TEXT: CHARACTER OPTIONS
  TALENTS II
  By DRAGONIX 
  OVER 270 TALENTS TO SUPPORT CONTENT FROM XANATHAR'S 
  GUIDE TO EVERYTHING, UNEARTHED ARCANA, SWORD COAST 
  ADVENTURER'S GUIDE, ELEMENTAL EVIL PLAYER'S COMPANION, 
  DUNGEON MASTER'S GUIDE, AND THE PLAYER'S HANDBOOK!
  
  1
  Design
  Dragonix
  Facebook Home Page
  Cover Art
  Sandeson Gonzaga
  Interior Art
  Sandeson Gonzaga
  Rod Espinosa
  Arcana Games' Character Stock Art
  DMG Creator Resource Art
  Playtesters
  Mycko David, Kirby Gonzaga, Teddy Gonzaga, Marky Erquiza, James Manansala, Marco Pasamba, Jeff 
  Quilala, Raffy San Antonio, TJ Sese, Teejay Suaring, Michael Tiongson, Dave Young, Rowell Zaragoza, 
  Rowena Zaragoza
  About the Cover
  This amazing artwork by Sandy Gonzaga shows a deep 
  gnome, or svirfneblin, in peril of becoming an Aboleth snack.  
  Worry not, for it has the talent Deep Warrior, which allows it 
  to use a reaction to impose disadvantage on any aberration’s 
  attack roll.  That should buy this little fella a round or two 
  before inevitably becoming fish bait.
  About this Book
  The first Talents book provided a ton of character flavor and 
  fun options to play around with.  But being the first book, 
  it only covered content from the Player’s Handbook.  This 
  caused balance issues if used in campaigns that were utiliz-
  ing content from other sources.  Character Options Talents 
  II finally address that by having over 200 talents supporting 
  the new archetypes, classes, and races from Xanathar's Guide 
  to Everything, Unearthed Arcana,  Sword Coast Adventur-
  er’s Guide, Elemental Evil, and the Dungeon Master’s Guide.  
  Another set of talents you will discover are ones that build on 
  the feats introduced in the Player’s Handbook.  Those are the 
  only feats I touched though. I stayed away from the Unearthed 
  Arcana feats, as they are already too similar to the previous 
  talents I have created.  Another section I wasn't able to touch 
  was the Rune Scribe Prestige Class.  With no other prestige 
  classes to compare, it was hard to create balanced talents.  
  And with very little to work on, I just decided not to touch it.
    Additionally,  this book treats content from Xanathar's Guide 
  to Everything as the priority rule over similar content from 
  Unearthed Arcana.
    Finally, you will notice that the monstrous talents I prom-
  ised in the first book are missing.  I didn’t quite anticipate the 
  number of talents that would go into the second book just 
  supporting the new content.  After much thought, I decided to 
  just plan another book solely about Monstrous Talents.  This 
  would include the new monstrous races introduced in Volo’s 
  Guide to Monsters.  There will also be a section in the book 
  with dozens of stat blocks of creature templates showcasing 
  the new monstrous talents.  Exciting things ahead!  Expect a 
  release sometime in the late 1st quarter or early 2nd quarter 
  of 2018!
    In the meantime, I hope you enjoy playing around with the 
  new talents!  And yes, I would love to hear about your feed-
  back.  If you want to raise balance concerns, please do so and 
  I will definitely consider making changes.  Cheers!
  
  2
  Introduction
  What are Talents?
  T
  alents are extraordinary aspects of a 
  character’s abilities, background, personality, 
  physique, proficiencies, and features.
    They are similar to, but not always as powerful 
  as, standard Feats.   They offer a means for you to 
  improve your current existing abilities, slightly or 
  temporarily shift game mechanics into your favor, 
  provide you with a new capability, or build your 
  character’s background and personality for a richer 
  roleplaying experience.    
  Acquiring Talents
  H
  ow you wish to implement the acquisition 
  of talents is entirely up to you as the DM.  
  However, below are three suggested options: 
  1. Custom Rule.  You acquire a talent at 1st level,
  and again at 3rd level, and every 3 levels thereafter.  
  If you use this option, you must ensure that NPCs 
  and monsters acquire talents too (see game 
  balance).
  2. Treat as Feat.  When you are eligible to acquire
  a feat, you can take a talent instead.  When you
  do so, you also increase an Ability score of your
  choosing by 1.
  3. Treat as one half of a Feat.  When you are
  eligible to acquire a feat, you can take two talents
  instead.
  Prerequisites
  S
  ome talents have prerequisites. Your character 
  must have the indicated ability score, class 
  level, faction, feature, feat, race, skill, or other 
  quality designated in order to select or use that 
  talent.   You cannot use or gain the benefit of a 
  talent if you lose the prerequisite.  
  Types of Talents
  S
  ome talents are general, meaning that no 
  special rules govern them as a group. 
    Others are racial, which means that those 
  talents are only available to members of that race.  .  
  Finally, there are class talents.  These comprise the 
  majority of the talents, and most have specific class 
  level requirements.
  Game Balance
  T
  he introduction of talents may result in 
  some game imbalance issues in favor of the 
  players, especially if you use the first option 
  (New Rule) in acquiring talents.
    To address this, you can use some or all of the 
  following options:
  • Reduce the starting total ability scores of players
  by 2-4 and/or set a maximum starting ability score
  of 14 after racial bonuses.
  • Assign talents to NPCs or even humanoid
  monsters.   As a standard, monsters can have one
  talent for every four hit dice they have, rounded up.
  Class talents can also be applied to monsters who
  have classes or class-like features.
  • Increase the average level of the party by 1 for
  every 3 levels when calculating CR.
  Source Materials
  A
  s noted in the cover and the preface, a lot of 
  the talents use material from the Unearthed 
  Arcana series, the Sword Coast Adventurer's 
  Guide, and Elemental Evil.   You must have access to 
  these materials.  See Appendix 1. Unearthed Arcana 
  Links. 
  The Talents
  Talent Descriptions
  Below is the format for talent descriptions:
  Talent Name
  Description of what the talent does or represents 
  in plain language.
  Prerequisite: A minimum ability score, another 
  talent or talents, member of a race or faction, or a 
  class level that a character must have in order to 
  acquire this talent. This entry is absent if a talent 
  has  no prerequisite. A talent may have more than 
  one prerequisite.
  Benefit: What the talent enables the character 
  (“you” in the talent description) to do. If a character 
  has the same talent more than once, its benefits 
  do not stack unless indicated otherwise in the 
  description.
  
  3
  General Talents
  Background 
  Artful Trickster
  Bounty Hunter
  Devoted Bodyguard
  Street Fighter
  Witch Hunter
  Combat
  Ambuscade
  Battle Magic
  Brutal Attacker
  Combat Reflexes
  Crossbow Master
  Extra Combat Maneuver
  Extra Superiority Die
  Feinting Strike
  Improved Archery
  Improved Charger
  Improved Combat Reflexes
  Improved Defense / Mariner
  Improved Defensive Duelist
  Improved Dueling
  Improved Great Weapon Fighting
  Improved Protection
  Overrun
  Polearm Defense
  Shield Bash
  Sniper
  Spell Marksman
  Spring Attack
  Sundering Blow
  Wrestler
  Miscellaneous
  Canny
  Cipher
  Dungeoneer
  Enduring
  Elemental Master
  Eschew Materials
  Extremely Lucky
  Fortified
  Hardy
  Hide in Shadows
  Hospitaler
  Ironclad
  Light Armor Master
  Magic Apprentice
  Rousing Leader
  Runner
  Superior Actor
  Superior Athlete
  Racial Talents
  Abyssal Resistance
  Adaptable Nature
  Armored Flyer
  Blood of Fire
  Bullish
  Changeling Resistance
  Changeling Trick
  Danger Sense
  Daze
  Deceitful
  Defended Mind
  Deep Stonecunning
  Deep Warrior
  Dive Attack
  Double Talon Strike
  Earth's Endurance
  Extra Fey Step
  Feet on the Ground
  Fey Tactics
  Fey Strike
  Fire's Focus
  Flyby Attack
  Giant's Gait
  Githyanki Willpower
  Goring Charge
  Improved Abyssal Arcana
  Instinctive Fey Step
  Improved Goring Rush
  Improved Hammering Horns
  Improved Stone Grip
  Instinctive Shift
  Iron Mind
  Juggernaut
  Mountain's Tenacity
  Reckless Attack
  Reinforced Plating
  Shifter Defense
  Shifter Healing Factor
  Shifter Instincts
  Shifting Fortunes
  Stone Grip
  Swift Shapechange
  Summon Swarm
  Sunlight Adaptation
  Telekinetic Leap
  Warforged Adaptation
  Warforged Resilience
  Warforged Resistance
  Water's Calm
  Water's Chill
  Wind's Dance
  Wind's Guardian
  Class Talents
  Artificer
  Concussive Shot
  Crazy Concoctions
  Deadshot
  Extra Alchemical Formula
  Extra Infused Magic
  Extra Wondrous Invention
  Gifted Inventor
  Greater Mechanical Sentinel
  Improved Mechanical Sentinel
  Infused Servant
  Mechanical Sentinel
  Silencer
  Swift Concoctions
  Barbarian
  Bloodlust
  Divine Wrath
  Improved Divine Fury
  Improved Spirit Shield
  Improved Storm of Fury
  Improved Totem Spirit
  Improved Zealous Presence
  Spiked Counter
  Storm Impact
  Summon Ancestral Guardian
  Summon Totem Spirit
  Unrelenting Spikes
  Vengeful Spirit
  Weapon of the Storm
  Bard
  Counter Flourish
  Extra Mantle of Majesty
  Exposing Strike
  Extra Shadow Lore
  Fey Charm
  Heckle
  Hilarious Jest
  Improved Blade Flourish
  Improved Mantle of Inspiration
  Improved Mantle of Whispers
  Improved Master’s Flourish
  Improved Venomous Blades
  Tumbling Attack
  Cleric
  Arcane Expert
  Arcane Practitioner
  Back from the Grave
  Death and Decay
  Divine Boon
  Greater Blessing of the Forge
  Table of Talents
  
