diff --git a/core/internal.xml b/core/internal.xml index d192032a..22ef8f1b 100644 --- a/core/internal.xml +++ b/core/internal.xml @@ -3,7 +3,7 @@ Internal Elements that should've been part of the app itself - + @@ -390,8 +390,8 @@ - + @@ -402,7 +402,7 @@ - @@ -1186,4 +1186,252 @@ https://www.dndbeyond.com/equipment/boomerang + + + + + Feat ASI 2 + +

Your Strength increases by 2.

+
+ + true + + + + +
+ + + Feat ASI 2 + +

Your Dexterity increases by 2.

+
+ + true + + + + +
+ + + Feat ASI 2 + +

Your Constitution increases by 2.

+
+ + true + + + + +
+ + + Feat ASI 2 + +

Your Intelligence increases by 2.

+
+ + true + + + + +
+ + + Feat ASI 2 + +

Your Wisdom increases by 2.

+
+ + true + + + + +
+ + + Feat ASI 2 + +

Your Charisma increases by 2.

+
+ + true + + + + +
+ + + Feat ASI 1 + +

Your Strength increases by 1.

+
+ + true + + + + +
+ + + Feat ASI 1 + +

Your Dexterity increases by 1.

+
+ + true + + + + +
+ + + Feat ASI 1 + +

Your Constitution increases by 1.

+
+ + true + + + + +
+ + + Feat ASI 1 + +

Your Intelligence increases by 1.

+
+ + true + + + + +
+ + + Feat ASI 1 + +

Your Wisdom increases by 1.

+
+ + true + + + + +
+ + + Feat ASI 1 + +

Your Charisma increases by 1.

+
+ + true + + + + +
+ + + + + Boon Ability Score Increase + [level:19] + +

Your Strength increases by 1.

+
+ + true + + + + + +
+ + + Boon Ability Score Increase + [level:19] + +

Your Dexterity increases by 1.

+
+ + true + + + + + +
+ + + Boon Ability Score Increase + +

Your Constitution increases by 1.

+
+ + true + + + + + +
+ + + Boon Ability Score Increase + +

Your Intelligence increases by 1.

+
+ + true + + + + + +
+ + + Boon Ability Score Increase + +

Your Wisdom increases by 1.

+
+ + true + + + + + +
+ + + Boon Ability Score Increase + +

Your Charisma increases by 1.

+
+ + true + + + + + +
+ + diff --git a/core/players-handbook-2024/backgrounds/background-acolyte.xml b/core/players-handbook-2024/backgrounds/background-acolyte.xml new file mode 100644 index 00000000..c26f7c1b --- /dev/null +++ b/core/players-handbook-2024/backgrounds/background-acolyte.xml @@ -0,0 +1,57 @@ + + + + Acolyte + Acolyte Background + Wizards of the Coast + + + + + + + + + + + + + +
Ability Scores: Intelligence, Wisdom, Charisma
Feat: Magic Initiate (Cleric) (see chapter 5)
Skill Proficiencies: Insight and Religion
Tool Proficiency: Calligrapher’s Supplies Calligrapher’s Supplies
Equipment: Choose A or B: (A) Calligrapher’s Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP
+

You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest’s instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.

+
+ + + + + + + + + + + +
+ + + + +

You can increase one of the scores by 2 and increase a different score by 1.

+
+ + + + +
+ + + + +

You can increase three different scores by 1.

+
+ + + + + + +
+ +
diff --git a/core/players-handbook-2024/backgrounds/background-criminal.xml b/core/players-handbook-2024/backgrounds/background-criminal.xml new file mode 100644 index 00000000..7c341e90 --- /dev/null +++ b/core/players-handbook-2024/backgrounds/background-criminal.xml @@ -0,0 +1,58 @@ + + + + Criminal + Criminal Background + Wizards of the Coast + + + + + + + + + + + + + +
Ability Scores: Dexterity, Constitution, Intelligence
Feat: Alert (see chapter 5)
Skill Proficiencies: Sleight of Hand and Stealth
Tool Proficiency: Thieves' Tools
Equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 CP; or (B) 50 GP
+

You eked out a livingin dark alleyways, cutting purses or burgling shops. Perhaps you were part of a small gang of like-minded wrongdoers who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thieves' guild and more fearsome lawbreakers.

+
+ + + + + + + + + + + +
+ + + + +

You can increase one of the scores by 2 and increase a different score by 1.

+
+ + + + +
+ + + + +

You can increase three different scores by 1.

