Prerequisite: Aarakocra, Aarakocra Magic
You learn the spells Cloud of Daggers (which appears as sharp feathers) and Feather Fall, 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. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.
Prerequisite: Aarakocra
You learn more of the magics of the air and sky. You learn the Message cantrip and can cast it without material components. If you are outside the Message has a distance of 600 feet.
Prerequisite: Aarakocra
If you move at least 20 feet while flying straight toward a target and then hit it with a melee attack or Unarmed Strike on the same turn, you can immediately use your Bonus Action to make an additional attack against the target with your talons.
Prerequisite: Aasimar
You can use your Healing Hands as a Bonus Action and you can reduce the healing it provides by half to cure the target of one disease or neutralize one poison affecting it. Furthermore, during a short Rest you can expend one Hit Die to regain use of your Healing Hands.
Prerequisites: Aasimar
When you use your Celestial Revelation, a number of creatures equal to your Proficiency Bonus of your choice within 5 times your Proficiency Bonus feet that can see or hear you gain Temporary Hit Points equal to your Proficiency Bonus.
Prerequisite: Aasimar
You can use your Celestial Revelation a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. You are required to forgo two of your feat bullets to select Apotheosis.
Prerequisite: Bugbear
The extra damage from your Surprise Attack feature increases at 5th level (3d6), at 9th level (4d6), at 13th level (5d6), and at 17th level (6d6).
Foundry Note
Upon selecting this feat, you will have to edit the damage of your Surprise Attack feature manually at each level that this feat increases it.
Prerequisite: Dragonid
Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Foundry Note
Upon selecting this feat, you should update the "Item Uses" selection of the "Feature Usage" section on the "Details" tab to point to your Breath Weapon feature so that it consumes those charges.
Prerequisite: Dragonid
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.
Foundry Note
Upon selecting this feat, if you wish to use this AC calculation you will have to manually enable the effect associated with this feat on your character sheet. Disable this if you choose another AC calculation.
Prerequisite: Dragonid
Your breath weapon recharges on a 5-6 and regardless of heritage you can choose the space of your Breath Weapon to be a 5 by 30 ft. line or 15 ft. cone each time you use the feature.
Prerequisite: Dragonid
You can expend a Heroic Inspiration that you have gained to regain one use of your selected Draconic Manifestation or recharge your Breath Weapon.
You learn Levitate and 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. You can also cast these spells using spell slots you have of the appropriate level. These spells' spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.
Foundry Note
Upon learning this feat you will have to manually add the Levitate and Dispel Magic spells to your character sheet.
Prerequisite: Elf (drow)
You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it at will, without expending a spell slot.
Foundry Note
Upon learning this feat you will have to manually add the Detect Magic spell to your character sheet.
Prerequisite: Duergar, Hill Dwarf, or Mountain Dwarf
Any saving throw imposed on you by a spell or other magical effect is reduced by d4.
Prerequisite: Duergar, Hill Dwarf, or Mountain Dwarf
Any spell attack roll made against you may roll a d4 and subtract the number rolled from the roll.
Prerequisite: Druegar, Hill Dwarf, or Mountain Dwarf
Whenever you take the 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).
Prerequisite: Earth Genasi
You have tremorsense to a range of 10 feet. You can expand the range of this tremorsense to 60 feet with no action required until the end of your next turn. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
This tremorsense can be used to pinpoint the origin of vibrations within that radius, provided that you are in contact with the same ground, rock or stone surface, or similar material as the source of the vibrations. For the purpose of choosing targets for spells and abilities, a creature detected with tremorsense is a valid target when considering being able to see the target.
Prerequisite: Elf or Half-elf
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Prerequisite: A species with a innate Fly Speed
Your flying movement does not provokes Opportunity Attacks unless the attacker has Advantage.
Additionally, you have Resistance to falling damage.
Prerequisite: Earth Genasi, Fire Genasi, Water Genasi; Elemental Expression (Air)
You can cast Shocking Grasp as a Bonus Action a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
At 5th level, you can cast Levitate with this bullet once per Long Rest. Once you cast Levitate using this bullet, you can cast it again using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
These spells do not require spell components when you cast them with this trait.