  4
  Improved Blessing of the Forge
  Improved Radiant Defense
  Improved Touch of Defense
  Mass Radiant Defense
  Return to the Grave
  Druid
  Bestial Instinct
  Extra Spirit Totem
  Hearth of Rejuvenation
  Improved Balm of the Summer Court
  Improved Harvest Scythe
  Improved Watcher at the Threshold
  Superior Summoner
  Fighter
  Extra Arcane Shot
  Extra Arcane Shot Option
  Extra Fighting Spirit
  Extra Implacable Mark
  Extra Steady Aim
  Extra Superiority Die
  Heroic Shield
  Improved Arcane Shot
  Improved Monster Hunter’s Prey
  Improved Steady Aim
  Inspire Courage
  Intercepting Bulwark
  Lion’s Roar
  Monster Hunter’s Prey
  Oath of Wrath
  War Mount
  Monk
  Confounding Strikes
  Extra Tipsy Sway
  Flaming Fists
  Kiss of Death
  Improved Healing Hands
  Improved Radiant Sun Bolt
  Improved Touch of Death
  Mortal Strike
  Safe Haven
  Unerring Strike
  Mystic
  Extra Discipline
  Extra Psionic Talent
  Improved Arcane Dabbler
  Improved Avatar Aura
  Improved Breath of Knowledge
  Improved Potent Psionics
  Improved Psionic Surge
  Improved Surge of Health
  Psy Blade
  Paladin
  Aura of Despair
  Divine Boon
  Fiendish Servant
  Improved Aura of Conquest
  Improved Aura of Guardian
  Improved Aura of Treachery
  Improved Champion’s Challenge
  Improved Divine Allegiance
  Improved Guided Strike
  Improved Poison Strike
  Improved Rebuke the Violent
  Ranger
  Deep Spelunker
  Greater Guardian Soul
  Greater Planar Warrior
  Hide of Stone
  Improved Distance Strike
  Improved Guardian Aura
  Improved Guardian Soul
  Improved Planar Warrior
  Improved Slayer’s Eye
  Improved Supernatural Defense
  Slay Monster
  Tremor Sense
  Rogue
  Bravado
  Combat Mobility
  Cunning Maneuver
  Eye for Danger
  Killer’s Insight
  Hit and Run
  Instinctive Tactician
  Rakish Assassin
  Sorcerer
  Baleful Curse of the Sea
  Blessed by the Gods
  Burst of Divine Energy
  Burst of Exalted Glory
  Divine Boon
  Extra Mantle of Flame
  Forked Lightning
  Greater Form of the Phoenix
  Improved Hound of Ill Omen
  Improved Tempestuous Magic
  Manipulate Earth
  Sea Form
  Stone Form
  Stone’s Protection
  Summon Shadow
  Storm Form
  Water Jet
  Wraith Form
  Warlock
  Aurora Wave
  Dragged From Hell
  Extra Queen’s Right Hand
  Extra Shielding Aura
  Hexblade’s Mettle
  Greater Hexblade’s Curse
  Improved Celestial Resilience
  Improved Dark Delirium
  Improved Healing Light
  Improved Hexblade’s Curse
  Knowledge of the Immortal
  Improved Radiant Soul
  Instinctive Astral Refuge
  Raven Strike
  Tentacles of the Old One
  Undying Fortitude
  Undying Resistance
  Unleash the Ravens
  Wizard
  Bladesurge
  Extra Channel Arcana
  Forethought
  Greater Arcane Ward 
  Improved Arcane Deflection
  Improved Deflecting Shroud
  Improved Divine Arcana
  Improved Illusory Self
  Lore Master of Magic
  Improved Spell Secrets
  Improved Transmuter’s Stone
  Lich Touch
  Mass Enchantment
  Penetrating Evocation
  Spellblade
  Swift Conjuration Spell
  
  5
  General Talents
  Background 
  Artful Trickster
  You are the wise fool telling bawdy jokes, the royal 
  jester who juggles knives, the lark-voiced minstrel 
  strumming a lute, or a court magician casting 
  spells of illusion.  You live to enterain but you also 
  use your outside persona as a front and a tool to 
  scheme, spy, distract and undermine your foes, 
  protect those you love, or further your own goals.
  Benefit: You have 3 Artful Trickster points.  
  Whenever you make an ability check that involves 
  the skill Acrobatics, Deception, Performance, 
  Sleight of Hand, or the Disguise Kit tool, you can 
  spend one Artful Trickster point to roll a d12 and 
  add it to the result. You can choose to spend one of 
  your Artful Trickster points after you roll the die, 
  but before the outcome is determined. 
    You regain your expended Artful Trickster points 
  when you finish a long rest.
  Bounty Hunter
  You are an accomplished tracker and relentless 
  pursuer of criminals and outlaws.  Sometimes you 
  are paid to slay monsters that have been terrorizing 
  locals.  You lay ambushes or stalk your prey.  No 
  matter what your quarry is, you do not stop until 
  you have its head or brought it back to justice.
  Benefit: You have 3 Bounty Hunter points.  
  Whenever you make an ability check that involves 
  the skill Stealth, or any Intelligence, Wisdom, or 
  Charisma check used to gain information on, detect, 
  or track your quarry,  you can spend one Bounty 
  Hunter point to roll a d12 and add it to the result. 
  You can choose to spend one of your Bounty Hunter 
  points after you roll the die, but before the outcome 
  
  6
  is determined. 
    You regain your expended Bounty Hunter points 
  when you finish a long rest.
  Devoted Bodyguard
  You spent most of your life watching over and 
  protecting people you serve or love, honing your  
  skills in defending them from harm.
  Prerequisite: Sentinel feat.
  Benefit: You have 3 Devoted Bodyguard points.  
  Once per turn, you can use one of the following 
  features:
  Defend Ward. Spend 2 Devoted Bodyguard points. 
  Choose a creature within 5 feet of you.  You can use 
  a reaction and impose disadvantage to all attacks 
  made against that creature until the end of the turn.   
  You must decide to use this feature before an attack 
  roll is made.
  Shield Ward.  Spend 1 Devoted Bodyguard point. 
  When a creature within 5 feet of you takes damage 
  from an attack, you can use a reaction to interpose 
  yourself between the source of the attack and the 
  creature, and take the damage yourself instead.
  Vigilance. Spend 1 Devoted Bodyguard point. 
  Reroll an Initiative roll or Intelligence or Wisdom 
  ability check made to identify or spot a possible 
  ambush, threat, or enemy.  You must use the result 
  of the second roll, even if it is lower.
    You regain your expended Devoted Bodyguard 
  points when you finish a short or long rest.
  Street Fighter
  You learned to fight and survive within the 
  dangerous seedy streets and alleyways.  You use 
  your familiarity of it to your advantage.
  Prerequisite: Tavern Brawler feat.
  Benefit: You have 3 Street Fighter points.  Once per 
  turn, you can use one of the following features:
  Knock Foe. Spend 2 Street Fighter points. On your 
  turn, after a successful attack against a creature 
  with an unarmed strike or improvised weapon, 
  you can choose to stun it.  The target is allowed a 
  Constitution saving throw to negate the effect.  The 
  DC is equal to 8 + your Proficiency bonus + your 
  Strength modifier.  If the creature fails its saving 
  throw, it is stunned until the end of your next turn.
  Distract Foe.  Spend 1 Street Fighter point. While 
  unarmed or using an improvised weapon, select a 
  creature that is within 5 feet of you that is about 
  to attack.  You can use a reaction and impose 
  disadvantage to that creature's attack roll.  You 
  must decide to use this feature before an attack roll 
  is made.
  Territorial Advantage. Spend 1 Street Fighter 
  point. Reroll any Strength, Dexterity, or Wisdom 
  ability check made in a city, town, or village you 
  lived in for at least a year.  You must use the result 
  of the second roll, even if it is lower.
    You regain your expended Street Fighter points 
  when you finish a short or long rest.  
  
  7
  Witch Hunter
  You are trained and experienced in tracking and 
  bringing down all manner of non-good aligned 
  spellcasters.
  Prerequisite: Mage Slayer feat.
  Benefit: You have 3 Witch Hunter points.  Once per 
  turn, you can use one of the following features:
  Slay Witch. Spend 2 Witch Hunter points.  Reroll 
  an attack roll made against a non-good aligned 
  spellcaster.
  Resist Witch.  Spend 2 Witch Hunter points. Reroll 
  a saving throw made against an ability or spell cast 
  by a non-good aligned spellcaster.
  Hunt Witch. Spend 1 Witch Hunter point. Reroll an 
  Intelligence or Wisdom ability check made to gain 
  information on, detect, or track a non-good aligned 
  spellcaster.  You must use the result of the second 
  roll, even if it is lower.
    You regain your expended Witch Hunter points 
  when you finish a short or long rest.
  Combat 
  Ambuscade
  You are often on your guard and can act before 
  anybody else at the start of combat.
  Prerequisite: Alert feat.
  Benefit: When you roll initiative, you can use a 
  special turn that takes place before other creatures 
  can act.  On this turn you can use your action to 
  either take the Attack, Dash,  or Hide action.   You 
  can also use your action to Cast a Spell or Use an 
  Item action but the spell's casting time or item 
  activation should take no more than 1 action.   If 
  you would normally be surprised at the start of an 
  encounter, you are not surprised but you do not 
  gain this extra turn.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  
  8
  Battle Magic
  You can strike with your melee weapon after 
  casting a cantrip or spell.
  Prerequisite: War Caster feat.
  Benefit: Whenever you cast a cantrip or spell, you 
  can use a bonus action to make one melee weapon 
  attack.  
      Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Brutal Attacker
  Your melee weapon attacks deal more damage than 
  normal.
  Prerequisite: Savage Attacker feat.
  Benefit: Your melee weapon damage rolls deal an 
  additional 1d4 damage.
  Combat Reflexes
  You can make opportunity attacks more often than 
  normal.
  Prerequisite: Dexterity 19 or higher.
  Benefit: You can make opportunity attacks without 
  using a reaction against creatures within 5 feet 
  of you.  You can only make up to two opportunity 
  attacks per turn.
  Crossbow Master
  Your crossbow attacks deal more damage than 
  normal.
  Prerequisite: Crossbow Expert feat.
  Benefit: You deal an additional 2 weapon damage 
  when using any type of crossbow.
  Extra Combat Maneuver
  You have knowledge of more combat maneuvers 
  than normal. 
  Prerequisite: Fighter level 3 (Battle Master 
  archetype) or Martial Adept feat.
  Benefit: You gain one new combat superiority 
  maneuver of your choosing.
  Extra Superiority Die
  You are extraordinarily skilled with your combat 
  maneuvers than normal. 
  Prerequisite: Fighter level 9 (Battle Master 
  archetype) or Martial Adept feat.
  Benefit: You gain one additional combat 
  superiority die.
  Feinting Strike 
  You can momentarily distract a creature with one of 
  your weapon attacks in order to setup a successful 
  second strike.
  Prerequisite: Dual Wielder feat.
  Benefit: Whenever you hit a creature with one 
  of your weapons the first time in a turn, you can 
  choose to gain advantage on the attack roll made 
  within the same turn with the weapon in your 
  
  9
  other hand.  You must decide to use this feature 
  before rolling.
    You can use this feature three times.  You regain all  
  expended uses after you finish a long rest.
  Improved Archery
  You can aim better with your ranged attacks.
  Prerequisite: Archery fighting style.
  Benefit: When you make a ranged attack roll, you 
  can choose to give yourself advantage on that roll.  
  You must decide to use this feature before rolling.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Improved Charger
  You are more likely to hit your target when 
  charging.
  Prerequisite: Charger feat.
  Benefit: You can reroll the attack roll made using 
  the bonus action if you had previously moved 10 
  feet in a straight line towards the target.  You must 
  use the result of the second roll, even if it is lower. 
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Improved Combat Reflexes
  You can make opportunity attacks against creatures 
  who move near you.
  Prerequisite: Combat Reflexes.
  Benefit: You can use your reaction to make a melee 
  attack against a creature that moves more than 5 
  feet while within your reach.
  Improved Defense / Mariner
  Your defensive abilities are better than normal.
  Prerequisite: Defense or Mariner fighting style.
  Benefit: When a creature has targeted you with a 
  weapon attack, you can use a reaction to impose 
  disadvantage on that creature's attack. You must 
  decide to use this feature before the attack is rolled.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Improved Defensive Duelist
  You can make a counter attack after deflecting an 
  attack.
  Prerequisite: Defensive Duelist feat.
  Benefit: If a creature's melee attack missed you as 
  a result of using the Defensive Duelist feat, you can 
  immediately make a melee weapon attack at the 
  same creature.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Improved Dueling
  You can be more accurate with your strikes.
  Prerequisite: Dueling fighting style.
  Benefit: When you are attacked with a melee 
  weapon, you can use a reaction to impose 
  
  10
  disadvantage to the attack.  You must decide to use 
  this feature before the attack is rolled.
   Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Improved Great Weapon Fighting
  You can be more accurate with your two-handed 
  weapon attacks.
  Prerequisite: Great Weapon fighting style.
  Benefit: When you make an attack roll with a 
  melee weapon you are wielding with two hands, 
  you can choose to give yourself advantage on that 
  roll.  You must decide to use this feature before 
  rolling.  The weapon must have the two-handed or 
  versatile property for you to gain this benefit.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest. 
  Improved Protection
  Your attacks keep the attention of your target on 
  you.
  Prerequisite: Protection fighting style.
  Benefit: On your turn, after hitting a creature 
  with a melee attack, you can choose to impose 
  disadvantage to all of its attack rolls not made 
  against you until the start of your next turn.  
    You can use this feature three times.  You regain 
  expended uses after you finish a long rest.
  Overrun
  You can trample creatures with your mount.
  Prerequisite: Mounted Combatant feat.
  Benefit: After moving more than 10 feet while 
  mounted and then entering the space of a medium 
  sized creature, you can use a bonus action to try 
  to knock the creature prone.  The creature must 
  make a Strength saving throw equal to 8 + your 
  proficiency modifier + your mount's Strength 
  modifier.  On a failed save, the creature is knocked 
  prone and your mount can immediately make 
  one melee natural weapon attack (hoof or claw).  
  On a successful save, the creature isn't knocked 
  prone, and is pushed 5 feet out of your space into 
  an unoccupied space of the creature's choice. If no 
  unoccupied space is with in range , the creature
  instead falls prone in your space.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Polearm Defense
  You are harder to hit while you wield a polearm.
  Prerequisite: Polearm Master feat.
  Benefit: You gain +1 bonus to AC while using a 
  polearm.
  Shield Bash
  You can bash your enemies with your shield when 
  you attack.
  Prerequisite: Shield Master feat.
  Benefit: When you use the Attack action, you can 
  use a bonus action to attack with your shield.  The 
  creature takes 1d4 bludgeoning damage plus your 
  Strength modifier.
    You can use this feature three times.  You regain all  
  expended uses after you finish a long rest.
  