+
+ + + + + + +
+ +
diff --git a/core/players-handbook-2024/backgrounds/background-guard.xml b/core/players-handbook-2024/backgrounds/background-guard.xml new file mode 100644 index 00000000..910fff6c --- /dev/null +++ b/core/players-handbook-2024/backgrounds/background-guard.xml @@ -0,0 +1,58 @@ + + + + Guard + Guard Background + Wizards of the Coast + + + + + + + + + + + + + +
Ability Scores: Strength, Intelligence, Wisdom
Feat: Alert (see chapter 5)
Skill Proficiencies: Athletics and Perception
Tool Proficiency: Choose one kind of Gaming Set (see chapter 6)
Equipment: Choose A or B: (A) Spear, Light Crossbow, 20 Bolts, Gaming Set (same as above). Hooded Lantern, Manacles, Quiver, Traveler's Clothes, 12 GP; or (B) 50 GP
+

Your feet ache when you remember the countless hours you spent at your post in the tower. You were trained to keep one eye looking outside the wall, watching for marauders sweeping from the nearby forest, and your other eye looking inside the wall, searching for cutpurses and troublemakers.

+
+ + + + + + + +
+ + + + +

You can increase one of the scores by 2 and increase a different score by 1.

+
+ + + + +
+ + + + +

You can increase three different scores by 1.

+
+ + + + + + +
+ +
diff --git a/core/players-handbook-2024/backgrounds/background-guide.xml b/core/players-handbook-2024/backgrounds/background-guide.xml new file mode 100644 index 00000000..8ecb94c3 --- /dev/null +++ b/core/players-handbook-2024/backgrounds/background-guide.xml @@ -0,0 +1,58 @@ + + + + Guide + Guide Background + Wizards of the Coast + + + + + + + + + + + + + +
Ability Scores: Dexterity, Constitution, Wisdom
Feat: Magic Initiate (Druid) (see chapter 5)
Skill Proficiencies: Stealth and Survival
Tool Proficiency: Cartographer's Tools
Equipment: Choose A or B: (A) Shortbow, 20 Arrows, Cartographer's Tools, Bedroll, Quiver, Tent, Traveler's Clothes, 3 GP; or (B) 50 GP
+

You came of age outdoors, far from settled lands. Your home was anywhere you chose to spread your bedroll. There are wonders in the wilderness — strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants — and you learned to fend for yourself as you explored them. From time to time, you guided friendly nature priests who instructed you in the fundamentals of channeling the magic of the wild.

+
+ + + + + + + + + +
+ + + + +

You can increase one of the scores by 2 and increase a different score by 1.

+
+ + + + +
+ + + + +

You can increase three different scores by 1.

+
+ + + + + + +
+ +
diff --git a/core/players-handbook-2024/backgrounds/background-merchant.xml b/core/players-handbook-2024/backgrounds/background-merchant.xml new file mode 100644 index 00000000..1c25b0ab --- /dev/null +++ b/core/players-handbook-2024/backgrounds/background-merchant.xml @@ -0,0 +1,58 @@ + + + + Merchant + Merchant Background + Wizards of the Coast + + + + + + + + + + + + + +
Ability Scores: Constitution, Intelligence, Charisma
Feat: Lucky (see chapter 5)
Skill Proficiencies: Animal Handling and Persuasion
Tool Proficiency: Navigator's Tools
Equipment: Choose A or B: (A) Navigator's Tools, 2 Pouches, Traveler's Clothes, 22 CP; or (B) 50 GP
+

You were apprenticed to a trader, caravan master, or shopkeeper, learning the fundamentals of commerce. You traveled broadly, and you earned a living by buying and selling the raw materials artisans need to practice their craft or finished works from such crafters. You might have transported goods from one place to another (by ship, wagon, or caravan) or bought them from traveling traders and sold them in your own shop.

+
+ + + + + + + + + + + +
+ + + + +

You can increase one of the scores by 2 and increase a different score by 1.

+
+ + + + +
+ + + + +

You can increase three different scores by 1.

+
+ + + + + + +
+ +
diff --git a/core/players-handbook-2024/backgrounds/background-sailor.xml b/core/players-handbook-2024/backgrounds/background-sailor.xml new file mode 100644 index 00000000..0e4ecbc9 --- /dev/null +++ b/core/players-handbook-2024/backgrounds/background-sailor.xml @@ -0,0 +1,58 @@ + + + + Sailor + Sailor Background + Wizards of the Coast + + + + + + + + + + + + + +
Ability Scores: Strength, Dexterity, Wisdom
Feat: Tavern Brawler (see chapter 5)
Skill Proficiencies: Acrobatics and Perception
Tool Proficiency: Navigator's Tools
Equipment: Choose A or B: (A) Dagger, Navigator's Tools, Rope, Traveler’s Clothes, 20 GP; or (B) 50 GP
+

You lived as a seafarer, wind at your back and decks swaying beneath your feet. You've perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.

+
+ + + + + + + + + +
+ + + + +

You can increase one of the scores by 2 and increase a different score by 1.

