Prerequisite: 12/13/14 strength
Gain proficiency with light armor if you have 12 strength at least.
If already proficient with light armor, gain proficiency with medium armor instead if you have 13 strength at least.
If already proficient with medium armor, gain proficiency with heavy armor instead if you have 14 strength at least.
If already proficient with heavy armor, gain a +2 bonus to block checks.
Can be taken multiple times, each time upgrading proficiency further, but no further than +1 block.
Prerequisite: 14/18 dexterity, proficiency with a bow of any kind.
You gain a +2 bonus to bow attacks made against targets within the second range increment.
Your critical hits with bows deal an additional 1d4 damage.
This feat can be taken a second time, gaining the benefits twice, but at an increased dexterity prerequisite of 18.
Prerequisite: 13 dexterity, 13 intelligence, proficiency with a crossbow of any kind.
You can maintain a personal crossbow by expending 1 rest dice during a long rest.
You can bolt-stack a crossbow, either allowing an extra bolt to be loaded as part of reloading, or by increasing magazine capacity by 3.
Prerequisite: none.
All damage you deal is increased by 1 and is increased by 1 per archetype that you possess.
Prerequisite: ability to create or procure items during a short or long rest
Once per long rest when creating or procuring an item as part of a class ability, spell, or similar effect, you can create 1 extra.
Once per long rest when creating an item with a cost (rest dice, alchemy points, etc.) reduce the cost by 1.
Prerequisite: healer(cleric archetype)
The critical heal chance dice is reduce by 1 size category (1d10 -> 1d8 -> 1d6 -> 1d4) and you heal an extra 1d6 health on critical heals.
Prerequisite: ranger focus ability, wis 13
When entering focus, increase the duration by 1d3 turns.
Prerequisite: dragonborn
Your dragon breath ability has its range increased by 5 ft, its damage increased by 1d6, it's DC increased by 1, and the recharge dice reduced by 1 size category (1d8 -> 1d6 -> 1d4 -> 1d3)
Prerequisite: proficiency with nature, investigation or survival, and proficiency with medicine
You can make a DC 20 medicine check to revive and stabilize a creature on the round after they have died(Subject to GM.) If you do so, you restore a rest dice to the creature.
You can spend a rest dice to gain a +1d4 bonus to a medicine or medicine related tool check, and on a natural 20, you restore 1 rest dice to the creature you are tending to, or yourself.
Prerequisite: dexterity 13
When wielding two weapons, you can now make the offhand attack as a bonus action even when not making an attack.
+1 dexterity or strength.
Prerequisite: Dwarf
Choose 1 weapon group of choice. Expand their critical range by 1.
Reduce bulk from armor by 1.
Prerequisite: spell recovery(wizard 1)
You regain 1 extra arcane recovery point every rest. When you spend rest dice to regain a spell, you regain 1 extra.
Prerequisite: elf
Increase your rest dice maximum by 1.
+1 to a mental ability score.
Prerequisite: dexterity 16/18
While dual wielding weapons with the flurry property, you can now make two free attacks per round, instead of one.
You can take this feat an additional time, allowing you to spend a movement action to make an attack with a weapon that has the flurry property.
Prerequisite: exert(fighter 3)
You can use exert one additional time per encounter.
Prerequisite: metamagic(sorcerer 4)
Learn 2 extra metamagic effects from the base sorcerer lost.
Your MP maximum is increased by 1.
Regain 1 more MP every rest.
Prerequisite: alchemist 2
Learn 1 extra alchemical tool from the base alchemist list, or any upgrade list from an alchemist archetype.
Learn 1 extra alchemical method from the 2nd level list.
Regain 1 more AP every rest.
Prerequisite: 10 intelligence
Upgrade a skill or tool proficiency from proficient to expert.
Prerequisite: battle dice(Barbarian 4)
Increase your maximum battle dice by 2.
Prerequisite: battle dice(Barbarian 4)
Increase your maximum battle dice by 2.
Prerequisite: ability to cast a cantrip that has "choose one" style upgrades
Gain 1 more upgrade for a chosen cantrip of your choice, if applicable.
+1 to any attribute
Prerequisite: Combat art(Monk 1)
Gain 1 extra combat art from the monk options gained at lvl 1.
+1 to any attribute
Prerequisite: Fighting skill(fighter lvl 1 feature)
Gain 2 extra fighting skills
+1 to any attribute
Prerequisite: bestow insight(Druid 1)
Gain 1 extra use per long rest of the bestow insight ability.