  11
  Sniper
  You can deliver a deadly ranged attack.
  Prerequisite: Sharpshooter feat.
  Benefit: On your turn, if there would normally be 
  no disadvantage imposed on your ranged attack, 
  you can use a bonus action to gain advantage on 
  your next ranged attack roll.  You must decide to 
  use this feature before rolling. If you roll number 
  that is at least 5 or more than what is needed to hit, 
  you score a critical hit.  
    Once you have successfully used this feature, you 
  cannot use it again until you finish a long rest.
  Spell Marksman
  You seldom miss or deal glancing shots with your 
  ranged attacks.
  Prerequisite: Spell Sniper feat.
  Benefit: You can reroll a ranged spell attack. You 
  must use the result of the second roll, even if it is 
  lower.  
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Spring Attack
  You can spring into action even if it is not your turn.
  Prerequisite: Mobile feat.
  Benefit: You can use a reaction to move up to half 
  your speed and make one weapon attack.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Sundering Blow
  You can deliver a powerful, armor crunching blow 
  that momentarily makes the target vulnerable.
  Prerequisite: Great Weapon Master feat.
  Benefit: On your turn, after successfully dealing 
  damage to a creature with your weapon, you can 
  choose to give advantage to the next attack roll 
  made against the same creature before the end of 
  your next turn.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Wrestler
  Your grappling skills are more advanced than 
  normal.
  
  12
  Prerequisite: Grappler feat.
  Benefit: Whenever you successfully grapple 
  a creature, you can use a bonus action to 
  automatically pin that creature.  
    Additionally, while you are restrained, your 
  attacks against the pinned creature do not suffer 
  disadvantage.
  Miscellaneous 
  Canny
  Your intellectual skills are impeccable.
  Prerequisite: Keen Mind feat.
  Benefit: Whenever you make an Intelligence ability 
  check, you can roll a d12 and add it to the result. 
  You can choose to do this after you roll the initial 
  die, but before the outcome is determined.  
    You can use this feature three times.  You regain all 
  expended uses after you finish a long rest.
  Cypher
  Your linguistic skills are second to none.
  Prerequisite: Linguist feat.
  Benefit: You have advantage on Intelligence and 
  Wisdom ability checks made when deciphering 
  and remembering code, puzzles, archaic signs, 
  and ancient texts, as well as recognizing the gist 
  of a sentence that uses a language you do not 
  understand.
  Dungeoneer
  You can guide your companions safely through 
  trap-filled dungeons.
  Prerequisite: Dungeon Delver feat.
  Benefit: You have advantage on Wisdom 
  (Perception) and Intelligence (Investigation) 
  checks made to detect the presence of traps and 
  secret fixtures (compartments, switches, illusory 
  walls, etc.) while indoors or underground.
    In addition, you can use a reaction to give allies 
  within 30 feet of you that can hear and see you 
  advantage to saving throws made to avoid or resist 
  traps and resistance to damage dealt by traps until 
  the start of your next turn.  
    You can use this feature three times.  You regain all  
  expended uses after you finish a long rest.
  Enduring
  You are more likely to survive being at death's door 
  than others.
  Prerequisite: Durable feat.
  Benefit:  You have advantage on death saving 
  throws.  
    Additionally, if you take an amount of damage 
  from one source that is enough to kill you, you can 
  use a reaction and reduce the damage to an amount 
  that leaves you with 1 hit point. Once you use this 
  feature, you cannot use it again until you finish a 
  short or long rest.
  Enthralling
  You have a naturally charming and magnetic 
  personality.
  
  13
  Prerequisite: Actor feat.
  Benefit: Whenever you make a Charisma ability 
  check, you can roll a d12 and add it to the result. 
  You can choose to do this after you roll the initial 
  die, but before the outcome is determined.    
    You can use this feature three times.  You regain all  
  expended uses after you finish a long rest.
  Elemental Master
  You have mastery over spells of a chosen element.  
  They are more potent than normal.
  Prerequisite: Elemental Adept feat.
  Benefit: When you roll damage for a spell you 
  cast that deals damage of that type you chose as 
  Elemental Adept, you can treat any 1 or 2 on a 
  damage die as a 3.
  Eschew Materials
  You can cast most spells without using its required 
  material components.
  Prerequisite: Any spellcaster.
  Benefit: You can cast any spell that has a material 
  component costing 1 gp or less without having that 
  component. 
  Extremely Lucky
  You have incredible luck.
  Prerequisite: Lucky feat.
  Benefit:  You gain one additonal luck point.
  Fortified
  You know how to use your armor to partially 
  deflect weapon attacks.
  Prerequisite: Medium Armor Master feat.
  Benefit: While you are wearing medium armor, 
  bludgeoning, piercing, and slashing damage that 
  you take from nonmagical weapons is reduced by 2.
  Hardy
  You know how to use your armor to partially 
  deflect weapon attacks.
  Prerequisite: Lightly armored feat.
  Benefit: When you take damage, you gain 
  temporary hit points equal to twice your class level.  
    You cannot gain temporary hit points this way 
  again until you finish a short or long rest.
  Hide in Shadows
  Disappearing into the shadows is effortless to you.
  Prerequisite: Skulker feat.
  Benefit: When at least lighly obscured or in dim 
  light, you can use a bonus action or reaction to 
  become invisible until the start of your next turn.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Hospitaler
  Your healing skills in and out of the field of battle 
  are exemplary.
  Prerequisite: Healer feat.
  Benefit: Each time you use a healer's kit to 
  stabilize a dying creature, or restore hit points to a 
  wounded creature, the target regains an additional 
  number of hit points equal to your character level.
    Additionally, as an action, you can spend five uses 
  of a healer's kit to tend to a creature and end one 
  disease or one condition afflicting it.  The condition 
  
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  can be blinded, deafened, paralyzed, or poisoned.      
  Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Ironclad
  You know how to use your armor to partially 
  deflect the most powerful of blows.
  Prerequisite: Heavy Armor Master feat.
  Benefit: While wearing heavy armor and you are 
  hit by a nonmagical weapon attack, you can use 
  a reaction and gain resistance from that attack's 
  damage.  
    Once you use this feature, you cannot use it 
  again until you finish a short or long rest.
  Light Armor Master
  You can move and dodge attacks fluidly even while 
  wearing your armor.
  Prerequisite: Lightly armored feat.
  Benefit: While wearing light armor and you are 
  targeted by a weapon attack, you can use a reaction 
  and impose disadvantage on the attack roll.  You 
  must decide to use this feature before the attack is 
  rolled.
    Once you have used this feature, you cannot use it 
  again until you finish a short or long rest.
  Magic Apprentice
  You improve upon your basic knowledge of the 
  arcane arts.
  Prerequisite: Magic Initiate feat.
  Benefit: Choose one 1st-level spell from the 
  spellcaster list you have chosen as Magic Initiate. 
  You learn that spell and can cast it at its lowest 
  leveI. 
    Once you cast it, you must finish a long rest before 
  you can cast it again.
  Rousing Leader
  You can inspire your allies more effectively than 
  normal.
  Prerequisite: Inspiring Leader feat.
  Benefit: When inspiring your companions, you 
  can choose to give each creature you inspire a d4 
  Inspiration die.  Once within the next 10 minutes, 
  the creature can roll the die and add the number 
  rolled to one ability check, attack roll, ar saving 
  throw it makes. The creature can wait until after it 
  rolls the d20 before deciding to use the Inspiration 
  die, but must decide before the DM says whether 
  the roll succeeds ar fails. Once the Inspiration die 
  is rolled, it is lost. A creature can have only one 
  Inspiration die (including the Bard's) at a time.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest. 
    
  Runner
  You can run faster than normal.
  Prerequisite: Light armored or less.
  Benefit: Your speed is increased by 10 feet when 
  you use the Dash action.
  Superior Athlete
  You are a very accomplished athlete.
  Prerequisite: Athlete feat.
  Benefit: 
  Whenever you make a Dexterity or Strength ability 
  check or saving throw, you can roll a d8 and add 
  it to the result. You can choose to do this after 
  you roll the initial die, but before the outcome is 
  determined.   
    You can use this feature three times.  You regain all  
  expended uses after you finish a long rest.
  
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  Racial Talents
  Abyssal Resistance
  Your abyssal lineage provides you with a natural 
  resistance to certain damage types. 
  Prerequisite: Tiefling, Abyssal variant.
  Benefit: Select one from these four damage types: 
  cold, fire, lightning, or poison.  You gain resistance 
  to this damage type.
    You can select this talent multiple times.  Each 
  time you do so, it must be for a different damage 
  type.
  Adaptable Nature
  You can adapt quickly when faced with adversity.
  Prerequisite: Goliath.
  Benefit: Whenever you gain disadvantage on an 
  attack roll, saving throw, or ability check, you can 
  choose to gain advantage, effectively cancelling 
  each other.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Armored Flyer
  You can fly while wearing medium armor.
  
  16
  Prerequisite: Aarakocra.
  Benefit: You can equip medium armor and fly, but 
  your flying speed becomes 40 feet. 
  Blood of Fire
  You have the blood of the efreet running in your 
  veins.
  Prerequisite: Fire Genasi. 
  Benefit: You are immune to fire.
  Bullish
  You have implacable strength of will. 
  Prerequisite: Minotaur.
  Benefit: You have advantage on saving throws 
  against paralysis and stun.
  Changeling Resistance
  Your heritage makes you naturally resistant to 
  charm and sleep effects.
  Prerequisite: Changeling. 
  Benefit: You have advantage on saving throws 
  against charm and sleep.
  Changeling Trick
  You can bluff and bewilder an opponent, making it 
  vulnerable to your next attack.
  Prerequisite: Changeling. 
  Benefit: As a bonus action, make a Charisma 
  (Deception) check against a creature's Wisdom 
  (Insight) check.  If you win, you have advantage 
  on your next weapon attack roll made against 
  that creature this turn and deal an additional 2d6 
  weapon damage if you hit.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Danger Sense
  Your psychic senses warn you of impending danger.
  Prerequisite: Githyanki or Githzerai.
  Benefit: You can use an Intelligence check instead 
  of a Dexterity check when you roll for initiative.
  Daze
  You mentally attack a creature, dazing and 
  confusing it.
  Prerequisite: Githyanki, Intelligence 16 or higher.
  Benefit: You can use a bonus action and chose 
  a creature within 5 feet of you.  The target must 
  succeed on an Intelligence saving throw.  The DC 
  is equal to 8 + your Intelligence modifier + your 
  proficiency bonus.  Failure means the creature 
  cannot use any action except defend itself until the 
  end of its turn.
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Deceitful
  You are naturally duplicitous.
  Prerequisite: Changeling. 
  Benefit: You have advantage on Charisma 
  (Deception) and Charisma (Persuasion) checks 
  when trying to pass yourself as a different person.
  