+
+ + + + +
+ + + + +

You can increase three different scores by 1.

+
+ + + + + + +
+ +
diff --git a/core/players-handbook-2024/backgrounds/background-soldier.xml b/core/players-handbook-2024/backgrounds/background-soldier.xml new file mode 100644 index 00000000..2702d359 --- /dev/null +++ b/core/players-handbook-2024/backgrounds/background-soldier.xml @@ -0,0 +1,58 @@ + + + + Soldier + Soldier Background + Wizards of the Coast + + + + + + + + + + + + + +
Ability Scores: Strength, Dexterity, Constitution
Feat: Savage Attacker (see chapter 5)
Skill Proficiencies: Athletics and Intimidation
Tool Proficiency: Choose one kind of Gaming Set (see chapter 6)
Equipment: Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler’s Clothes, 14 GP; or (B) 50 GP
+

You began training for war as soon as you reached adulthood and carry precious few memories of life before you took up arms.Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned first. Eventually, you put that training to use on the battlefield, protecting the realm by waging war

+
+ + + + + + + +
+ + + + +

You can increase one of the scores by 2 and increase a different score by 1.

+
+ + + + +
+ + + + +

You can increase three different scores by 1.

+
+ + + + + + +
+ +
diff --git a/core/players-handbook-2024/backgrounds/background-wayfarer.xml b/core/players-handbook-2024/backgrounds/background-wayfarer.xml new file mode 100644 index 00000000..62d2092d --- /dev/null +++ b/core/players-handbook-2024/backgrounds/background-wayfarer.xml @@ -0,0 +1,58 @@ + + + + Wayfarer + Wayfarer Background + Wizards of the Coast + + + + + + + + + + + + + +
Ability Scores: Dexterity, Wisdom, Charisma
Feat: Lucky (see chapter 5)
Skill Proficiencies: Insight and Stealth
Tool Proficiency: Thieves' Tools
Equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Gaming Set (any), Bedroll, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP
+

You grew up on the streets surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft.Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you.

+
+ + + + + + + + + +
+ + [level:19] + Boon, 19 + Level 19+, Epic Boon Feat + +

Epic Boon Feat (Prerequisite: Level 19+)

+

You gain the following benefits.

+

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

+

Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see.

+
+ + Immediately after you take the Attack action or the Magic action, you can teleport up to 30ft to an unoccupied space you can see. + + + + + +
+ + [level:19] + Boon, 19 + Level 19+, Epic Boon Feat + +

Epic Boon Feat (Prerequisite: Level 19+)

+

You gain the following benefits.

+

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

+

Fortified Health. Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier. Once you've regained these additional Hit Points, you can't do so again until the start of your next turn.

+
+ + Whenever you regain HP, you can regain {{constitution:modifier}} additional HP. + + + + + + +
+ + [level:19] + Boon, 19 + Level 19+, Epic Boon Feat + +

Epic Boon Feat (Prerequisite: Level 19+)

+

You gain the following benefits.

+

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

+

Last Stand. When you would be reduced to 0 Hit Points, you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point maximum. Once you use this benefit, you can't use it again until you finish a Long Rest.

+

Recover Vitality. You have a pool of ten d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll's total. You regain all the expended dice when you finish a Long Rest.

+
+ + When you would be reduced to 0 Hit Points, you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point maximum. Once you use this benefit, you can't use it again until you finish a Long Rest. + You have a pool of 10d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll's total. You regain all the expended dice when you finish a Long Rest. + + + + + + + + + + + + + + + + + + + + + + + + +
+ + [level:19],(ID_WOTC_PHB24_CLASS_FEATURE_BARD_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_CLERIC_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_DRUID_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_FIGHTER_ELDRITCH_KNIGHT_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_PALADIN_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_RANGER_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_ROGUE_ARCANE_TRICKSTER_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_SPELLCASTING_SORCERER||ID_WOTC_PHB24_CLASS_FEATURE_WIZARD_SPELLCASTING) + Boon, 19 + Level 19+, Spellcasting Feature, Epic Boon Feat + +

Epic Boon Feat (Prerequisite: Level 19+, Spellcasting Feature)

+

You gain the following benefits.

+

Ability Score Increase. Increase e your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.

+

Free Casting. Whenever you cast a spell with a level 1-4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended.

+
+ + Whenever you cast a spell with a level 1-4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended. + + + + +
+ + [level:19] + Boon, 19 + Level 19+, Epic Boon Feat + +

Epic Boon Feat (Prerequisite: Level 19+)

+

You gain the following benefits.

+

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

+

Truesight. You have Truesight with a range of 60 feet.