+1 to any attribute
Prerequisite: Ability to cast an occult spell
If you have any Occultist levels, increase your spell point maximum by 1. Otherwise, gain 1 spell point that is renewed each long rest, that can be spent to cast any 1st level occult spell that you know.
+1 to any attribute
Prerequisite: Ranger training(Ranger 3)
Gain 2 more ranger training options.
+1 to any attribute
Prerequisite: magical talent(bard 1)
Gain 1 more magical talent spell.
+1 to arcana checks.
Prerequisite: tricks of the trade(Alchemist 2)
Gain 2 more abilities from your 2nd level alchemist list.
+1 to any attribute
Prerequisite: strength 18 or dexterity 18
When landing a weapon attack but not critically striking, roll a 1d20 chance dice. On a 20, the attack crits instead.
Prerequisite: none
Lose proficiency with one skill. Upgrade a proficiency with a skill or tool to expertise.
+1 to an ability score of choice.
Prerequisite: elf, half-elf, gnome, shadowling, or firbolg.
You can re-roll a skill check, ability score check, death save, or chance dice up to twice per long rest. This is on top of any other traits that let you do so.
Prerequisite: Firbolg
Learn a non-necromancy, non-arcane cantrip that does not deal damage directly. Use your performance bonus as the casting modifier for it.
Prerequisite: Griphir
Your arms have greater flight feathers, allowing you to make up to 40ft leaps as a move or bonus action, and granting you a glide speed of 60ft. This forbids you from wearing armor suits or coats. If you leap into range for an attack, you can make an additional unarmed claw attack, dealing 1d6 + strength/agility slashing damage.
Reduce fall-damage taken by 3d6
Prerequisite: Flurry(monk 3,) 18 dexterity
Your flurry attacks grant an extra attack.
Prerequisite: ability to cast arcane, mystic, or oath magic, 12 intelligence
Learn an occult spell of any spell level that you can cast. You can spend any spell slot or an amount of rest dice equal to the spells level to cast it. You can use intelligence, or any other casting attribute you have(from other spell lists you have) as the casting attribute for it.
Learn an occult cantrip.
Prerequisite: 11 dexterity
You can choose to retry a save, cause an attacker to reroll an attack against you, or retry a block attempt by spending 2 of any of the following resources: a rest dice, 1 damage to fatigue, 1 class resource(such as alchemy points, metamagic points, battle dice, etc) or a use of a per-rest or long rest ability. You can only do so once per round.
Prerequisite: Ginasi
Choose another Ginasi elemental affinity.
+1 to an ability score of choice.
Gain proficiency with a skill or tool of choice.
Prerequisite: human, level 3
You can use determination two extra times per rest.
+1 to an ability score of choice.
Prerequisite: a damage dealing ability with a rest dice cost or a per rest or long rest use count.
Choose a damage dealing ability with a rest dice cost or a per rest or per long rest use count. You can use them an extra 2 times per rest at no rest dice cost.
Prerequisite: 14 intelligence, ability to summon or bind a creature or object.
You can spend 10 extra minutes when summoning a creature or object once per rest. When doing so, either summon an extra creature, or grant the item the recall ability, allowing you to summon it to your hand as a bonus action.
Prerequisite: 16 constitution
You gain +1 death save slots. Your max HP is increased by 5. You gain a +2 bonus to death saves.
You do not fall unconscious when reduced to 0 hp.
Prerequisite: goblin or dwarf
You can hold one very strong grudge at a time against a creature that outperforms, humiliates, or harms you, gaining a +1d4 bonus to checks, saves, and attacks made against it, to destroy its creations, or to trick it. A grudge lasts until a new one is made, and only one such grudge per rest can be made.
Prerequisite: 18 constitution
When taking fatigue damage, reduce the damage taken by 1. If this would reduce it to 0, make a DC 16 constitution save. On a success, you take no damage to fatigue.
Reduce incoming acid and poison damage by 1, down to a minimum of 1.
+6 max HP
Prerequisite: none
While not wielding any weapons or shields, gain a +1 bonus to AC.
Your unarmed attacks deal an extra 1d4 bludgeoning damage.
+1 to strength or dexterity.
Prerequisite: kobold or dragonborn
Gain a +1 bonus to AC.
Gain 1 block at the start of combat.
Prerequisite: strength 15
Treat all agile weapons as also being light(can effectively wield in offhand) and treat all two-handed weapons as versatile(can be wielded one-handed, but decrease their damage dice by 1 size category if you wield them one-handed)
+1 dexterity or strength.