  17
  Deep Stonecunning
  You are knowledgeable of the underdark, your 
  natural habitat. 
  Prerequisite: Deep Gnome.
  Benefit: Whenever you make an Intelligence 
  (History) check related to the origin of stonework, 
  you are considered proficient in the History skill 
  and add double your proficiency bonus to the 
  check, instead of your normal proficiency bonus.
    In addition, you have advantage on Wisdom 
  (Perception) and Intelligence (Investigation) 
  checks made to detect the presence of secret doors 
  and traps while underground.
  Deep Warrior
  You know how to fight your racial enemies more 
  effectively than others. 
  Prerequisite: Deep Gnome.
  Benefit: When an aberration has targeted you 
  with an attack, you can use a reaction to impose 
  disadvantage on the creature's attack roll.  You 
  must decide to use this feature before an attack roll 
  is made.
  Defended Mind
  You are resistant to getting incapacitated.
  Prerequisite: Githzerai.
  Benefit: You have advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against stun 
  and paralysis. 
  Dive Attack
  You can deal extra damage after you attack from 
  the sky.
  Prerequisite: Aarakocra.
  Benefit: If you are flying and dive at least 30 feet 
  straight towards a creature before attacking it 
  with a melee weapon, you can choose to deal an 
  additional 1d6 weapon damage when you hit. 
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Double Talon Strike
  You can make a free attack with both of your talons 
  while flying.
  Prerequisite: Aarakocra.
  Benefit: You can use a bonus action to make two 
  unarmed strikes while flying, even when both your 
  hands are holding objects.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Earth's Endurance
  You can temporarily change the density of your 
  skin to that of stone.
  Prerequisite: Earth Genasi, class level 3 or higher.
  Benefit:  While standing on solid stone, soil, or 
  metal, you can use a reaction and gain resistance to 
  bludgeoning, piercing, and slashing damage from 
  non-magical weapons until the end of the turn.  
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  
  18
  Extra Fey Step
  You can use Fey Step more often than normal.  
  Prerequisite: Eladrin.
  Benefit: You can use Fey Step one additional time 
  between rests.
  Feet on the Ground
  You are difficult to move by force while your feet 
  are planted on the ground.
  Prerequisite: Earth Genasi.
  Benefit:  While standing on solid stone, soil, 
  or metal, you have advantage on ability checks 
  and saving throws against being knocked down, 
  pushed, pulled, or forced away from the ground.
  Fey Tactics
  You can also teleport an ally when you use Fey Step.  
  Prerequisite: Eladrin.
  Benefit: When you use Fey Step, you can also 
  choose to teleport one ally within 30 feet that you 
  can see to a distance equal or less than your Fey 
  Step distance.
  Fey Strike
  You can catch an enemy unawares after teleporting 
  beside them.  
  Prerequisite: Eladrin.
  Benefit: On your turn, after you use Fey Step 
  to teleport within 5 feet of an enemy, you gain 
  advantage on your first weapon attack roll made 
  against that enemy.
  Fire's Focus
  You have remarkable focus.  You are able to 
  concentrate on an enemy and take advantage of its 
  weaknesses.
  Prerequisite: Fire Genasi, class level 3 or higher. 
  Benefit: On your turn, select a creature.  You can 
  use a bonus action and choose one of two benefits: 
  Gain advantage on all of your weapon attacks 
  made against the chosen creature or Impose 
  disadvantage to the chosen creature's saving 
  throws against your attacks and spells until the end 
  of the turn.  
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  
  19
  Flyby Attack
  You can avoid attacks of opportunity while flying 
  near enemies' reach.
  Prerequisite: Aarakocra, class level 3 or higher.
  Benefit: While flying, you can use a bonus action to 
  disengage. 
  Giant's Gait
  You can cover longer distances than normal when 
  enlarged.
  Prerequisite: Dwarf (Duergar).
  Benefit: When enlarged, your walking speed is 
  increased by 10 feet.  
  Githyanki Willpower
  You have greater willpower than normal.
  Prerequisite: Githyanki.
  Benefit: You have advantage on saving throws 
  against charm and fear.  
  Goring Charge
  You deal extra damage when you charge with your 
  horns. 
  Prerequisite: Minotaur, class level 3 or higher.
  Benefit: When you use Goring Rush and move at 
  least 10 feet straight toward a target and hit it with 
  your horns, you can choose to deal an additional 
  2d8 piercing damage.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Improved Abyssal Arcana
  You have a chance of randomly acquiring better 
  spells from Abyssal Arcana. 
  Prerequisite: Tiefling, Abyssal variant.
  Benefit: Each time you roll a new spell for each 
  level, you may roll twice and select one of the 
  results.  You cannot choose the same cantrip or 
  spell that you gained from the previous long rest.
  Instinctive Fey Step
  You can use Fey Step even if it is not your turn.  
  Prerequisite: Eladrin.
  Benefit: You can use a reaction to activate Fey Step.
  Improved Goring Rush
  You can knock a creature prone with your Goring 
  Rush. 
  Prerequisite: Minotaur.
  Benefit: When you use Goring Rush and hit a 
  creature with your horns, you can attempt to knock 
  it prone.  The target must succeed on a Strength 
  saving throw or be pushed up to 10 feet away 
  and knocked prone.  The DC is equal to 8 + your 
  Strength modifier + your proficiency bonus.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Improved Hammering Horns
  Your hammering horns deal damage while you use 
  
  20
  them to shove. 
  Prerequisite: Minotaur.
  Benefit: When you successfully shove a creature 
  with Hammering Horns, you also deal damage to it 
  equal to your your Strength modifier.
  Improved Stone Grip
  You can wield up to two two-handed weapons at 
  the same time.
  Prerequisite: Goliath, Stone Grip, Strength 20 or 
  higher.
  Benefit: You can wield a two-handed melee 
  weapon in each hand at the same time.  
  Instinctive Shift
  You can Shift even if it is not your turn.  
  Prerequisite: Shifter.
  Benefit: You can use a reaction to activate Shifting.
  Iron Mind
  You instantly create a telekinetic shield around you.
  Prerequisite: Githzerai, Intelligence 16 or higher.
  Benefit: You can use a reaction and gain resistance 
  to all damage until the end of the turn.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Juggernaut
  Your composite plating is heavily reinforced and 
  makes you a near-unstoppable force.
  Prerequisite: Warforged.
  Benefit: You have advantage on Strength checks 
  made when you shove or get shoved.  Additionally, 
  your unarmed strikes are considered adamantine 
  when dealing damage.
  Mountain's Tenacity
  You have tenacious strength of will. 
  Prerequisite: Goliath.
  Benefit: You can choose to gain advantage on any 
  Intelligence, Wisdom, or Charisma saving throw.  
  You must decide before making the roll.
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Reckless Attack
  You can abandon all defensive concerns and attack 
  with full savagery.
  Prerequisite: Minotaur.
  Benefit: You can choose to gain advantage to all 
  your melee weapon attack rolls using Strength this 
  turn, but attack rolls against you have advantage 
  until the start of your next turn.
  Reinforced Plating
  Your composite plating is modified with reinforced 
  steel.  
  Prerequisite: Warforged.
  Benefit: Bludgeoning. piercing, and slashing 
  
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  damage that you take from nonmagical or non-
  adamantine weapons is reduced by 2.
  Shifter Defense
  You can be resistant to most physical attacks while 
  in shifter form.  
  Prerequisite: Shifter.
  Benefit: While Shifting and you are hit with a 
  nonmagical weapon or attack, you can use a 
  reaction and gain resistance from that attack's 
  damage.
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Shifter Healing Factor
  Your wounds heal when you Shift.  
  Prerequisite: Shifter.
  Benefit: When you Shift, you regain hit points 
  equal to 1d6 + your class level + your Constitution 
  modifier. 
  Shifter Instincts
  Your keen animal-like senses make you difficult to 
  catch by surprise.  
  Prerequisite: Shifter.
  Benefit: You have 3 Shifter Instincts points.  
  Whenever you make an Initiative roll or a Wisdom 
  (Perception) check,  you can spend one Shifter 
  Instincts point to roll a d12 and add it to the 
  result. You can choose to spend one of your Shifter 
  Instincts points after you roll the die, but before the 
  outcome is determined. 
    You regain your expended Shifter Instincts points 
  when you finish a long rest.
  Shifting Fortunes
  You can telekinetically move yourself a short 
  distance even if it is not your turn.
  Prerequisite: Githzerai.
  Benefit: You can use a bonus action or a reaction to 
  fly 15 feet.
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Stone Grip
  You can wield with one hand weapons that 
  normally require two hands to properly use.
  Prerequisite: Goliath, Strength 18 or higher.
  Benefit: You can wield a two-handed melee 
  weapon in one hand.  However, you cannot wield 
  a two-handed melee weapon in each hand at the 
  same time.
  Swift Shapechange
  You can shapechange quicker than normal.
  Prerequisite: Changeling. 
  Benefit: You can use a bonus action to activate your 
  Shapechange ability.
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  
  22
  Summon Swarm
  You can summon swarms of tiny beasts to fight for 
  you.
  Prerequisite: Revenant. 
  Benefit: On your turn, you can use an action to 
  summon swarms of bats, insects, rats, or ravens.  
  You can summon a number of swarms equal to or 
  less than one-fourth your level, rounded up.
    The summoned creatures are friendly to you and 
  your companions. Roll initiative for the summoned 
  creatures as a group, which has its own turns. They 
  obey any verbal commands that you issue to them 
  (no action required by you). If you don't issue any 
  commands to them, they defend themselves from 
  hostile creatures, but otherwise take no actions.
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  Sunlight Adaptation
  You have grown accustomed to daylight after 
  decades of living on the surface world.
  Prerequisite: Dwarf (Duergar) or Elf (Drow).
  Benefit: You do not gain disadvantage from attack 
  rolls and Wisdom (Perception) checks imposed by 
  Sunlight Sensitivity.
  Telekinetic Leap
  You can telekinetically move yourself or an ally.
  Prerequisite: Githyanki.
  Benefit: On your turn, you can use a bonus action 
  and make yourself or a willing ally fly up to 30 feet.
   Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Warforged Adaptation
  You can adapt and switch skill sets if needed.
  Prerequisite: Warforged.
  Benefit: When you finish a long rest, you can 
  temporarily replace one of your skill or tool 
  proficiencies with a new one of your choice. 
    This benefit lasts until you finish a long rest.
  Warforged Resilience
  You are hardier than normal.
  Prerequisite: Warforged.
  Benefit: You have advantage on saving throws 
  against poison, and you have resistance against 
  poison damage.  Additionally, you have advantage 
  on death saving throws.
  Warforged Resistance
  Your composite plating is built to resist the most 
  common elemental attacks.
  Prerequisite: Warforged.
  Benefit: You have resistance to fire and cold.
  Water's Calm
  You enter into a meditative rest and gain restorative 
  benefits.
  Prerequisite: Water Genasi.
  Benefit:  During a short rest, you can enter into a 
  
  23
  trance.  After the short rest, you can choose from 
  two options: 
  Heal Self. Regain hit points equal to twice your 
  level plus your Constitution modifier, or 
  Recover Spell. Regain a number of expended spell 
  slots that must have a total number of levels equal 
  to or less than one-fourth your level, rounded up.
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  Water's Chill
  You have a natural talent to create and manipulate 
  ice from the water around you.
  Prerequisite: Water Genasi, class level 3 or higher.
  Benefit:  You can cast the spells Ice Knife and 
  Armor of Agathys.  You cast each of these spells 
  once at a level equal to one-fourth your class level 
  rounded up, and you regain the ability to cast them 
  this way after you finish a long rest.   Constitution is 
  your spellcasting ability for these spells.
  Wind's Dance
  You can command the eternal winds around you to 
  give you temporary flight.
  Prerequisite: Air Genasi.
  Benefit:  You can use a bonus action and gain a 
  flying speed of 40 feet until the end of the turn.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Wind's Guardian
  An eternal wind surrounds and protects you. 
  Prerequisite: Air Genasi, class level 3 or higher.
  Benefit:  You can use your reaction to deflect 
  a missile when you are hit by a ranged weapon 
  attack. When you do so, the damage you take
  from the attack is reduced by 1d6 + your Dexterity 
  modifier.
  