+
+ + You have Truesight with a range of 60ft. + + + + +
+ + + General + ID_WOTC_PHB24_FEAT_ABILITY_SCORE_IMPROVEMENT + Level 4+, General Feat + + + + + + + + + General + ID_WOTC_PHB24_FEAT_ABILITY_SCORE_IMPROVEMENT_3 + Level 4+, General Feat + + + + + + + + + General + ID_WOTC_PHB24_FEAT_ABILITY_SCORE_IMPROVEMENT_2,ID_WOTC_PHB24_CLASS_ROGUE + Level 4+, General Feat + + + + + + + + + General + ID_WOTC_PHB24_FEAT_ABILITY_SCORE_IMPROVEMENT_4 + Level 4+, General Feat + + + + + + + + + +

Increase one ability score of your choice by 2.

+
+ + + + +
+ + + +

Increase one ability score of your choice by 2.

+
+ + + + +
+ + + +

Increase one ability score of your choice by 2.

+
+ + + + +
+ + + +

Increase one ability score of your choice by 2.

+
+ + + + +
+ + + +

Increase two ability scores of your choice by 1.

+
+ + + + +
+ + + +

Increase two ability scores of your choice by 1.

+
+ + + + +
+ + + +

Increase two ability scores of your choice by 1.

+
+ + + + +
+ + + +

Increase two ability scores of your choice by 1.

+
+ + + + + +
+ + + Athlete + +

Increase your Strength by 1, to a maximum of 20.

+
+ + When you have the Prone condition, you can right yourself with only 5 feet of movement. You can make a running Long or High Jump after moving only 5 feet. + + + + +
+ + + Athlete + +

Increase your Dexterity by 1, to a maximum of 20.

+
+ + When you have the Prone condition, you can right yourself with only 5 feet of movement. You can make a running Long or High Jump after moving only 5 feet. + + + + +
+ + + [level:4],([str:13]||[dex:13]) + General + Level 4+, Strength or Dexterity 13+, General Feat + +

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

+

Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action.

+

Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.

+
+ + + + + + + +
+ + + Chef + +

Increase your Constitution by 1, to a maximum of 20.

+
+ + As part of a Short Rest, if you have ingredients and Cook's Utensils on hand, you can prepare enough of food for {{chef:meal}} creatures. At the end of the Short Rest, any creature who eat the food and spends one or more Hit Dice to regain HP regains an extra 1d8 HP. + With 1 hour of work or when you finish a Long Rest, you can cook {{proficiency}} treats if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours. A creature can use a Bonus Action to eat one of those treats to gain {{proficiency}} Temporary HP. + + + + +
+ + + Chef + +

Increase your Wisdom by 1, to a maximum of 20.

+
+ + As part of a Short Rest, if you have ingredients and Cook's Utensils on hand, you can prepare enough of food for {{chef:meal}} creatures. At the end of the Short Rest, any creature who eat the food and spends one or more Hit Dice to regain HP regains an extra 1d8 HP. + With 1h of work or when you finish a Long Rest, you can cook {{proficiency}} treats if you have ingredients and Cook's Utensils on hand. These special treats last 8h. A creature can use a Bonus Action to eat one of those treats to gain {{proficiency}} Temporary HP. + + + + +
+ + + [level:4],[dex:13] + General + Level 4+, Dexterity 13+, General Feat + +

General Feat (Prerequisite: Level 4+, Dexterity 13+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

+

Ignore Loading. You ignore the Loading property of the Hand Crossbow. Heavy Crossbow, and Light Crossbow (all called crossbows elsewhere in this feat). If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand.

+

Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with crossbows.

+

Dual Wielding. When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren't already adding that modifier to the damage.

+
+ + You ignore the Loading property of crossbows. If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with crossbows. When you make the extra attack with a crossbow that has the Light property, you can add your ability modifier to the damage of the extra attack if you aren't already adding that modifier to the damage. + + + + +
+ + + [level:4] + General + Level 4+, General Feat + +

General Feat (Prerequisite: Level 4+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

+

Push. 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 if the target is no more than one size larger than you.

+

Enhanced Critical. When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.

+
+ + + + +
+ + + Dual Wielder + +

Increase your Strength by 1, to a maximum of 20.

+
+ + When you attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action with a different Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative. You can draw or stow two weapons that lack the Two-Handed property instead of only one. + + + + +
+ + + Dual Wielder + +

Increase your Dexterity by 1, to a maximum of 20.

+
+ + When you attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action with a different Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative. You can draw or stow two weapons that lack the Two-Handed property instead of only one. + + + + +
+ + + [level:4] + General + Level 4+, General Feat + +

General Feat (Prerequisite: Level 4+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.

+

Defy Death. You have Advantage on Death Saving Throws.

+

Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.