Prerequisite: 15 intelligence or wisdom, and proficiency with arcana, insight, or investigation.
Gain a +1 bonus to the DC of effects from scrolls you cast.
When using a scroll, make a concentration check vs the DC of the scroll. On a success, you can take 1d3 damage to fatigue but do not consume the scroll.
+1 to investigation checks
Prerequisite: 12 dexterity and 12 wisdom.
Learn 2 minor hexes, or learn 1 minor hex and gain +1 to an ability score of choice.
If you know at least 2 more minor hexes than you have major hexes, you can learn a major hex instead, and either learn an extra minor hex or gain a +1 to an ability score of choice.
If you know at least 2 more major hexes than you know greater hexes, you can learn a greater hex instead, and either learn 2 minor hexes, learn 1 major hex, or gain a +1 to an ability score of choice.
Can be taken multiple times.
Prerequisite: 18 strength
Your push, shove, kick, and pull distances, either made bare-handed or by use of tool or weapon, as well as all your jump distances are increased by 5 feet.
The damage dice of weapons you wield is increased by 1 size category. 1d12 damage weapons instead have their critical range increased by 1.
Prerequisite: 13 int, ability to cast a cold damage dealing spell or cantrip
You can change spells to deal cold damage instead of fire or poison.
Reduce incoming fire and cold damage by 2.
Enemies that take 6 or more cold damage from your spells or cantrips have their movement speed reduced by 10 feet until the start of your next turn.
Prerequisite: 12 intelligence, wisdom, or charisma
Gain use of a cantrip from any basic magic type, using any mental attribute as the casting modifier.
+1 to intelligence, wisdom, or charisma.
+3 to max HP
Prerequisite: bardic inspiration(bard 1)
Your bardic inspiration dice is increased by 1 size category (1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12)
Prerequisite: 13 in a mental ability score, and either proficiency with arcana or religion, or the ability to cast spells or cantrips.
Gain use of a cantrip of choice from any list, using constitution as the casting modifier. When you cast it, take 1 point of psychic damage. You cannot reduce this damage to 0. It no longer has any component cost.
Gain a +2 bonus on checks made to consult forces beyond the mortal plane.
-3 to max HP
Prerequisite: 12 strength
Your cleave attacks can target an additional creature.
+1 strength
Prerequisite: sneak attack(rogue 1)
Increase your sneak attack damage dice by 1 size category( 1d6 -> 1d8 -> 1d10 )
Prerequisite: Wisdom 16
You gain a +1 bonus to mental saves vs spells.
Ignore the first instance of fatigue you receive per rest.
Prerequisite: 16 constitution
+1 max death save slot
+7 max HP.
Prerequisite: 14 dexterity
Treat all piercing and slashing damage weapons as though they had the lunge weapon property.
+1 to a physical attribute
Prerequisite: 11 constitution, ability to cast an arcane, mystic, or occult cantrip
Lose use of 1 arcane, mystic, or occult cantrip.
Gain 1 of the following benefits:
Increase your rest dice maximum by 1.
+4 max HP and Increase your maximum death save slots by 1.
You can make a mental save of choice against a spell in place of an affected ally within 30 feet, once per long rest.
Prerequisite: 14 strength, 14 dexterity
Choose one kind of weapon maneuver. You can use it without having to spend a bonus action to perform it, and its attack roll is increased by 1 and any associated DCs are increased by 1.
Prerequisite: 13 constitution
Decrease all poison damage taken by 1.
Reduce the duration of all poisoned, winded, paralyzed, and sickened effects applied to you by 1.
Healing potions heal you for an additional 1 hp.
Heal 1d4 health immediately when beginning a short rest.
Max HP + 4
Prerequisite: at least 10 in all ability scores
Choose two different feats, cantrips, class features, or background or race abilities that allow you to choose permanent upgrades from a list(when it says "choose an upgrade..." or simply "choose one" but not when it calles them "abilities") and choose an aditional upgrade from those lists.
This cannot result in granting additional feats.
Prerequisite: at least 10 in all ability scores
Choose a feat, cantrip, class features, spell, or background or race ability that allows you to gain a bonus, change, benefit, or transformation for a duration and increase the duration by 1d3 instances (such as turns, dice, minutes, 10s of minutes, hours, or days)
Gain a +1 bonus to an ability score of choice.
