racial feats 5e
You can move through the space of any creature that is of a size larger than you. You gain the following benefits. Alignment. +1 Strength, Dexterity or Constitution, you have refined psionic control over your body's functions. If you would like to support the GM Binder developers, consider joining our Patreon community. +1 Charisma. You have a burrow speed of 15 feet through non-rocky soil. +1 Wisdom. 8.1 Well-Rested; 9 Dragonborn. +1 Intelligence, learn the spell Darkness and one other 1st-level spell. Dungeons and Dragons (D&D) Fifth Edition (5e) Feats, A comprehensive list of all official character feats for Fifth Edition. This entry is absent if a feat has no prerequi 11.1 Elven accuracy; 11.2 Revenant blade; 11.3 Drow high magic; 11.4 Fey … You increase your Dexterity by 1, to a maximum of 20. Expanded Racial Feats. Prerequisite: A minimum ability score, a required race, another feat or feats, a minimum bab, a minimum number of ranks in one or more skills, or anything else required in order to take the feat.. Racial Feats Kobold Quickness. You gain the following benefits. +1 Intelligence, Wisdom or Charisma, you learn to move things with your mind. Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.. Whenever you make and/or place a trap, the DC to escape or avoid the trap is instead 8 + your Proficiency bonus + your Intelligence modifier. You gain the following benefits. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard. You awaken the ability to mentally connect with others. From Pg. recent brews. Once you cast it, you must finish a long rest before you can cast it again. You learn two cantrips of your choice from that classâs spell list. +1 Strength, you awaken your psionic potential. 67 of Volo's Guide to Monsters. Dungeons and Dragons (D&D) Fifth Edition (5e) Race - Human - Humans are the most adaptable and ambitious people among the common races. +1 Wisdom, you learn to move things with your mind. This feat makes up for the lack of a Tabaxi racial feat in Xanathar’s Guide and grants a boost to the cat-like features of this race. +1 to chosen ability score, you awaken your psionic potential. Your kobold character has the following traits, which they share with others of their kind. This speed is increased to 20 feet if you have a pick axe or shovel. Each of these feats is associated with a race Burrower. You awaken the ability to mentally connect with others. 5.1 Greater Dragonmark; 6 Aarakocra. +1 Dexterity, you awaken your psionic potential. To use this speed, you can't be wearing medium or heavy armor. You awaken the ability to mentally connect with others. Sunlight Sensitivity. 10.1 Dwarven fortitude; 10.2 Dwarf resilience; 10.3 Grudge-Bearer; 10.4 Squat nimbleness; 11 Elf. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. Ability Score Increase. Age. +1 Intelligence, you awaken your psionic potential. If the trap makes an attack roll, its bonus to attack is your Intelligence modifier + your Proficiency bonus. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. Your time living in caves has made you more nimble and harder to catch and find. Ventriloquist is a homebrew social skill feat. Your base walking speed is 30 feet. +1 Wisdom, you awaken your psionic potential. Choose one damage type: acid, cold, fire, lightning, or poison, you have resistance to the chosen damage type. +1 Constitution, gain a cantrip and 1st level spell, +1 Charisma, skilled at mimicry and dramatics, +5 Initiative, can't be surprised, no advantage for hidden attackers, Learn basic spells from the Artificer class, +1 Strength or Dexterity - you have undergone extensive physical training, Allow Allies to Reroll a 1 on Attack Rolls, Ability Checks, or Saving Throws, Make a melee attack or shove after the Dash action, +1 Constitution, or Wisdom, proficiency with Cook's Utensils and cook special food, No loading, no within 5 ft. disadvantage, bonus action attack with hand crossbow, +1 Strength, or Dexterity, move creatures you attack, Add your proficiency bonus to your AC as a reaction, +1 Strength, Constitution, or Charisma, frighten with breath weapon, +1 Strength, Constitution, or Charisma, gain natural armor and retractable claws, Learn more of the magic typical of dark elves, Detection, Movement, Warding, Racial Feat, +1 AC bonus, wield heavier weapons, draw or stow two weapons at once, You are alert to the hidden traps and secret doors found in many dungeons, +1 Constitution, minimum Con modifier x2 on spent Hit Dice, +1 Constitution, spend Hit Die with Dodge action, Learn an eldritch invocation from the Warlock class, Spells you cast ignore resistance to damage of the chosen type, +1 Dexterity, Intelligence, Wisdom, or Charisma, reroll advantage dice, +1 Dexterity or Intelligence, become invisible after taking