+
+ + You have Advantage on Death Saving Throws. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of HP equal to the roll. + + + + +
+ + + [level:4],(ID_WOTC_PHB24_CLASS_FEATURE_BARD_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_CLERIC_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_DRUID_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_FIGHTER_ELDRITCH_KNIGHT_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_PALADIN_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_RANGER_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_ROGUE_ARCANE_TRICKSTER_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_WARLOCK_PACT_MAGIC||ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_SPELLCASTING_SORCERER||ID_WOTC_PHB24_CLASS_FEATURE_WIZARD_SPELLCASTING) + General + Level 4+, Spellcasting or Pact Magic Feature, General Feat + +

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

+

Energy Mastery. 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.

+

Repeatable. You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.

+
+ + + + +
+ + + Elemental Adept + +

Increase your Intelligence by 1, to a maximum of 20.

+
+ + true + + + + + +
+ + + Elemental Adept + +

Increase your Wisdom by 1, to a maximum of 20.

+
+ + true + + + + + +
+ + + Elemental Adept + +

Increase your Charisma by 1, to a maximum of 20.

+
+ + true + + + + + +
+ + + Energy Mastery + +

Spells you cast ignore Acid Resistance. In addition, when you roll damage for a spell you cast that deals Acid damage, you can treat any 1 on a damage die as a 2.

+
+ + Spells you cast ignore Acid Resistance. Treat any 1 on a damage die as a 2 with Acid spells. + +
+ + + Energy Mastery + +

Spells you cast ignore Cold Resistance. In addition, when you roll damage for a spell you cast that deals Cold damage, you can treat any 1 on a damage die as a 2.

+
+ + Spells you cast ignore Cold Resistance. Treat any 1 on a damage die as a 2 with Cold spells. + +
+ + + Energy Mastery + +

Spells you cast ignore Fire Resistance. In addition, when you roll damage for a spell you cast that deals Fire damage, you can treat any 1 on a damage die as a 2.

+
+ + Spells you cast ignore Fire Resistance. Treat any 1 on a damage die as a 2 with Fire spells. + +
+ + + Energy Mastery + +

Spells you cast ignore Lightning Resistance. In addition, when you roll damage for a spell you cast that deals Lightning damage, you can treat any 1 on a damage die as a 2.

+
+ + Spells you cast ignore Lightning Resistance. Treat any 1 on a damage die as a 2 with Lightning spells. + +
+ + + Energy Mastery + +

Spells you cast ignore Thunder Resistance. In addition, when you roll damage for a spell you cast that deals Thunder damage, you can treat any 1 on a damage die as a 2.

+
+ + Spells you cast ignore Thunder Resistance. Treat any 1 on a damage die as a 2 with Thunder spells. + +
+ + + ID_WOTC_PHB24_FEAT_ELEMENTAL_ADEPT,(ID_WOTC_PHB24_CLASS_FEATURE_BARD_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_CLERIC_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_DRUID_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_FIGHTER_ELDRITCH_KNIGHT_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_PALADIN_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_RANGER_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_ROGUE_ARCANE_TRICKSTER_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_WARLOCK_PACT_MAGIC||ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_SPELLCASTING_SORCERER||ID_WOTC_PHB24_CLASS_FEATURE_WIZARD_SPELLCASTING) + Level 4+, Spellcasting or Pact Magic Feature, General Feat + + + + + + + + + ID_WOTC_PHB24_FEAT_ELEMENTAL_ADEPT_2,(ID_WOTC_PHB24_CLASS_FEATURE_BARD_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_CLERIC_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_DRUID_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_FIGHTER_ELDRITCH_KNIGHT_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_PALADIN_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_RANGER_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_ROGUE_ARCANE_TRICKSTER_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_WARLOCK_PACT_MAGIC||ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_SPELLCASTING_SORCERER||ID_WOTC_PHB24_CLASS_FEATURE_WIZARD_SPELLCASTING) + Level 4+, Spellcasting or Pact Magic Feature, General Feat + + + + + + + + + ID_WOTC_PHB24_FEAT_ELEMENTAL_ADEPT_3,(ID_WOTC_PHB24_CLASS_FEATURE_BARD_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_CLERIC_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_DRUID_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_FIGHTER_ELDRITCH_KNIGHT_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_PALADIN_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_RANGER_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_ROGUE_ARCANE_TRICKSTER_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_WARLOCK_PACT_MAGIC||ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_SPELLCASTING_SORCERER||ID_WOTC_PHB24_CLASS_FEATURE_WIZARD_SPELLCASTING) + Level 4+, Spellcasting or Pact Magic Feature, General Feat + + + + + + + + + ID_WOTC_PHB24_FEAT_ELEMENTAL_ADEPT_4,(ID_WOTC_PHB24_CLASS_FEATURE_BARD_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_CLERIC_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_DRUID_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_FIGHTER_ELDRITCH_KNIGHT_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_PALADIN_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_RANGER_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_ROGUE_ARCANE_TRICKSTER_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_WARLOCK_PACT_MAGIC||ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_SPELLCASTING_SORCERER||ID_WOTC_PHB24_CLASS_FEATURE_WIZARD_SPELLCASTING) + Level 4+, Spellcasting or Pact Magic Feature, General Feat + + + + + + + + + [level:4] + General + Level 4+, General Feat + +

General Feat (Prerequisite: Level 4+)

+

Your exposure to the Feywild's magic grants you the following benefits.

