrix",
"Choose two from {@spell druidcraft}, {@spell guidance}, and {@spell mage hand}.",
"Choose one 1st-level {@filter druid or wizard spell|spells|level=1|class=druid;wizard}."
],
[
"Silverquill",
"Choose two from {@spell sacred flame}, {@spell thaumaturgy}, and {@spell vicious mockery}.",
"Choose one 1st-level {@filter bard or cleric spell|spells|level=1|class=bard;cleric}."
],
[
"Witherbloom",
"Choose two from {@spell chill touch}, {@spell druidcraft}, and {@spell spare the dying}.",
"Choose one 1st-level {@filter druid or wizard spell|spells|level=1|class=druid;wizard}."
]
]
}
]
},
{
"name": "Strixhaven Mascot",
"source": "SCC",
"page": 37,
"prerequisite": [
{
"level": 4,
"feat": [
"strixhaven initiate|scc"
]
}
],
"additionalSpells": [
{
"innate": {
"_": {
"ritual": [
"find familiar"
]
}
}
}
],
"entries": [
"You have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:",
{
"type": "list",
"items": [
"You can cast the {@spell find familiar} spell as a ritual. Your familiar can take the form of the mascot associated with the college you chose for the Strixhaven Initiate feat: a {@creature spirit statue mascot|scc} (Lorehold), an {@creature art elemental mascot|scc} (Prismari), a {@creature fractal mascot|scc} (Quandrix), an {@creature inkling mascot|scc} (Silverquill), or a {@creature pest mascot|scc} (Witherbloom).",
"When you take the {@action Attack} action on your turn, you can forgo one attack to allow your mascot familiar to make one attack of its own with its reaction.",
"If your mascot familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again."
]
}
]
},
{
"name": "Svirfneblin Magic",
"source": "MTF",
"page": 114,
"additionalSources": [
{
"source": "EEPC",
"page": 7
},
{
"source": "SCAG",
"page": 115
}
],
"prerequisite": [
{
"race": [
{
"name": "gnome",
"subrace": "deep"
}
]
}
],
"additionalSpells": [
{
"ability": "int",
"innate": {
"_": {
"will": [
"nondetection"
],
"daily": {
"1e": [
"blindness/deafness",
"blur",
"disguise self"
]
}
}
}
}
],
"entries": [
"You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast {@spell nondetection} on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: {@spell blindness/deafness}, {@spell blur}, and {@spell disguise self}. You regain the ability to cast these spells when you finish a long rest.",
"Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels."
]
},
{
"name": "Tavern Brawler",
"source": "PHB",
"page": 170,
"ability": [
{
"choose": {
"from": [
"str",
"con"
],
"amount": 1
}
}
],
"entries": [
"Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:",
{
"type": "list",
"items": [
"You are proficient with improvised weapons.",
"Your unarmed strike uses a {@damage d4} for damage.",
"When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target."
]
}
]
},
{
"name": "Telekinetic",
"source": "TCE",
"page": 81,
"ability": [
{
"choose": {
"from": [
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"additionalSpells": [
{
"ability": "inherit",
"known": {
"_": [
"mage hand#c"
]
}
}
],
"entries": [
"You learn to move things with your mind, granting you the following benefits:",
{
"type": "list",
"items": [
"You learn the {@spell mage hand} cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand {@condition invisible}. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.",
"As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save."
]
}
]
},
{
"name": "Telepathic",
"source": "TCE",
"page": 81,
"ability": [
{
"choose": {
"from": [
"int",
"wis",
"cha"
],
"amount": 1
}
}
],
"additionalSpells": [
{
"ability": "inherit",
"innate": {
"_": {
"daily": {
"1": [
"detect thoughts"
]
}
}
}
}
],
"entries": [
"You awaken the ability to mentally connect with others, granting you the following benefits:",
{
"type": "list",
"items": [
"You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.",
"You can cast the {@spell detect thoughts} spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them."
]
}
],
"hasFluffImages": true
},
{
"name": "Thrown Arms Master",
"source": "TDCSR",
"page": 191,
"ability": [
{
"choose": {
"from": [
"str",
"dex"
],
"amount": 1
}
}
],
"entries": [
"You've honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:",
{
"type": "list",
"items": [
"Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet.",
"Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.",
"When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way."
]
}
]
},
{
"name": "Tough",
"source": "PHB",
"page": 170,
"entries": [
"Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points."
]
},
{
"name": "Vampiric Exultation",
"source": "PSX",
"page": 14,
"prerequisite": [
{
"race": [
{
"name": "Vampire (Ixalan)"
}
]
}
],
"entries": [
"As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can't use it again until you finish a short or long rest."
]
},
{
"name": "Vigor of the Hill Giant",
"source": "BGG",
"page": 19,
"prerequisite": [
{
"level": 4,
"feat": [
"strike of the giants|BGG|strike of the giants (hill strike)"
]
}
],
"ability": [
{
"choose": {
"from": [
"str",
"con",
"wis"
],
"amount": 1
}
}
],
"entries": [
"You've manifested the resilience emblematic of hill giants, granting you the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Bulwark",
"entries": [
"When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren't moved and don't have the prone condition."
]
},
{
"type": "item",
"name": "Iron Stomach",
"entries": [
"Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus."
]
}
]
}
]
},
{
"name": "Vital Sacrifice",
"source": "TDCSR",
"page": 191,
"entries": [
"You've learned secrets of {@variantrule hemocraft|TDCSR} that grant you esoteric power at the price of your own life force. As a bonus action, you can choose to take {@damage 1d6} necrotic damage to gain a blood boon. Your blood boon lasts for 1 hour or until expended.",
"You can expend this blood boon to gain one of the following benefits:",
{
"type": "list",
"items": [
"When you make an attack roll, you roll {@dice 1d6} and add it to the total.",
"When you hit with an attack or spell, you deal an additional {@damage 2d6} necrotic damage.",
"When you cause a creature to make a Strength, Dexterity, or Constitution {@quickref saving throws|PHB|2|1|saving throw}, roll a {@dice d4} and reduce their save by the amount rolled."
]
},
"The damage you take to gain a blood boon can't be reduced in any way."
]
},
{
"name": "War Caster",
"source": "PHB",
"page": 170,
"prerequisite": [
{
"spellcasting": true
}
],
"entries": [
"You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:",
{
"type": "list",
"items": [
"You have advantage on Constitution saving throws that you make to maintain your {@status concentration} on a spell when you take damage.",
"You can perform the somatic components of spells even when you have weapons or a {@item shield|phb} in one or both hands.",
"When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature."
]
}
]
},
{
"name": "Weapon Master",
"source": "PHB",
"page": 170,
"ability": [
{
"choose": {
"from": [
"str",
"dex"
],
"amount": 1
}
}
],
"weaponProficiencies": [
{
"choose": {
"fromFilter": "type=martial weapon;mundane weapon|miscellaneous=mundane",
"count": 4
}
}
],
"entries": [
"You have practiced extensively with a variety of weapons, gaining the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon."
]
}
]
},
{
"name": "Wood Elf Magic",
"source": "XGE",
"page": 75,
"prerequisite": [
{
"race": [
{
"name": "elf",
"subrace": "wood"
}
]
}
],
"additionalSpells": [
{
"ability": "wis",
"innate": {
"_": {
"daily": {
"1e": [
"longstrider",
"pass without trace"
]
}
}
},
"known": {
"_": [
{
"choose": "level=0|class=Druid"
}
]
}
}
],
"entries": [
"You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the {@spell longstrider} and {@spell pass without trace} spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells."
]
}
]
}