  24
  Class Talents
  Artificer
  Concussive Shot
  Your Thunder Monger can stun creatures. 
  Prerequisite: Artificer level 6, Gunsmith artificer 
  specialist.
  Benefit: After dealing the extra thunder damage 
  provided by your Thunder Monger to a creature, 
  you can choose to stun it with a concussive blast.  
  The creature must make a Constitution saving 
  throw with a DC of 8 + your proficiency bonus 
  + your Intelligence modifier.  On a failed saving 
  throw, the target takes an additional 2d8 thunder 
  damage and is stunned until the end of your next 
  turn.  On a successful save, the target takes half the 
  additional damage and is not stunned.
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Crazy Concoctions 
  You can tweak the composition of your alchemical 
  formulas, enhancing its effects.  
  Prerequisite: Artificer level 6, Alchemist artificer 
  specialist.
  Benefit: When you use any of your alchemical 
  
  25
  formulas, you can enhance one of its features.  
  Choose one from the following:
  Coverage. The area of effect is doubled.
  Effectivity.  The alchemical formula ignores 
  resistance. 
  Persistence.  The duration of its effect is doubled. 
  Potency. A damage dealing or healing alchemical 
  formula deals two additional die of damage or 
  provides two additonal die of healing.
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Deadshot 
  You have a knack for making critical hits. 
  Prerequisite: Artificer level 9, Gunsmith artificer 
  specialist.
  Benefit:  You can use a bonus action to carefully 
  aim at a single target.  If your next attack this turn 
  requires an attack roll and it hits the target, it is 
  considered a critical hit.
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  Extra Alchemical Formula
  You have knowledge of more alchemical 
  formulas than normal.  
  Prerequisite: Artificer, Alchemist artificer 
  specialist.
  Benefit: You learn one additonal alchemical 
  formula of your choice.
  Extra Infused Magic
  You can infuse spells into nonmagical items 
  more often than normal.  
  Prerequisite: Artificer level 6.
  Benefit: The number of infused spells you can have 
  at a time is equal to your Intelligence modifier + 2.
  Extra Wondrous Invention
  You can use and create one additional magical item.  
  Prerequisite: Artificer level 3.
  Benefit: You craft and complete another item of 
  your choice.   It does not count against the number 
  of magic of magic items you are allowed to create at 
  certain levels from Wondrous Invention.  The item 
  you choose must be on the list for your current 
  artificer level or a lower level.
  Gifted Inventor
  You can select magic items from a list higher than 
  your current level.  
  Prerequisite: Artificer level 3.
  Benefit: When choosing an item to craft from 
  lists shown in Wondrous Invention, your current 
  artificer level is considered as 5 levels higher.  
  Greater Mechanical Sentinel
  Your Mechanical Sentinel is more resilient and can 
  protect you better.  
  Prerequisite: Artificer level 18, Improved 
  Mechanical Sentinel.
  Benefit: As Improved Mechanical Sentinel, except 
  it has the following additional features:
  • Any creature hit by the Sentinel gains 
  disadvantage to any attack not made against it until 
  the end of the Mechanical Sentinel's next turn.
  
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  • If a creature moves at least 1 foot within 5 feet 
  of it, you can use a reaction and command the 
  Mechanical Sentinel to make one melee weapon 
  attack against that creature. If it hits, the target’s 
  speed is reduced to 0 until the end of this turn..
  Improved Mechanical Sentinel
  Your Mechanical Sentinel is more powerful than 
  normal.  
  Prerequisite: Artificer level 15, Mechanical Sentinel.
  Benefit: As Mechanical Sentinel, except you can 
  select a Large Beast with a challenge rating of 3 or 
  less to design from.
  Infused Servant
  You can infuse spells into your Mechanical Servant.  
  Prerequisite: Artificer level 9.
  Benefit: You can infuse magic into your Mechanical 
  Servant.  You can use a reaction to command the 
  Mechanical Servant to activate the spell, as well as 
  providing other instructions such as what to target.  
  It can do so even if its Intelligence is less than 6.
  Mechanical Sentinel
  You modify your Mechanical Servant into a tough 
  sentry and bodyguard.  
  Prerequisite: Artificer level 12.
  Benefit: You can create a Mechanical Sentinel 
  instead of a Mechanical Servant.  The Mechanical 
  Sentinel has all the features of a Mechanical 
  Servant, plus the following:
  • It is resistant to all bludgeoning, piercing, and 
  slashing damage from non-magical weapons.
  • If you are targeted by an attack and within 5 
  feet of the Mechanical Sentinel, you can use your 
  reaction to impose disadvantage to the attack roll.  
  You command the Mechanical Sentinel to hinder 
  the incoming attack, possibly throwing it off.  Once 
  you use this feature, you cannot use it again until 
  you complete a long rest.
  Silencer 
  You can reduce the sound of your Thunder Monger. 
  Prerequisite: Artificer, Gunsmith artificer specialist.
  Benefit: You can craft a noise-reducing module 
  that you can mount and screw on your Thunder 
  Cannon's barrel.  It takes an action to do so.  
    Once the silencer is screwed on, the Thunder 
  Cannon's normal range is reduced to 75 feet, 
  and its maximum range is reduced to 250 feet.  
  However, the noise it makes when fired is reduced 
  to a muffled blast which can only be heard within 
  30 feet.
  Swift Concoctions 
  You can use some of your alchemical formulas 
  effortlessly.  
  Prerequisite: Artificer level 9, Alchemist artificer 
  specialist.
  Benefit: You can use a bonus action to activate one 
  of your alchemical formulas that normally require 
  an action to use.
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  
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  Barbarian
  Aura of Divine Fury
  Your Divine Fury is more potent than normal.
  Prerequisite: Barbarian level 9, Path of the Zealot. 
  Benefit: When you rage, you can choose to become 
  cloaked in an aura of divine power until the rage 
  ends.  At the end of each of your turns for that 
  duration, each creature within 5 feet of you takes 
  damage equal to 1d6 + half your barbarian level. 
  The damage is either necrotic or radiant; based on 
  the damage type you chose when you gained Divine 
  Fury.
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  Bloodlust
  Slaying a creature fuels your frenzy to kill, allowing 
  you to make more attacks than normal.
  Prerequisite: Barbarian level 18, Path of the 
  Berserker or Path of the Battlerager.
  Benefit: During your turn and only once per turn 
  while you are raging, when you slay a creature 
  with a melee weapon attack and there is an enemy 
  creature within range of your movement speed, 
  you can immediately move up to your speed 
  towards the enemy creature and make one melee 
  weapon attack at it.  This attack does not count 
  against the maximum number of extra attacks you 
  can make when you take the attack action and 
  your movement during this action does not count 
  against your maximum move speed per turn.  
  Divine Wrath
  When you rage, you can grow in size and inflict 
  devastating attacks.
  Prerequisite: Barbarian level 18, Path of the Zealot. 
  Benefit: When you rage, you can channel divine 
  power and become an avatar of your god.  You gain 
  the following features:
  • Your size becomes Large, unless you were larger.  
  • Your speed becomes 50 feet, unless you were 
  faster.
  • Your reach increases by 5 feet.
  • Your weapon attacks are considered magical and 
  deal an additional 2d8 radiant or necrotic damage, 
  depending on the choice you made when you 
  gained Divine Fury.  
    The effect lasts until your rage ends or until you 
  use a bonus action to end it.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Improved Spirit Shield
  Your totem spirit lasts longer than normal.
  Prerequisite: Barbarian level 9, Path of the 
  Ancestral Guardian.
  Benefit: Increase the damage you reduce by an 
  additional 1d6 points.
  Improved Storm Aura
  The size of your Storm aura is larger than normal.
  Prerequisite: Barbarian level 9, Path of the Storm 
  Herald. 
  Benefit: The range of your Storm Aura is increased 
  
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  by 10 feet, for a 20-foot radius total.  
  Improved Totem Spirit
  Your totem spirit lasts longer than normal.
  Prerequisite: Barbarian level 18, Path of the Totem 
  Warrior.
  Benefit: The Totem Spirit creature lasts until the 
  end of your next turn.  If you also have the Twin 
  Totem Spirit talent, both creatures last until the end 
  of your next turn.
  Improved Zealous Presence
  Your Zealous Presence can heal allies.
  Prerequisite: Barbarian level 15, Path of the Zealot. 
  Benefit: As Zealous Presence, but in addition, each 
  ally regains hit points equal to 2d8 + half your 
  barbarian level.
  Spiked Counter
  You can make a counter attack with your spiked 
  armor.
  Prerequisite: Barbarian level 9, Path of the 
  Battlerager.
  Benefit: While you are raging, wearing spiked 
  armor, and a creature within 5 feet of you makes 
  a melee attack at you and misses, you can use a 
  reaction and make one melee attack at it with your 
  armor spikes.
  Storm Impact
  You can leap great distances and land with an 
  explosive impact that deals damage to creatures 
  nearby.
  Prerequisite: Barbarian level 18, Path of the Storm 
  Herald.
  Benefit: While raging, when you use the attack 
  option, you can use one of your attacks  to leap into 
  the air and land in a square 40 feet away.    Upon 
  landing, you create an elemental explosion centered 
  on you and within your Storm aura’s effect.  The 
  type of damage is based on the environment you 
  chose at 3rd level.  Each creature within your aura 
  other than you must make a Dexterity saving throw 
  against a DC equal to 8 + your proficiency bonus + 
  your Constitution modifier.  
  Desert. Enemies within your aura take 18 [4d8] 
  fire damage on a failed save, or half as much on a 
  
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  successful one.
  Sea. Enemies within your aura take 18 [4d8] 
  lightning damage on a failed save, or half as much 
  on a successful one.
  Tundra. Enemies within your aura take 18 [4d8] 
  cold damage on a failed save, or half as much on a 
  successful one.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Summon Ancestral Guardian
  Your totem spirit lasts longer than normal.
  Prerequisite: Barbarian level 18, Path of the 
  Ancestral Guardian.
  Benefit: On your turn, you can use a bonus action 
  and summon an Ancestral Guardian that will 
  appear in a space of your choice that is within 30 
  feet of you.  The Ancestral Guardian appears as an 
  identical spirit version of yourself.  It has an AC of 
  13, hit points equal to your total maximum,  and a 
  base movement speed of 40 feet. However, it cannot 
  perform any actions except move.  
    As long as you or an ally is within 30 feet of 
  the Ancestral Guardian, they gain the following 
  benefits:
  • any damage they take is transfered to the 
  Ancestral Guardian;   
  • all attack rolls made against them have 
  disadvantage
    The Ancestral Guardian lasts for 1 minute or until 
  its hit points reaches 0, at which point it dissipates.  
  You can use a bonus action to direct the Ancestral 
  Guardian to move.
    Once you use this feature, you cannot use it again 
  until you take a long rest.
  Summon Totem Spirit
  You have the ability to instantly summon your 
  ancestral totem spirit to aid you in battle in a brief 
  period of time.
  Prerequisite: Barbarian level 9, Path of the Totem 
  Warrior.
  Benefit: Choose a creature you can see.  You can 
  use a bonus action to summon a totem spirit that 
  appears adjacent to you.  It has an AC of 13 and has 
  hit points equal to twice your Barbarian level.  The 
  totem spirit then moves up to its speed toward the 
  target.  If it ends adjacent to the target, it can attack 
  