+

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

+

Fey Magic. Choose one level 1 spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell 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.

+
+ + + + + +
+ + + Fey-Touched + +

Increase your Intelligence by 1, to a maximum of 20.

+
+ + Choose one level 1 spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell 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 Intelligence. + + + + +
+ + + Fey-Touched + +

Increase your Wisdom by 1, to a maximum of 20.

+
+ + Choose one level 1 spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell 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 Wisdom. + + + + +
+ + + Fey-Touched + +

Increase your Charisma by 1, to a maximum of 20.

+
+ + Choose one level 1 spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell 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 Charisma. + + + + +
+ + + [level:4],([str:13]||[dex:13]) + General + Level 4+, Strength or Dexterity 13+, General Feat + +

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

+

Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.

+

Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.

+

Fast Wrestler. Your Speed isn't halved when you move a creature Grappled by you if the creature is your size or smaller.

+
+ + + + + +
+ + + Heavily Armored + +

Increase your Strength by 1, to a maximum of 20.

+
+ + You gain training with Heavy armor. + + + + +
+ + + Heavily Armored + +

Increase your Constitution by 1, to a maximum of 20.

+
+ + You gain training with Heavy armor. + + + + +
+ + + [level:4],ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_HEAVY_ARMOR + General + Level 4+, Heavy Armor Training, General Feat + +

General Feat (Prerequisite: Level 4+, Heavy Armor Training)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20.

+

Damage Reduction. When you're hit by an attack while you're wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.

+
+ + + + + +
+ + + Inspiring Leader + +

Increase your Wisdom by 1, to a maximum of 20.

+
+ + When you finish a Short or Long Rest, you can give an inspiring performance. When you do so, choose up to six allies (can include yourself) within 30ft of yourself who witness the performance. The chosen creatures each gain {{perf:temp}}Temporary HP. + + + + + +
+ + + Inspiring Leader + +

Increase your Charisma by 1, to a maximum of 20.

+
+ + When you finish a Short or Long Rest, you can give an inspiring performance. When you do so, choose up to six allies (can include yourself) within 30ft of yourself who witness the performance. The chosen creatures each gain {{perf:temp}}Temporary HP. + + + + + +
+ + + [level:4],[int:13] + General + Level 4+, Intelligence 13+, General Feat + +

General Feat (Prerequisite: Level 4+, Intelligence 13+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.

+

Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.

+

Quick Study. You can take the Study action as a Bonus Action.

+
+ + You can take the Study action as a Bonus Action. + + + + + + + +
+ + + Lightly Armored + +

Increase your Strength by 1, to a maximum of 20.

+
+ + You gain training with Light armor and Shields. + + + + +
+ + + Lightly Armored + +

Increase your Dexterity by 1, to a maximum of 20.

+
+ + You gain training with Light armor and Shields. + + + + +
+ + + [level:4] + General + Level 4+, General Feat + +

General Feat (Prerequisite: Level 4+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

+

Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.

+

Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.

+
+ + + + + +
+ + + Martial Weapon Training + +

Increase your Strength by 1, to a maximum of 20.

+
+ + You gain proficiency with Martial weapons. + + + + +
+ + + Martial Weapon Training + +

Increase your Dexterity by 1, to a maximum of 20.

+
+ + You gain proficiency with Martial weapons. + + + + +
+ + + [level:4],ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_MEDIUM_ARMOR + General + Level 4+, Medium Armor Training, General Feat + +

General Feat (Prerequisite: Level 4+, Medium Armor Training)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

+

Dexterous Wearer. While you're wearing Medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.

+
+ + Immediately after you take the Attack action or the Magic action, you can teleport up to 30ft to an unoccupied space you can see. + + + + + +
+ + + Moderately Armored + +

Increase your Strength by 1, to a maximum of 20.

+
+ + You gain training with Medium armor. + + + + +
+ + + Moderately Armored + +

Increase your Dexterity by 1, to a maximum of 20.

+
+ + You gain training with Medium armor. + + + + +
+ + + [level:4] + General + Level 4+, General Feat + +

General Feat (Prerequisite: Level 4+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.

+

Mounted Strike. While mounted, you have Advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount.