damage, +1 Intelligence or Charisma, unlock fey power through study of high elven lore, +1 Charisma, learn misty step spell and another 1st level spell, +1 Intelligence, learn misty step spell and another 1st level spell, +1 Wisdom, learn misty step spell and another 1st level spell, You learn the fighting style: Great Weapon Fighting, You learn the fighting style: Two-Weapon Fighting, +1 Intelligence or Charisma, call on hellfire to serve your commands, Hold your own in close-quarters grappling, You've learned to put the weight of a weapon to your advantage, +1 Dexterity, proficiency with firearms, ignore loading property, +1 Strength, proficiency with heavy armor, +1 Strength, damage reduction from nonmagical weapons, +1 Constitution, resistance to cold and poison, advantage on saves against poison, Inspire your companions to grant temporary hit points, +1 Intelligence, track time, direction, and detail with uncanny precision, +1 Strength or Dexterity, proficiency with light armor, +1 Intelligence, additional languages, create written ciphers, You have practiced techniques useful in melee combat against spellcasters, You have practiced moving in medium armor. You awaken the ability to mentally connect with others. They are the … (UA: Feats for Races) Prerequisite: Halfling Whenever an ally you can see within 30 feet of … You may take the Dash action as a bonus action. You gain proficiency with thieves' tools and the Sleight of Hand skill. You can take the Hide action as a bonus action. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. You can move through the space of any creature that is of a size larger than you. +1 Charisma, you learn to move things with your mind. +1 Strength or Dexterity, gain finesse with double-bladed weapons. Your size is Small. Your time living in caves has made you more nimble and harder to catch and find. +1 Charisma, learn the spell Darkness and one other 1st-level spell. Use a reaction to add your Psionic Talent die to a failed saving throw. 5 Racial feats. +1 Intelligence, you learn to move things with your mind. This site works best with JavaScript enabled. 7.1 Angelic Protection; 8 Bugbear. Your Intelligence is increased by 1, to a maximum of 20. ©2020 D&D Beyond | All Rights Reserved | Powered by Fandom Games. You gain proficiency in any combination of three skills or tools of your choice. They carry the power of planes in their blood. You can't discern color in darkness, only shades of gray. Please enable JavaScript to get the best experience from this site. Handbook, feats, like multiclassing, are an optional part of the game, usable only if your DM permits them. You learn that spell and can cast it at its lowest level. You may take the Dash action as a bonus action. +1 Wisdom, learn the Hunter's Mark spell, advantage on tracking, You have practiced casting spells in the midst of combat, +1 Strength or Dexterity, 4 additional weapon proficiencies. Whenever you hit a creature you have successfully hidden from or have surprised with a weapon attack, you may deal additional damage of the weapons type equal to your Proficiency Bonus + the attacks damage modifier. Prerequisite: Kobold. In addition, choose one 1st-level spell from that same list. You learn one cantrip from the Sorcerer spell list, Charisma is your spellcasting ability for this cantrip. You can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light. +1 Intelligence, Wisdom or Charisma. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. Learn two Sorcerer metamagic options and gain 2 sorcery points, +1 Strength or Dexterity, proficiency with medium armor and shields, You are a dangerous foe to face while mounted, +1 Intelligence or Wisdom, quick to notice details of your environment, +1 Strength or Constitution, additional damage, reaction attack, +1 Strength, or Dexterity, reroll damage dice when using a piercing weapon, You can keep your enemies at bay with reach weapons, +1 ability score, double proficiency with 1 skill or tool, Gain a Skill and Tool Proficiency, Skill Expertise, and Language, +1 stat and proficiency with saving throws to a chosen ability score. 9.1 Dragon fear; 9.2 Dragon hide; 9.3 Dragon wings; 10 Dwarf. Ranged weapons mastery - make shots that others find impossible, Use shields not just for protection but also for offense, +1 Strength, Dexterity, or Constitution, proficiency with shields and use them as a spellcasting focus, You are expert at slinking through shadows, +1 Strength, or Dexterity, wound and disable targets with bladed weapons, Enhance your attacks with certain kinds of spells, +1 Strength or Dexterity, +5 ft. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend towards law. Languages. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
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