Arcane Initiate | Intelligence 13, no levels in the Wizard class and the ability to cast at least one spell | Each time you gain a level, you can add an extra wizard spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. |
Barbaric Relentlessness | Strength 13 and no levels in the Barbarian class | Grants the ability to make a Constitution saving throw when dropping to 0 hit points, allowing the character to instead drop to 1 hit point if the saving throw is successful, with the difficulty increasing each time the feat is used. |
Blood Magic Initiate | Ability to cast at least one spell | Allows the character to use their Hit Dice during a short or long rest to regain spell slots, with the number of Hit Dice expended depending on the level of the spell slot they wish to regain. |
Brutal Senses | Strength 13 and no levels in the Barbarian class | Allows you to unleash a powerful reckless attack once per long rest and grants advantage on Dexterity saving throws against visible traps and spells, as long as you are not blinded, deafened, or incapacitated. |
Chained Weapon Expert | | Enhance the reach and control of thrown weapons by attaching a chain or rope to them, increasing their range in melee combat and allowing for easy recovery after making an attack. |
Composer of Demise | Charisma 13 and no levels in the Bard class | Allows a character to subtract a roll from an opponent's attack, ability check, or damage roll by using Bardic Inspiration, a number of times equal to half their Charisma modifier. |
Composer of Grace | Charisma 13 and no levels in the Bard class | Allows you to use a bonus action to give another creature a Bardic Inspiration die, which they can roll and add to an ability check, attack roll, or saving throw within the next 10 minutes, with the ability to use this feature multiple times per long rest. |
Divine Champion | Strength 13, the ability to cast at least one | Allows the player to tap into their deity's divine energy to perform various magical effects, with the ability to choose a specific channel divinity option. |
Divine Smiter | Strength 13, Charisma 13 and no levels in the | Allows a character to deal an additional 2d8 radiant damage with a melee weapon attack a number of times equal to their character level divided by 4, regaining all uses after a long rest. |
Eldritch Armor Crafter | | Grants the character proficiency with a variety of tools and allows them to create armor and shields in half the usual time and cost. |
Eldritch Weapon Crafter | | Allows the character to become proficient in Smith's Tools, Tinker's Tools, and Alchemist's supplies, and reduces the time and cost to craft weapons by half, by using parts of creatures and monsters. |
Empowered Striker | Dexterity 13 and no levels in the Rogue class | Allows a character to deal an additional 1d6 damage to a creature they hit with an attack, using a finesse or a ranged weapon, if they have advantage on the attack roll, and they can use this feature a number of times equal to their character level before needing a long rest to regain all uses. |
Godly Favored | Wisdom 13 and no levels in the Cleric class | Allows a character to call upon their deity for assistance, but the success of the intervention is determined by a percentile dice roll and if successful, the GM chooses a suitable effect from the cleric spell list, with a cooldown of 7 days if successful. |
Healing Hands | Charisma 13 and no levels in the Paladin class | Allows a character to replenish a pool of healing power during a long rest, and use that pool to restore hit points to other creatures as a bonus action. |
Hunter's Rage | Dexterity 13, Wisdom 13 and no levels in the Ranger | Allows the player to choose one of three abilities: Colossus Slayer, which deals extra damage to creatures below their hit point maximum; Giant Killer, which allows the player to immediately attack a Large or larger creature that hits or misses them; or Horde Breaker, which grants an additional attack on a different creature within 5 feet of the original target. |
Magical Recovery | Intelligence 13, no levels in the Wizard class and | Allows a spellcaster to regain expended spell slots equal to or less than half their wizard level once per day after a short rest, as long as the slots are not 6th level or higher. |
Protector's Voice | Charisma 13 and no levels in the Bard class | Grants the ability to use music or powerful words to disrupt mind-influencing effects, providing advantage on saving throws against being frightened or charmed for you and nearby friendly creatures, with the performance lasting until the end of your next turn. |
Relentless Foe | Dexterity 13, Wisdom 13 and no levels in the Ranger | Grants advantage on Survival checks to track favored enemies, advantage on Intelligence checks to recall information about them, the ability to learn a language spoken by the favored enemies, and the ability to sense whether they are present within 1 mile for 1 minute, with a long rest required before using again. |
Shapeshifter | Wisdom 13 and no levels in the Druid class | Allows the character to transform into a beast they have seen before, gaining the creature's statistics, hit points, and abilities, with limitations based on the character's level and the beast's CR, while also retaining their alignment, personality, skills, and proficiencies. |
Shield Thrower | Dexterity 17 or higher | Allows the player to proficiently throw a shield as a weapon, adapt it for use as a thrown weapon, sacrifice some protection for offensive capabilities, and have the shield return to their hand after an attack. |
Uncanny Explorer | Dexterity 13, Wisdom 13 and no levels in the Ranger | Allows a player to have expertise in intelligence or wisdom checks related to their chosen favored terrain, while also granting various travel and survival benefits in that terrain such as increased speed, improved navigation, heightened awareness of danger, increased stealth, improved foraging abilities, and enhanced tracking abilities. |
Unstoppable Fury | Strength 13 and no levels in the Barbarian class | Allows the player to enter a rage as a bonus action, gaining various bonuses, such as advantage on Strength checks and saving throws, bonus damage on melee weapon attacks, resistance to certain damage types, and the ability to end the rage early as a bonus action; however, the player cannot cast spells or concentrate on them while raging, and the rage lasts for 1 minute or until certain conditions are met, with a limited number of uses per long rest based on the player's level. |
Weapon Expert | | Allows the player to become an expert in a specific type of weapon, using it as a spellcasting focus, and adding their proficiency bonus twice to any attack roll and once to any damage roll made with that weapon |