+

Leap Aside. 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. For your mount to gain this benefit, you must be riding it, and neither of you can have the Incapacitated condition.

+

Veer. While mounted, you can force an attack that hits your mount to hit you instead if you don't have the Incapacitated condition.

+
+ + + + + +
+ + + Piercer + +

Increase your Strength by 1, to a maximum of 20.

+
+ + 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. + + + + +
+ + + Piercer + +

Increase your Dexterity by 1, to a maximum of 20.

+
+ + 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. + + + + +
+ + + [level:4] + General + Level 4+, General Feat + +

General Feat (Prerequisite: Level 4+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

+

Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.

+

Brew Poison. You gain proficiency with the Poisoner's Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you hit with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.

+
+ + + + +
+ + + Polearm Master + +

Increase your Strength by 1, to a maximum of 20.

+
+ + Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon's damage die for this attack is a d4. + While you're holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon. + + + + +
+ + + Polearm Master + +

Increase your Dexterity by 1, to a maximum of 20.

+
+ + Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon's damage die for this attack is a d4. + While you're holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon. + + + + +
+ + + [level:4] + General + Level 4+, General Feat + +

General Feat (Prerequisite: Level 4+)

+

You gain the following benefits.

+

Ability Score Increase. Choose one ability in which you lack saving throw proficiency. Increase the chosen ability score by 1, to a maximum of 20.

+

Saving Throw Proficiency. You gain saving throw proficiency with the chosen ability.

+
+ + + + + + + +
+ + + Sentinel + +

Increase your Strength by 1, to a maximum of 20.

+
+ + Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature. + When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn. + + + + +
+ + + Sentinel + +

Increase your Dexterity by 1, to a maximum of 20.

+
+ + Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature. + When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn. + + + + +
+ + + [level:4] + General + Level 4+, General Feat + +

General Feat (Prerequisite: Level 4+)

+

Your exposure to the Shadowfell's magic grants you the following benefits.

+

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

+

Shadow Magic. Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell 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.

+
+ + + + +
+ + + Shadow Touched + +

Increase your Intelligence by 1, to a maximum of 20.

+
+ + Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell 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 Intelligence. + + + + +
+ + + Shadow Touched + +

Increase your Wisdom by 1, to a maximum of 20.

+
+ + Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell 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 Wisdom. + + + + +
+ + + Shadow Touched + +

Increase your Charisma by 1, to a maximum of 20.

+
+ + Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell 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 Charisma. + + + + +
+ + + [level:4],[dex:13] + General + Level 4+, Dexterity 13+, General Feat + +

General Feat (Prerequisite: Level 4+, Dexterity 13+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

+

Bypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.

+

Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons.

+

Long Shots. Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons.

+
+ + Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover. Being within 5ft of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons. Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons. + + + + +
+ + + [level:4],ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_SHIELDS + General + Level 4+, Shield Training, General Feat + +

General Feat (Prerequisite: Level 4+, Shield Training)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

+

Shield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns.

+

Interpose Shield. If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield.

+
+ + If, as part of the Attack action, you hit a creature within 5ft of you with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a DC{{shield:bash:dc}} Strength saving throw. On a failed save, you either push the target 5ft from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns. + If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield. + + + + + + + +
+ + + [level:4] + General + Level 4+, General Feat + +

General Feat (Prerequisite: Level 4+)

+

You gain the following benefits.

+

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

+

Skill Proficiency. You gain proficiency in one skill of your choice.

+

Expertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.

+
+ + You gain proficiency in one skill of your choice. You gain Expertise with one skill in which you have proficiency. + + + + + +
+ + + Slasher + +

Increase your Strength by 1, to a maximum of 20.

+
+ + Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10ft until the start of your next turn. + When you score a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of your next turn. + + + + +
+ + + Slasher + +

Increase your Dexterity by 1, to a maximum of 20.

+
+ + Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10ft until the start of your next turn. + When you score a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of your next turn. + + + + +
+ + + [level:4],([dex:13]||[con:13]) + General + Level 4+, Dexterity or Constitution 13+, General Feat + +

General Feat (Prerequisite: Level 4+, Dexterity or Constitution 13+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.

+

Speed Increase. Your Speed increases by 10 feet.

+

Dash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.

+

Agile Movement. Opportunity Attacks have Disadvantage against you.

+
+ + + + +
+ + + Spell Sniper + +

Increase your Intelligence by 1, to a maximum of 20.

+
+ + Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. When you cast a spell that has a range of at least 10ft and requires you to make an attack roll, you can increase the spell's range by 60ft. + + + + +
+ + + Spell Sniper + +

Increase your Wisdom by 1, to a maximum of 20.

+
+ + Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. When you cast a spell that has a range of at least 10ft and requires you to make an attack roll, you can increase the spell's range by 60ft. + + + + +
+ + + Spell Sniper + +

Increase your Charisma by 1, to a maximum of 20.