  30
  that enemy.  Whether it is able to attack or not, the 
  totem spirit disappears at the end of your turn.  The 
  damage dealt by a totem spirit is treated as magical.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Elk:  The spirit elk can move up to 50 feet and 
  makes one ram attack at the target, with an attack 
  bonus equal to 3 plus your proficiency bonus.  A hit 
  deals 6 (1d6+3) bludgeoning damage.   If the spirit 
  elk moved at least twenty feet straight towards 
  the target before the attack, the target takes an 
  additional 7 (2d6) bludgeoning damage and  must 
  succeed on a Strength saving throw or be knocked 
  prone. 
  Tiger:  The spirit tiger can move up to 40 feet and 
  makes one claw attack at the target, with an attack 
  bonus equal to 3 plus your proficiency bonus.  A hit 
  from its claw deals 7 (1d8+3) slashing damage.  If 
  the spirit tiger moved at least twenty feet straight 
  towards the target before the attack, the target 
  must succeed on a Strength saving throw or be 
  knocked prone.  If the target is knocked prone, the 
  spirit tiger can make one additional bite attack.  If it 
  hits, it deals 8 (1d10+3) piercing damage.
    The saving throw DC for both the Elk and Tiger’s 
  additional effect is equal to 8 + your proficiency 
  bonus +  your Strength modifier.
  Unrelenting Spikes
  You constantly twitch, jerk, and flail about during 
  combat, hitting everyone close to you with your 
  armor spikes.
  Prerequisite: Barbarian level 15, Path of the 
  Battlerager.
  Benefit: While wearing spiked armor and you 
  aren't incapacitated, any creature that starts its 
  turn within 5 feet of you take 3 piercing damage.  
  In addition, your Spiked Retribution feature deals 
  an additional 2 damage.
  Vengeful Spirit
  Your totem spirit lasts longer than normal.
  Prerequisite: Barbarian level 15, Path of the 
  Ancestral Guardian.
  Benefit: When you use Spirit Shield, you can 
  also choose to move up to your speed and, if it is 
  within range, make one melee weapon attack at 
  the creature that dealt damage to the target of your 
  Spirit Shield.  
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  Weapon of the Storm
  Your weapon deals additional elemental damage 
  when you rage.
  Prerequisite: Barbarian level 15, Path of the Storm 
  Herald.
  Benefit: While raging, your weapon deals 
  additional elemental damage based on the 
  environment you chose at 3rd level.
  Desert. Your weapon deals additional 1d6 fire 
  damage.
  Sea. Your weapon deals an additional 1d6 lightning 
  damage.
  Tundra. Your weapon deals an additional 1d6 cold 
  damage.
  
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  Bard
  Counter Flourish
  You sieze advantage of an opponent's momentary 
  vulnerability after successfully avoiding its attack.
  Prerequisite: Bard level 3, College of Swords.
  Benefit: When a creature misses you with a melee 
  attack, you can use your reaction and expend one 
  Bardic Inspiration die to make one melee weapon 
  attack against that creature. If you hit, you add the 
  Bardic Inspiration die to the attack's damage roll.
  Exposing Strike
  Your strike distracts your foe, momentarily 
  exposing a vulnerable section to attack from your 
  allies.
  Prerequisite: Bard level 9, College of Valor.
  Benefit: On your turn, after hitting and dealing 
  damage to a creature with a weapon attack, you can 
  use a bonus action and roll a Bardic Inspiration die.  
  Until the start of your next turn, the creature takes 
  additional weapon damage equal to the number 
  you rolled on the Bardic Inspiration die from every 
  weapon attack made against it, up to a maximum 
  number of attacks equal to your Charisma modifier.  
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  Extra Mantle of Majesty
  You can use Mantle of Majesty more often than 
  normal.
  Prerequisite: Bard level 9, College of Glamour.
  Benefit: You can use Mantle of Majesty one 
  additional time between long rests.
  Extra Shadow Lore
  You can use Shadow Lore more often than normal.
  Prerequisite: Bard level 15, College of Whispers.
  Benefit: As Shadow Lore, except you can use it one 
  additional time between long rests.
  Fey Charm
  Your fey nature has granted you the natural ability 
  to charm and dominate humanoids.
  Prerequisite: Bard level 15, College of Glamour.
  Benefit: You learn the spell Dominate Person.  You 
  always have this spell prepared, it does not count 
  against the number of spells you have prepared, 
  and you can cast it once at its standard level 
  without expending a spell slot. When you do so, you 
  can not do so again until you finish a short or long 
  rest.
  Heckle
  You taunt your foes with your sly remarks and 
  insults, distracting them from an impending attack.
  Prerequisite: Bard level 9, College of Satires.
  Benefit: You can use a bonus action or a reaction 
  and expend up to three Bardic Inspiration 
  dice.   Choose a number of creatures equal to the 
  Bardic Inspiration uses expended.  You impose 
  disadvantage to their next saving throw this turn.  
    After you use this feature, you cannot use it again 
  until you complete a long rest.
  
  32
  Hilarious Jest
  Your Cutting Words can cause another creature to 
  fall into fits of laughter.
  Prerequisite: Bard level 9, College of Lore.
  Benefit: After successfully using Cutting Words 
  on a creature, choose another creature within 30 
  feet of the Cutting Words' target that can see and 
  hear the target.  That creature must succeed on 
  a Wisdom saving throw or fall prone, becoming 
  incapacitated and unable to stand up until the end 
  of your next turn. A creature with an lntelligence 
  score of 4 or less isn't affected.
  Improved Blade Flourish
  Your Blade Flourish is more potent than normal.
  Prerequisite: Bard level 9, College of Swords.
  Benefit: You can use up to two Inspiration dice 
  when you use any of the Blade Flourish options.
  Improved Fool's Luck
  Your Fool's Luck is more potent than normal.
  Prerequisite: Bard level 15, College of Satire.
  Benefit: When you use Fools' Luck successfully, 
  you gain no drawback.
  Improved Mantle of Inspiration
  Your Mantle of Inspiration can provide more 
  temporary hit points than normal.
  Prerequisite: Bard level 3, College of Glamour.
  Benefit: As Mantle of Inspiration, except each 
  target gains an additional number of temporary hit 
  points equal to your Charisma modifier.
  Improved Mantle of Whispers
  Your Mantle of Whispers lasts longer than normal.
  Prerequisite: Bard level 9, College of Whispers.
  Benefit: As Mantle of Whispers, except you can 
  keep the appearance for a number of hours equal to 
  your Charisma modifier +1.  
  Improved Master's Flourish
  You can use Master's Flourish without expending a 
  Bardic Inspiration die.
  Prerequisite: Bard level 15, College of Swords.
  Benefit: Whenever you use a Blade Flourish option, 
  you can roll a d10 and use it instead of expending a 
  Bardic Inspiration die.  If you have Improved Blade 
  Flourish, you can roll up to two d10s.
  Improved Psychic Blades
  Your Psychic Blades can deal more damage than 
  normal.
  Prerequisite: Bard level 3, College of Whispers.
  Benefit: As Psychic Blades, except you deal  
  additional psychic damage equal to your Charisma 
  modifier.
  Tumbling Attack
  You attack by surprise after a tumbling manuever.
  
  33
  Prerequisite: Bard level 3, College of Satires.
  Benefit: After using a bonus action to tumble, you 
  gain advantage on the next attack roll you make 
  this turn.
  Cleric
  Arcane Expert
  You have greater knowledge of arcane spells than 
  normal. 
  Prerequisite: Cleric level 15, Arcana Domain, Arcane 
  Practitioner.
  Benefit: You choose three spells from the wizard 
  spell list, one from each of the following levels: 4th, 
  5th, and 6th. You add them to your list of domain 
  spells. Like your other domain spells, they are 
  always prepared and count as cleric spells for you.
  Arcane Practitioner
  You have more knowledge of arcane spells than 
  normal. 
  Prerequisite: Cleric level 9, Arcana Domain.
  Benefit: You choose three spells from the wizard 
  spell list, one from each of the following levels: 1st, 
  2nd, and 3rd. You add them to your list of domain 
  spells. Like your other domain spells, they are 
  always prepared and count as cleric spells for you.
  Back from the Grave
  You can prevent a creature from dying. 
  Prerequisite: Cleric level 15, Grave Domain.
  Benefit: When a creature you can see within 30 
  feet of you has its hit points drop to 0 or below, you 
  can use a reaction and restore the creature's hit 
  points to half of its maximum.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Death and Decay
  You generate an aura of death that damages living 
  creatures. 
  Prerequisite: Cleric level 15, Death Domain.
  Benefit: As a bonus action, you can create an aura 
  of foul swirling shadows that is filled with necrotic 
  energy.  Any creature that starts their turn within 
  10 feet of you take 2d8 necrotic damage.  The 
  creature must also succeed on a Constitution saving 
  throw equal to your spell save DC or its hit point 
  maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0.  The effect lasts 
  while you concentrate, up to 1 minute.
    After you use this feature, you cannot use it again 
  until you complete a long rest.
   
  Divine Boon
  You consume magical energy to increase your or 
  your ally's chances of a successful attack, save, or 
  check.
  Prerequisite: Cleric, Paladin, or Sorcerer (Divine 
  Soul only).
  Benefit: When you or an ally within 30 feet 
  that you can see makes an attack, saving throw, 
  or ability check roll but before the outcome is 
  determined, you can use a reaction and expend a 
  
  34
  spell slot.  If you expend a first level spell slot, roll 
  a d4 and add the result to the previous roll.  If you 
  expend a second level spell slot, you can roll two 
  d4s.  If you expend a third or higher level spell slot, 
  you can roll three d4s.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest. 
  Greater Blessing of the Forge
  Your Blessing of the Forge can bestow powerful 
  enchantments and you can use it more often than 
  normal. 
  Prerequisite: Cleric level 15, Forge Domain, 
  Improved Blessing of the Forge.
  Benefit: As Blessing of the Forge, except it grants a 
  +3 bonus to AC if it’s armor or a +3 bonus to attack
  and damage rolls if it’s a weapon.
  Improved Blessing of the Forge
  Your Blessing of the Forge is more potent than 
  normal. 
  Prerequisite: Cleric level 9, Forge Domain.
  Benefit: As Blessing of the Forge, except it grants a 
  +2 bonus to AC if it’s armor or a +2 bonus to attack
  and damage rolls if it’s a weapon.
  Improved Radiant Defense
  Allies protected by your Radiant Defense take less 
  damage than normal.
  Prerequisite: Cleric level 9, Protection Domain.
  Benefit: As Radiant Defense, except the ally also 
  gains resistance to the damage type taken from the 
  attack.
  Improved Touch of Death
  Your Touch of Death is more potent than normal. 
  Prerequisite: Cleric level 9, Death Domain.
  Benefit: When you use Touch of Death and you 
  reduce a creature to a number of hit points equal to 
  or less than your cleric level, you deal an additional 
  necrotic damage equal to your cleric level.
  Mass Radiant Defense
  You can target more creatures with Radiant 
  Defense than normal. 
  Prerequisite: Cleric level 15, Protectiom Domain, 
  Improved Radiant Defense.
  Benefit: As Improved Radiant Defense, except you 
  can target up to a number of allies equal to your 
  Wisdom modifier +1.
  Return to the Grave
  Undead are more vulnerable to your Turn Undead 
  feature. 
  Prerequisite: Cleric level 9, Grave Domain.
  Benefit: Undead creatures gain disadvantage to 
  their Wisdom saving throws against your Turn 
  Undead ability.
  