Prerequisite: Earth Genasi, Fire Genasi, Water Genasi
You are the embodiment of multiple elements blending together. You gain Resistance to Lightning damage. You also know the Shocking Grasp cantrip, and starting at 3rd level, you can cast the Feather Fall spell with this bullet once per Long Rest. Once you cast Feather Fall using this bullet, you can cast it again using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
These spells do not require spell components when you cast them with this trait.
Prerequisite: Air Genasi, Fire Genasi, Water Genasi; Elemental Expression (Earth)
You can cast Blade Ward as a Bonus Action a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
At 5th level, you can cast Pass Without Trace with this bullet once per Long Rest. Once you cast Pass Without Trace using this bullet, you can cast it again using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
These spells do not require spell components when you cast them with this trait.
Prerequisite: Air Genasi, Fire Genasi, Water Genasi
You are the embodiment of multiple elements blending together. You gain Resistance to Poison damage. You also know the Blade Ward cantrip, and starting at 3rd level, you can cast the Floating Disk spell with this bullet once per Long Rest. Once you cast Floating Disk using this bullet, you can cast it again using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
These spells do not require spell components when you cast them with this trait.
Prerequisite: Air Genasi, Earth Genasi, Water Genasi; Elemental Expression (Fire)
You can cast Produce Flame as a Bonus Action a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
At 5th level, you can cast Flame Blade with this bullet once per Long Rest. Once you cast Flame Blade using this bullet, you can cast it again using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
These spells do not require spell components when you cast them with this trait.
Prerequisite: Air Genasi, Earth Genasi, Water Genasi
You are the embodiment of multiple elements blending together. You gain Resistance to Fire damage. You also know the Produce Flame cantrip, and starting at 3rd level, you can cast the Burning Hands spell with this bullet once per Long Rest. Once you cast Burning Hands using this bullet, you can cast it again using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
These spells do not require spell components when you cast them with this trait.
Prerequisite: Air Genasi, Earth Genasi, Fire Genasi; Elemental Expression (Water)
You can cast Acid Splash as a Bonus Action a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
At 5th level, you can cast Water Walk with this bullet once per Long Rest. Once you cast Water Walk using this bullet, you can cast it again using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
These spells do not require spell components when you cast them with this trait.
Prerequisite: Air Genasi, Earth Genasi, Fire Genasi
You are the embodiment of multiple elements blending together. You gain Resistance to Acid damage. You also know the Acid Splash cantrip, and starting at 3rd level, you can cast the Create or Destroy Water spell with this bullet once per Long Rest. Once you cast Create or Destroy Water using this bullet, you can cast it again using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
These spells do not require spell components when you cast them with this trait.
Prerequisite: Githzerai
You learn more of the magic typical of Githzerai. You learn See Invisibility and Haste, 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. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.
Foundry Note
Upon selecting this feat, you will have to manually add See Invisibility and Haste on your character sheet and set it to "Innate Spellcasting" as well as updating the spellcasting ability for it if necessary.
Prerequisite: Githzerai
You learn more of the magic typical of Githzerai. You learn the Feather Fall spell and can cast it at will, without expending a spell slot.
Foundry Note
Upon selecting this feat, you will have to manually add Feather Fall on your character sheet and set it to "Innate Spellcasting" as well as updating the spellcasting ability for it if necessary.
Prerequisite: Gnome
Roll a d6 at the beginning of each of your turns after using Fade Away, on a roll of 6, you may use this feature again.
Prerequisite: Gnome
Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
Prerequisite: Halfling
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you cannot use your Lucky species trait before the end of your next turn.
You are required to forgo two of your feat bullets to select Bountiful Luck.
Prerequisite: Halfling
Your Brave feature becomes the Fearless feature which reads: You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Prerequisite: Halfling
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.
Prerequisite: Hexling (Hexblood)
While a creature is holding your Eerie Token you can use your Action to Help them. This can be done while Remote Viewing, communicating via Telepathic Message, or being able to see the creature, as long as you are within 10 miles of it. If the creature is making an ability check that you benefit from your Hexling Proficiency from, the also can roll a d4 and add the number to the ability check, when you Help them in this way.
Prerequisite: Elf (high)
Roll a d6 at the beginning of each of your turns after using your Fey Teleport, on a roll of 6, you may use this feature again
Prerequisite: Elf (high)
You learn the 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.