+
+ + Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. When you cast a spell that has a range of at least 10ft and requires you to make an attack roll, you can increase the spell's range by 60ft. + + + + +
+ + + [level:4] + General + Level 4+, General Feat + +

General Feat (Prerequisite: Level 4+)

+

You gain the following benefits.

+

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

+

Minor Telekinesis. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand invisible, and its range increases by 30 feet when you cast it. The spell's spellcasting ability is the ability increased by this feat.

+

Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or be moved 5 feet toward or away from you.

+
+
+
+ + + + + + + + + + Telepathic + +

Increase your Intelligence by 1, to a maximum of 20.

+
+ + 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 detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast this it this way again. Your spellcasting ability for this spell is Intelligence. If you have spell slots of 2nd level or higher, you can cast this spell with them. + + + + +
+ + + Telepathic + +

Increase your Wisdom by 1, to a maximum of 20.

+
+ + 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 detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast this it this way again. Your spellcasting ability for this spell is Wisdom. If you have spell slots of 2nd level or higher, you can cast this spell with them. + + + + +
+ + + Telepathic + +

Increase your Charisma by 1, to a maximum of 20.

+
+ + 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 detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast this it this way again. Your spellcasting ability for this spell is Charisma. If you have spell slots of 2nd level or higher, you can cast this spell with them. + + + + +
+ + + [level:4],(ID_WOTC_PHB24_CLASS_FEATURE_BARD_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_CLERIC_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_DRUID_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_FIGHTER_ELDRITCH_KNIGHT_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_PALADIN_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_RANGER_SPELLCASTING||ID_WOTC_PHB24_ARCHETYPE_FEATURE_ROGUE_ARCANE_TRICKSTER_SPELLCASTING||ID_WOTC_PHB24_CLASS_FEATURE_WARLOCK_PACT_MAGIC||ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_SPELLCASTING_SORCERER||ID_WOTC_PHB24_CLASS_FEATURE_WIZARD_SPELLCASTING) + General + Level 4+, Spellcasting or Pact Magic Feature, General Feat + +

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

+

Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.

+

Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

+

Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.

+
+ + + + + +
+ + Origin + Origin Feat + +

Origin Feat

+

You gain the following benefits.

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Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

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Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

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+ + You can spend one use of a Healer's Kit to tend to a creature within 5ft of yourself. That creature can expend one of its Hit Point Dice, and you then roll that die. It regains a number of HP equal to the roll +{{proficiency}}. + Whenever you roll a 1 on a die to restore HP with a spell or Battle Medic's benefit, you can reroll it, and you must use the new result. + +
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Origin Feat

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You gain the following benefits.

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Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.

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Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.

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Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

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+ + When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll. + When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll. + +
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Origin Feat

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You gain the following benefits.

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Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).

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Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

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Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

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Repeatable. You can take this feat more than once, but you must choose a different spell list each time.

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+ + + + + +
+ + Origin + + ID_WOTC_PHB24_FEAT_MAGIC_INITIATE + Origin Feat + +

Origin Feat

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You gain the following benefits.

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Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).

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Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

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Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

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Repeatable. You can take this feat more than once, but you must choose a different spell list each time.

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+ + + Magic Initiate 24 + + +

You learn two cantrips of your choice from the cleric's spell list.

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Choose a level 1 spell from the same list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

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Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

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Your spellcasting ability for this feat's spells is Intelligence

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+ + You can cast the chosen 1st-level spell without a spell slot. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat's spells is Intelligence. + +
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Your spellcasting ability for this feat's spells is Wisdom

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+ + You can cast the chosen 1st-level spell without a spell slot. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat's spells is Wisdom. + +
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Your spellcasting ability for this feat's spells is Charisma

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+ + You can cast the chosen 1st-level spell without a spell slot. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat's spells is Charisma. + +
+ + + Magic Initiate 24 + + +

You learn two cantrips of your choice from the wizard's spell list.

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Choose a level 1 spell from the same list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

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Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

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+ + Origin + Origin Feat + +

Origin Feat

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You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.

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+ + When you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target. + +
+ + + Origin + Origin Feat + +

Origin Feat

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You gain proficiency in any combination of three skills or tools of your choice.

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Repeatable. You can take this feat more than once.

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+ + Origin + + ID_WOTC_PHB24_FEAT_SKILLED_2 + Origin Feat + + + + + + + + Origin + + ID_WOTC_PHB24_FEAT_SKILLED_4 + Origin Feat + + + + + + + + Origin + + ID_WOTC_PHB24_FEAT_SKILLED_6 + Origin Feat + + + + + + + + Origin + + ID_WOTC_PHB24_FEAT_SKILLED_8 + Origin Feat + + + +