  35
  Druid
  Bestial Instinct
  You can attack immediately after using Wild Shape.
  Prerequisite: Druid level 3.
  Benefit: After using an action to activate Wild 
  Shape, you can use a bonus action and make one 
  natural weapon attack.
  Extra Spirit Totem
  You can use Spirit Totem more often than normal.
  Prerequisite: Druid level 9, Circle of the Shepherd.
  Benefit: You can use Spirit Totem one additional 
  time between rests. 
  Hearth of Rejuvenation
  Your Hearth of Moonlight and Shadow can bestow 
  additional benefits to you and your allies.
  Prerequisite: Druid level 12, Circle of Dreams.
  Benefit: At the end of a short or long rest within 
  the sphere created by Hearth of Moonlight and 
  Shadow, you can choose to provide an additional 
  effect that benefits you and your allies.  Choose one 
  of three effects:
  • Regain hit points equal to twice your druid level, 
  • Regain a number of spell slots equal to one fifth of 
  your druid level (rounded down), or
  • Gain a d4 Inspiration die. This is identical in 
  function to a Bardic Inspiration die except that it 
  must be used within a number of hours equal to 
  your druid level.
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  
  36
  Improved Balm of the Summer Court
  You have more fey energy than normal.
  Prerequisite: Druid level 9, Circle of Dreams.
  Benefit: Your pool of fey energy is increased to a 
  number of d8s (instead of d6s) equal to your druid 
  level.
  Improved Harvest Scythe
  You have more energy for Harvest Scythe than 
  normal.
  Prerequisite: Druid level 9, Circle of Twilight.
  Benefit: Your pool of fey energy is increased to a 
  number of d12s (instead of d10s) equal to your 
  druid level.
  Improved Watcher at the Threshold
  You have more fey energy than normal.
  Prerequisite: Druid level 12, Circle of Twilight.
  Benefit: All alies within 30 feet of you gain 
  advantage on death saving throws.
    In addition, you can use a reaction to give an ally 
  you can see within 30 feet resistance to necrotic 
  and radiant damage.    Once you use this feature, 
  you cannot use it again until you complete a short 
  or long rest.
  Superior Summoner
  Casting summoning spells are often effortless to 
  you.
  Prerequisite: Druid level 12, Circle of the Shepherd.
  Benefit: You can use a bonus action to cast any of 
  the following spells:
  • Conjure Animals
  • Conjure Elementals
  • Conjure Fey
  • Conjure Minor Elemental
  • Conjure Woodland Beings
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  
  37
  Fighter
  Extra Arcane Shot
  You can use Arcane Shot more often than normal. 
  Prerequisite: Fighter level 6, Arcane Archer 
  archetype.
  Benefit: You can use Arcane Shot one additional 
  time between rests.  This raises your total use to 
  three.
  Extra Arcane Shot Option
  You have knowledge of more Arcane Shot options 
  than normal. 
  Prerequisite: Fighter level 3, Arcane Archer 
  archetype.
  Benefit: You learn one additional Arcane Shot 
  option.
  Extra Fighting Spirit
  You can use Fighting Spirit more often than normal. 
  Prerequisite: Fighter level 3, Samurai archetype.
  Benefit: You can use Fighting Spirit one additional 
  time (for a total maximum of four) between rests.
  Extra Implacable Mark
  You can use Implacable Mark more often than 
  normal. 
  Prerequisite: Fighter level 3, Knight archetype.
  Benefit: You can use Implacable Mark one 
  additional time (for a total maximum of four) 
  between rests.
  Extra Steady Aim
  You can use Steady Aim more often than normal. 
  Prerequisite: Fighter level 3, Sharpshooter 
  archetype.
  Benefit: You can use Steady Aim one additional 
  time (for a total maximum of four) between rests.
  Extra Superiority Die
  You are extraordinarily skilled with your combat 
  maneuvers than normal. 
  Prerequisite: Fighter level 3, Battle Master or 
  Monster Hunter archetype.
  Benefit: You gain one additional combat 
  superiority die.
  Heroic Shield
  You can suddenly block attacks targeting your alies 
  with your shield. 
  Prerequisite: Fighter level 3, Purple Dragon Knight 
  archetype.
  Benefit: When you are equipped with a shield and 
  ally within 5 feet of you is hit by an attack roll but 
  before the outcome is determined, you can use a 
  reaction and add your shield's armor class bonus + 
  your proficiency modifier to the ally's AC.
    You can use this feature three times.  You regain all  
  expended uses after you finish a long rest.
  Improved Arcane Shot
  Your arcane shots deal more damage than normal. 
  
  38
  Prerequisite: Fighter level 9, Arcane Archer 
  archetype.
  Benefit: Your Arcane Shot options deal an 
  additional 1d6 force damage.
  Improved Monster Hunter's Prey
  You know how to strike your chosen enemies more 
  effectively than normal. 
  Prerequisite: Fighter level 9, Monster Hunter 
  archetype.
  Benefit: When attacking an aberration, fey, fiend, 
  or undead, you can score a critical hit on a roll of 19 
  or 20. 
  Improved Steady Aim
  Your Steady Aim shots can be deadlier than normal. 
  Prerequisite: Fighter level 9, Sharpshooter 
  archetype.
  Benefit: In additon to the other benefits gained 
  from Steady Aim, your ranged attacks score a 
  critical on a roll of 19 or 20.
  Improved Unwavering Mark
  You deal more damage than normal when you use 
  your Unwavering Mark's special attacks. 
  Prerequisite: Fighter level 9, Cavalier archetype.
  Benefit: The extra damage you deal when you hit 
  a marked creature with your special attack is equal 
  to your fighter level, instead of just half.
  Inspire Courage
  You inspire your allies to stand strong and fight 
  better. 
  Prerequisite: Fighter level 6, Purple Dragon Knight 
  archetype.
  Benefit: As a bonus action, you can make an 
  inspirational speech to bolster your allies and 
  yourself against fear and improve the group's 
  combat abilities.  You and all your allies within 
  60 feet that can see and hear you gain advantage 
  to their next attack roll and saving throw made 
  against fear.
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Intercepting Bulwark
  You can suddenly rush and block an enemy from 
  attacking an ally. 
  Prerequisite: Fighter level 9, Knight archetype.
  Benefit: When you see a creature that has targeted 
  an ally with a weapon attack, you can use a reaction 
  and move up to your speed.  If you end your 
  movement within 5 feet of that creature, you can 
  make one melee weapon attack.  If it hits, you mark 
  the target until the end of its next turn. 
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Lion's Roar
  The bravery and ferocity you display when using 
  Fighting Spirit is contagious. 
  Prerequisite: Fighter level 9, Samurai archetype.
  Benefit: When you use Fighting Spirit, you can 
  choose a number of creatures equal to your 
  Charisma modifier +1 within 30 feet of you that can 
  
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  see and hear you.  They gain the benefits of your 
  Fighting Spirit until the end of your next turn.
    Once you use this feature, you cannot use it again 
  until you complete a long rest.
  Monster Hunter's Prey
  You know how to fight with your chosen 
  enemies better than normal. 
  Prerequisite: Fighter level 6, Monster Hunter 
  archetype.
  Benefit: Your weapon damage rolls deal an 
  additional 1d6 damage against aberrations, 
  fey, fiends, and undead.  
  Oath of Wrath
  You challenge an opponent to battle, inspiring 
  yourself to fight better. 
  Prerequisite: Fighter level 9, Purple Dragon 
  Knight archetype.
  Benefit: Select an opponent within 60 feet 
  that can see and hear you.  You can use a 
  bonus action and swear to defeat the target 
  opponent.  You gain advantage to all your 
  attack rolls and saving throws made against 
  the target.  The effect ends after 1 minute, 
  the target is defeated, or you attack another 
  creature other than the target.
    Once you use this feature, you cannot use it 
  again until you complete a long rest.
  War Mount
  You can direct your mount to attack.
  Prerequisite: Fighter level 3, Cavalier archetype.
  Benefit: You can use a bonus action to direct your 
  mount to make one melee natural weapon attack.
  Monk
  Confounding Strikes
  You can confuse and distract creatures hit by your 
  flurry of blows. 
  Prerequisite: Monk level 3, Way of the Drunken 
  Master.
  Benefit: You impose disadvantage to the next 
  attack roll of a creature you hit with your Flurry of 
  Blows.  You can only impose this disadvantage to a 
  single creature per turn.
  
  40
  Extra Tipsy Sway
  You can use Tipsy Sway more often than normal. 
  Prerequisite: Monk level 9, Way of the Drunken 
  Master.
  Benefit: Benefit: When you are targeted by a 
  weapon attack, you can spend 2 ki points as a 
  reaction and impose disadvantage on the attack 
  roll.  You must decide to use this feature before the 
  attack is rolled.  If you are still hit, you take only 
  half the normal damage.
  Flaming Fists
  You can cause flames to sheathe your hands, 
  enabling you to deal extra fire damage with your 
  unarmed strikes and sun bolts. 
  Prerequisite: Monk level 9, Way of the Sun Soul.
  Benefit: As a bonus action, you can spend 3 ki 
  points and channel your inner light into your 
  strikes.  Your unarmed attacks and radiant sun 
  bolts deal an additional 1d6 fire damage.  This 
  effect lasts for a number of rounds equal to your 
  Wisdom modifier.
  Kiss of Death
  Your can channel your energy to kill a weakened 
  creature instantly.
  Prerequisite: Monk level 9, Way of the Long Death.
  Benefit: You can sense when your strike has nearly 
  dealt a mortal blow to a creature.  When you reduce 
  a creature within 5 feet of you to a number of hit 
  points equal to or less than your monk level (the 
  DM must inform you when this happens), you can 
  spend 2 ki points to deal necrotic damage equal to 
  the creature's remaining current hit points.  
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Improved Healing Hands
  Your healing hands restore more hit points than 
  normal. 
  Prerequisite: Monk level 3, Way of Tranquility.
  Benefit: When you restore hit points to a creature 
  using your Healing Hands feature, the creature also 
  regains an additional number of hit points equal to 
  your Wisdom modifier.  This additional hit points 
  does not count against the pool of your magical 
  healing.
  Improved Radiant Sun Bolt
  Your radiant sun bolts have a longer range than 
  normal. 
  Prerequisite: Monk level 3, Way of the Sun Soul.
  Benefit: The range of your radiant sun bolt is 
  increased to 50 feet.
  Improved Touch of Death
  You gain more from a creature's death than normal. 
  Prerequisite: Monk level 3, Way of the Long Death.
  Benefit: As Touch of Death, except in addition, 
  when you reduce a creature within 5 feet of you to 
  0 hit points, you regain a number of ki points equal 
  to one-fourth your monk's level, rounded up.  
    You cannot gain ki point this way again until you 
  
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  finish a short or long rest.
  Mortal Strike 
  You harness your Ki to enable you to make deadly 
  strikes with your Kensai weapon. 
  Prerequisite: Monk level 9, Way of the Kensai, 
  Kensai weapon.
  Benefit: You can spend 3 ki points to enable your 
  Kensai weapon attacks to score a critical hit on a 
  roll of 19 or 20.  If you have advantage to the target, 
  you score a critical hit on a roll of 18 to 20.
    The effect lasts until the start of your next turn.
  Safe Haven
  You can attempt to protect a creature from 
  impending harm. 
  Prerequisite: Monk level 9, Way of Tranquility.
  Benefit: When a creature other than yourself is 
  targeted with an attack or by a harmful spell, you 
  can spend 2 ki points as a reaction to cast the 
  Sanctuary spell on that creature.  The creature 
  attacking or casting the harmful spell gains 
  disadvantage to their Wisdom saving throw.
    Once you cast the spell in this way, you cannot
  do so again until you finish a short or long rest.  
  Unerring Strike
  You harness your Ki to enable you to strike more 
  accurately with your Kensai weapon. 
  Prerequisite: Monk level 3, Way of the Kensai, 
  Kensai weapon.
  Benefit: You can spend 1 ki point to give yourself 
  advantage on your next attack roll with your Kensai 
  weapon. You must decide to use this feature before 
  rolling.  
  Mystic
  Extra Discipline
  You learn an additional Discipline. 
  Prerequisite: Mystic.
  Benefit: You gain one additional Discipline of your 
  choice.
  Extra Psionic Talent
  You learn an additional Psionic Talent. 
  Prerequisite: Mystic level 6.
  Benefit: You gain one additional Psionic Talent.
  Improved Arcane Dabbler
  You know more arcane spells than normal. 
  Prerequisite: Mystic level 9, Order of the Wu Jen.
  Benefit: You learn two additional wizard spells. 
  The spells must be of 1st through 4th level.
  Improved Avatar Aura
  You Avatar auras have longer range than normal. 
  Prerequisite: Mystic level 9, Order of the Avatar.
  Benefit: The range of all the aura abilities you 
  project is increased by 10 feet.
  