Prerequisite: at least 10 in all ability scores
Choose a feat, cantrip, class features, spell, or background or race ability that has a limited number of uses per rest or long rest. Increase the amount of uses by 1.
Gain a +1 bonus to an ability score of choice.
Prerequisite: at least 10 in all ability scores
Choose a feat, cantrip, class features, spell, or background or race ability that uses a chance dice. Either change the chance dice by 1 size category, or improve the success chance by 1 ( a 1d4 resulting in a success on a 3 or higher is now a success on on a 2 or higher, or can become a 1d6 roll resulting on a 3 or higher instead.)
Can be taken multiple times. Cannot reduce the odds to fail to zero.
Gain a +1 bonus to an ability score of choice.
Prerequisite: 18 intelligence
You gain two mind palace points that are restored every long rest. Points can be used interchangeably with rest dice and class resources. A mind palace point can be used to grant a mental skill a +1d4 bonus.
Prerequisite: 15 wisdom, ability to cast oath spells.
Learn a number of extra oath spells equal to 1/2 your proficiency bonus. This number increases as you level up. The spells learned cannot be higher than the highest level of oath spell you can cast. Use wisdom as the main casting attribute.
Prerequisite: 13 charisma, 13 intelligence, ability to cast occult spells.
Learn a number of extra occult spells equal to 1/2 your proficiency bonus. This number increases as you level up. The spells learned cannot be higher than the highest level of occult spell you can cast. Use either intelligence or charisma as the casting attribute.
Prerequisite: 13 charisma, 13 intelligence, ability to cast occult spells.
Learn a number of extra mystic spells equal to 1/2 your proficiency bonus. This number increases as you level up. The spells learned cannot be higher than the highest level of mystic spell you can cast. Use either wisdom or charisma as the casting attribute for these spells.
Prerequisite: none
You may take a cleric oath from the 1st level list, gaining its blessing bonus so long as you adhere to the oath.
+1 to any attribute.
Prerequisite: cleric class
So long as your remain true to your cleric oath, your rest dice maximum is increased by 2.
Prerequisite: 15 in a mental stat, at least 1 level in occultist.
Suffer the following penalties:
Reduce your maximum number of death save slots by 1.
Gain two of the following benefits:
Learn a level 1 Oath or Arcane spell. You can cast it by spending spell points.
Increase your spell point maximum by 1.
You gain a +2 bonus to death saves.
Increase your rest dice maximum by 1.
Prerequisite: 13 intelligence, at least 1 level in occultist.
Increase your number of occultist spells known by 1.
Choose one of the two:
+1 to a casting attribute
Increase your spell point maximum by 1.
Prerequisite: Ability to cast a spell or cantrip with an HP cost as a component.
When you kill a creature with a melee weapon, you can choose to spend a bonus action to cast a spell that has an HP cost that you could cast as an action or a full round action. Any duration of the spell is doubled, and all damage dice of the spell are increased by 1 dice category.
You can do so once per long rest. At 10th character level, you can do so 3 times per rest.
Prerequisite: 13 intelligence, ability to cast a cantrip or spell that has a spell attack or save.
Choose a cantrip or spell that has a spell attack, or a save associated with it. Either gain a permanent +1 bonus to the spell attack for that specific cantrip, or increase the DC of the cantrip by 1. If the cantrip has both an attack and a save, you can increase both.
+1 to a casting attribute
Prerequisite: 16 strength
Before making a melee attack roll, you can spend 1 rest dice as a free action to increase the attacks damage by 1d6 + strength bonus. If the attack does not miss and is not blocked, the rest dice is refunded.
When one of your melee attacks is blocked, you can spend 1 rest dice as a free action to force the enemy to retry the block check.
Prerequisite: proficiency with a throwing weapon, 13 dexterity
You can make a singe basic attack with a thrown weapon as a bonus action.
+1 dexterity
Prerequisite: dexterity 13
Reduce the reload property of ranged weapons by I. This feat can be taken multiple times.
dexterity +1
Prerequisite: 12 wisdom
Increase your maximum rest dice limit by 1.
+1 wisdom, charisma, or constitution
Prerequisite: none
Shift a +1 bonus from one ability score to another. Then gain a +1 bonus to a different ability score of choice.
Gain proficiency with a skill, tool, or instrument of choice.
Prerequisite: Alchemy Points(Alchemist), proficiency with survival
Increase the amount of Alchemy points gained innately during a rest by 1, and for every rest dice spent during a rest, gain an extra alchemy point.