You can use your Human Determination a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Foundry Note
Upon selecting this feat, you will have to manually update your Human Determination feature, put "@prof" in the maximum uses on the Details tab.
Prerequisites: Human
You can take a bullet from any parent feat thay ou meet the prerequisites for in the parent feat this bullet is chosen for.
Prerequisite: Khemri
You can use your Vigilant feature a number of additional times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Prerequisite: Lizardfolk
Your Old Blood feature now allows you to roll a d4 and add the result on saving throws against spells and other magical effects.
Prerequisite: Orc
You can use your Adrenaline Rush trait a number of times equal to twice your proficiency bonus and gain double the temporary hit points.
Foundry Note
Upon selecting this feat, you will have to manually update your Adrenaline Rush feat to use "2 * @prof" instead of "@prof" for the uses and temporary hit points, found on the Details tab of the feature.
Prerequisite: Orc or Orrok
When you hit with an attack using a weapon or unarmed strike, you deal bonus damage equal to one damage die of the weapon or unarmed strike. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Prerequisite: Orc or Orrok
Immediately after you use your Relentless Endurance trait, you can use take a Reaction to make one weapon attack or Unarmed Strike. If you hit, you deal extra damage equal to your level.
Prerequisite: Orrok
If a target fails it's saving throws against your spells by 5 or more, you can roll one of the spell's damage dice one additional time and add it to the damage against the target.
Prerequisite: Orrok
When you score a critical hit with a spell attack, you can roll one of the spell's damage dice one additional time and add it to the extra damage of the critical hit.
Prerequisite: Padfoot
You can use your Rabbit Hop even if your speed is 0 but the distance is 5 times half your proficiency bonus , and if this jump would take you beyond the reach or effect that has you grappled or restrained, you end the grappled or restrained condition against yourself.
Prerequisite: Padfoot
When you roll for initiative, you may use your reaction to Rabbit Hop without expending a use.
Prerequisite: The Equine Form or Powerful Build species trait.
Whenever you make a weapon attack or unarmed strike and roll more than one d20, if both dice you rolled would have hit your target, your weapon attack or unarmed strike your Critical Hit threshold is expanded by one. If you select this bullet a second time, your weapon attacks or unarmed strikes have their Critical Hit threshold expanded by two.
Prerequisite: Shifter
You gain proficiency in Wisdom (Perception), and while shifted have blindsight equal to a number of feet equal to 5 times your proficiency bonus.
Prerequisite: any species that has a feature granting them advantage to avoid or end a condition on themselves
When you fail a saving throw to avoid or end a condition your species has advantage against, you can roll an additional d20 to attempt to success the saving throw. You must use the new result. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Prerequisite: Species that has at least one innate weapon proficiency
When you make an attack roll with a weapon that your species grants you proficiency with you can roll a d4 and add the number to the weapons attack roll.
Prerequisite: Species that has at least one innate weapon proficiency
When you deal damage with a weapon that your species grants you proficiency with (this does not apply to weapon proficiency gain through the Proficiency Swapping rule) you can roll a d4 and add the number rolled to the weapons damage roll.
Prerequisite: Tiefling
You have resistance to cold damage and poison damage. You have advantage on saving throws against being poisoned.
Prerequisite: Tortle
The natural armor from your shell is increased by 1, and your shell now provide half-cover to other creatures of your choice that are within 5 feet of you.
Prerequisite: Tortle
You can use your Shell Defense trait as a bonus action. If you become incapacitated you automatically withdraw into your shell (no action required). Standing from Prone as part of emerging from your Shell only requires 5 feet of movement.
Prerequisite: Elf (wood)
You learn both Longstrider and 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. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.
Foundry Note
Upon selecting this feat, you will have to manually add the remaining Wood Elf Magic spell to your character sheet.
Prerequisite: Elf (wood)
You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice, and your choice of either the Longstrider or Pass without Trace spell which you can cast once without expending a spell slot. Once you cast it in this way, you cannot cast it in this way again until you finish a long rest. The spell's spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.
Foundry Note
Upon selecting this feat, you will have to manually add the druid cantrip and the spell you choose to your character sheet and modify their spellcasting abilities if necessary.