BadgeAddict wrote: ↑Thu Jul 12, 2018 10:06 am
Spider, given the additional books that exist, could you give us a feat list that we can choose from?
They are all racial traits, I've broken them down below.
Dragonborn
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Dragon Fear
Prerequisite: Dragonborn
When angered, you radiate menace. You gain the following benefits:
•Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
•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 for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Dragon Hide
Prerequisite: Dragonborn
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
•Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.
•Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
•You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Dwarf
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Dwarven Fortitude
Prerequisite: Dwarf
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
•Increase your Constitution score by 1, to a maximum of 20.
•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).
Squat Nimbleness
Prerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:
•Increase your Strength or Dexterity score by 1, to a maximum of 20.
•Increase your walking speed by 5 feet.
•You gain proficiency in the Acrobatics or Athletics skill (your choice).
•You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Gnome
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Fade Away
Prerequisite: Gnome
Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
•Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
•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.
Squat Nimbleness
Prerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:
•Increase your Strength or Dexterity score by 1, to a maximum of 20.
•Increase your walking speed by 5 feet.
•You gain proficiency in the Acrobatics or Athletics skill (your choice).
•You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Human
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Prodigy
Prerequisite: Half-elf, half-orc or human
You have a knack for learning new things. You gain the following benefits:
•You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
•Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Tiefling
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Flames of Phlegethos
Prerequisite: Tiefling
You learn to call on hellfire to serve your commands. You gain the following benefits:
•Increase your Intelligence or Charisma score by 1, to a maximum of 20.
•When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
•Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Infernal Constitution
Prerequisite: Tiefling
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
•Increase your Constitution score by 1, up to a maximum of 20.
•You have resistance to cold damage and poison damage.
•You have advantage on saving throws against being poisoned.