+1 intelligence
+1 to survival checks
Prerequisite: second wind(fighter 3)
Second wind heals for an additional 1d4 health
+1 to an attribute of choice
Prerequisite: none
If both rolls are a critical success when rolling with advantage or disadvantage, you regain 1d4 rest dice.
+1 to any attribute.
Prerequisite: none
Gain proficiency with light shields.
If you are already proficient with light shields, gain proficiency with heavy shields.
If you already have proficiency with heavy shields, gain a +2 bonus to your block checks.
If you are wielding a shield while having to make a dexterity save, you can choose to expend 1 block to gain advantage on the save. Also applies to saves made against ray, blast, and cone area effects that require a physical saving throw.
+1 strength
Prerequisite: none
Gain proficiency with two skills of your choice.
+1 to one attribute
Prerequisite: proficiency with performance
You can spend 1 rest dice as a reaction to a creature casting a spell(or using an action provided by a spell that requires concentration) within 5 feet of you to try and interrupt the casting of the spell. Make a performance check. If it exceeds the DC of the spell + 1d6 (even if the spell does not normally require a save,) the spell is interrupted. You must be able to reach the creature. If the check fails and the spell would target an ally, you become the new target of the spell.
Prerequisite: 13 intelligence, ability to cast a cantrip or spell that has a duration, or has a concentration requirement.
Choose a cantrip or spell that has a duration, or has a concentration requirement. Increase the duration by 2 turns. Remove the concentration check from that spell. If the spell has a duration of concentration, you can sustain it indefinitely, so long as you remain within 60 feet of the target of the spell.
Prerequisite: dexterity 12
Gain a +2 bonus to initiative checks and Increase movement speed by 5 feet.
+1 to dexterity
Prerequisite: strength 14, templar(cleric) might ability.
The damage of might is increased by 1 dice.
Prerequisite: 10 dexterity, 13 strength, 13 constitution
You can spend 1 rest dice or take 1d4 fatigue damage as a reaction to being attacked to immediately gain 1 block.
+8 max HP
Prerequisite: 13 dexterity, proficiency with any crossbow or similar ranged trigger weapon.
You can fire a crossbow as a bonus action, but the attack will have disadvantage. A light crossbow does not suffer disadvantage.
+1 dexterity
Prerequisite: 13 dexterity
Gain an extra reaction.
+1 dexterity
Prerequisite: Ability to cast poison damage dealing spells or cantrips.
You can alter your spells and cantrips to deal acid damage instead of poison damage.
Upgrade one spell or cantrip you know to deal +1d4 poison damage.
Prerequisite: 14 charisma, ability to cast a cantrip or spell that deals damage.
Choose a cantrip or spell that deals damage. Increase damage dealt by 1d4. Remove either a verbal or somatic component.
Prerequisite: 13 intelligence
Gain a +1 bonus to spell attacks made with wands, and the DC of spells cast with a wand.
You can spend 1 rest dice to restore 1d4 charges to a wand during a short rest(subject to GM for particularly powerful wands)
+1 intelligence or dexterity.
Prerequisite: 12 constitution, proficiency with intimidation
Once per rest, you can spend 1 rest dice to perform an intimidating shout. All enemy creatures within hearing must make a wisdom save vs a DC of 10 + your intimidation bonus. On a failure, they become demoralized for 1d4 rounds per constitution bonus above 1(min 1d4)
Choose two weapon groups to gain proficiency with.
+1 to a physical attribute.
Prerequisite: proficiency with a martial weapon
choose two weapon maneuvers(such as push, hook, grab, expose, etc...) You may spend a rest dice or a move action to use them instead of a bonus action.
Prerequisite: Gnome
Gain proficiency with handle animal. If already proficient, gain expertise. If already expert, gain a +1 bonus to wisdom.
You can speak with elementals and beasts.
Gain a +1 bonus to checks made to interact with magical plants and fungi.
Prerequisite: ability to cast occult or arcane spells or cantrips.
During a long rest, you can prepare one occult or arcane spell of a level that you can cast(min 1.) If you know only arcane spells or cantrips, you can prepare only an arcane spell. This spell can be cast once until you prepare a new spell in it's place, and is lost upon casting. It is cast at the highest spell level you can cast and does not expend any spell slots.
Prerequisite: proficiency with religion or history
Increase damage dealt to undead, aberrations, and monstrosities by 1d4, so long as you are aware of their nature. Subject to GM.