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  Focus when you use Psionic Surge.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.  You can still use Psionic 
  Surge as normal (but lose Psychic Focus if you do 
  so).
  Improved Surge of Health
  You can maintain your Psychic Focus when you use 
  Surge of Health. 
  Prerequisite: Mystic level 9, Order of the Immortal.
  Benefit: You can choose to maintain your Psychic 
  Focus when you use Surge of Health.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.  You can still use Surge 
  of Health as normal (but lose Psychic Focus if you 
  do so).
  Psy Blade
  You can stun a creature with your Soul Knife. 
  Prerequisite: Mystic level 9, Order of the Soul Knife.
  Benefit: On your turn, when you hit a creature 
  while using Soul Knife, you can attempt to stun 
  it.  The creature is allowed an Intelligence saving 
  throw equal to 8 + your proficency bonus + your 
  Intelligence modifier.  On a failed save, the creature 
  is stunned until the end of its next turn.
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Paladin
  Aura of Despair
  You can create an aura of hopelessness around you.
  Prerequisite: Paladin level 12, Oathbreaker.
  Benefit: You can cause your Aura of Hate to 
  generate dark, swirling energies.  Enemies within 
  your Aura of Hate gain disadvantage on their saving 
  throw rolls.  The effect lasts while you concentrate, 
  up to 1 minute.
    Once you use this feature, you cannot use it again 
  until you finish a long rest. 
  Improved Breath of Knowledge
  Your Breath of Knowledge is more potent than 
  normal. 
  Prerequisite: Mystic level 9, Order of the Nomad.
  Benefit: When you finish a long rest, you gain 
  proficiency in one saving throw of your choice. 
    This benefit lasts until you finish a long rest.
  Improved Potent Psionics
  Your psychic-infused weapon attacks deal more 
  damage than normal. 
  Prerequisite: Mystic level 12.
  Benefit: When you hit with a creature with 
  your weapon and deal psychic damage, you deal 
  an additional psychic damage equal to your 
  Intelligence modifier.
  Improved Psionic Surge
  You can maintain your Psychic Focus when you use 
  Psionic Surge. 
  Prerequisite: Mystic level 9, Order of the Awakened.
  Benefit: You can choose to maintain your Psychic 
  
  43
  Divine Boon
  You consume magical energy to increase your or 
  your ally's chances of a successful attack, save, or 
  check.
  Prerequisite: Cleric, Paladin, or Sorcerer (Divine 
  Soul only).
  Benefit: When you or an ally within 30 feet 
  that you can see makes an attack, saving throw, 
  or ability check roll but before the outcome is 
  determined, you can use a reaction and expend a 
  spell slot.  If you expend a first level spell slot, roll 
  a d4 and add the result to the previous roll.  If you 
  expend a second level spell slot, you can roll two 
  d4s.  If you expend a third or higher level spell slot, 
  you can roll three d4s.
    Once you use this feature, you cannot 
  use it again until you finish a short or long 
  rest.
  Fiendish Servant
  You can summon and command a fiend.
  Prerequisite: Paladin level 9, Oathbreaker.
  Benefit: You can use an action to summon a 
  fiend from the lower planes.  The fiend must 
  have a CR equal to or less than one-fourth 
  your Paladin level, rounded down.  The fiend is 
  bound to you for the next 24 hours.
    A bound creature must follow your 
  instructions to the best of its ability. You might 
  command the creature to accompany you on an 
  adventure, to guard a location, or to deliver a 
  message. The creature obeys the letter of your 
  instructions. If the creature carries out your 
  instructions completely before the spell ends, it 
  travels to you to report this  act if you are on the 
  same plane of existence. If you  are on a different 
  plane of existence, it returns to  the place where 
  you bound it and remains there until the spell ends.
    You can only have one fiendish servant at a time.  
  If you summon another fiendish servant while 
  you currently have one already bound, the latter 
  immediately returns to its plane of existence.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Improved Aura of Conquest
  Your Conquering Presence is more potent than 
  normal.
  Prerequisite: Paladin level 12, Oath of Conquest.
  Benefit: As Aura of Conquest, except each 
  frightened creature takes additional psychic 
  damage equal to half your Charisma modifier when 
  it starts its turn there.
  Improved Aura of the Guardian
  Your Aura of the Guardian is more potent than 
  normal.
  Prerequisite: Paladin level 9, Oath of Redemption.
  Benefit: Whenever you shield an ally from harm 
  through your Aura of the Guardian, you can choose 
  to reduce the damage you take to half.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  
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  Improved Aura of Treachery
  Your Aura of Treachery is more potent than normal.
  Prerequisite: Paladin level 12, Oath of Treachery.
  Benefit: You gain the following additional benefits: 
  Cull the Herd. When you hit a creature that has 
  one or more of its allies within 5 feet of it with 
  a melee weapon, you deal an additional weapon 
  damage equal to your Charisma modifier.
  Treacherous Strike. When you force an attacker 
  to reroll an attack against a creature of your choice 
  that is also within 5 feet of the attacker, you can add 
  your Charisma modifier to the attacker's roll.  
  Improved Champion's Challenge
  You deal extra damage to creatures affected by your 
  Champion’s Challenge.
  Prerequisite: Paladin level 9, Oath of the Crown.
  Benefit: Your weapon attacks against creatures 
  under the effect of your Champion’s Challenge 
  deal an additional weapon damage equal to your 
  Charisma modifier.
  Improved Divine Allegiance
  You take less damage when you use your Divine 
  Allegiance.
  Prerequisite: Paladin level 12, Oath of the Crown.
  Benefit: When you use your reaction to magically 
  substitute your own health for that of the target 
  creature, you can choose to take only half the 
  damage.  
    You can use this feature for Divine Allegiance three 
  times.  You regain all expended uses once you finish 
  a long rest.
  Improved Guided Strike
  Your Guided Strikes hit harder than normal.
  Prerequisite: Paladin level 9, Oath of Conquest.
  Benefit: When you hit a creature after using 
  Guided Strike, you deal an additional damage equal 
  to your Charisma modifier.
  Improved Poison Strike
  You are more accurate with your attacks when you 
  use Poison Strike.
  Prerequisite: Paladin level 9, Oath of Treachery.
  Benefit: When you make an attack roll with a 
  poisoned weapon after using Poison Strike, you can 
  add your Charisma modifier to the roll. 
  Improved Rebuke the Violent
  Your Rebuke the Violent is more potent than 
  normal.
  Prerequisite: Paladin level 12, Oath of Redemption.
  Benefit: As Rebuke the Violent, but the attacker 
  takes additional damage equal to your Charisma 
  modifier.
  Ranger
  Deep Spelunker
  Your familiarity with the environs of the Underdark 
  allows you to move through it easily, even in the 
  most difficult conditions.
  Prerequisite: Ranger level 6, Gloom Stalker 
  archetype.
  
  45
  Benefit: You have advantage on Strength 
  (Athletics) or Dexterity (Acrobatics) checks when 
  in natural subterranean surroundings.  
  Greater Guardian Soul
  You are more mobile and tougher when in guardian 
  form.
  Prerequisite: Ranger level 9, Primeval Guardian 
  Archetype, Improved Guardian Soul.
  Benefit: As Guardian Soul, except when in guardian 
  form your speed is increased to 30 feet.  In 
  addition, the number of temporary hit points you 
  gain at the start of each of your turns is equal to 
  your ranger level.
  Greater Planar Warrior
  You can deal the additional force damage gained 
  from Planar Warrior damage each time you hit the 
  creature.
  Prerequisite: Ranger level 9, Horizon Walker 
  Archetype, Improved Planar Warrior.
  Benefit: You gain advantage on your attacks 
  against a creature you targeted with your Planar 
  Warrior feature this turn.  This feature lasts until 
  you hit the creature with an attack. 
  Hide of Stone
  Your body embraces the rigors of the Underdark 
  and can take on something of its hue and 
  toughness.
  Prerequisite: Ranger level 15, Gloom Stalker 
  archetype.
  Benefit: You can turn your skin to look like and feel 
  as cold and hard as the natural stonework in your 
  surroundings.   On your turn, you can use an action 
  to transform your outer skin into stone that blends 
  well with the surroundings.   You gain resistance 
  to nonmagical bludgeoning, piercing, and slashing 
  damage.  In addition, you impose disadvantage on 
  creature’s Intelligence and Wisdom checks when 
  trying to detect your presence in subterranean 
  surroundings.  
    This effect lasts while you maintain concentration, 
  up to an hour. 
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Improved Distant Strike
  You can teleport farther than normal.
  Prerequisite: Ranger level 15, Horizon Walker 
  Archetype.
  Benefit: As Distant Strike, except you can teleport 
  up to 20 feet before each attack.  
  Improved Guardian Aura
  Your aura is more potent than normal.
  Prerequisite: Ranger level 15, Primeval Guardian 
  Archetype.
  Benefit: As Guardian Aura, except as follows:
  • the range of  your aura is increased to 40 feet
  • the aura can affect creatures who have half or 
  more  of its hit points
  Improved Guardian Soul
  Your mobility increases and your bark-like skin 
  becomes harder when in guardian form.
  Prerequisite: Ranger level 6, Primeval Guardian 
  
  46
  Archetype.
  Benefit: As Guardian Soul, except when in 
  guardian form your speed is increased to 15 feet.  
  In addition, the damage you take from bludgeoning, 
  piercing, and slashing attacks is reduced by 2.
  Improved Planar Warrior
  You deal additional damage with your Planar 
  Warrior feature.
  Prerequisite: Ranger level 6, Horizon Walker 
  Archetype.
  Benefit: As Planar Warrior, except you deal an 
  additional 1d8 force damage the next time you hit 
  the targeted creature.
  Improved Slayer's Prey
  You can deal extra damage to a creature you 
  targeted with Slayer's Prey more often than normal.
  Prerequisite: Ranger level 6, Monster Slayer 
  archetype.
  Benefit: You deal the additional damage each time 
  you hit the target of your Slayer's Prey feature with 
  a weapon attack instead of just the first time during 
  a turn.
  Improved Supernatural Defense
  You can anticipate and read the attacks  of the 
  target of your Slayer's Eye, helping you avoid them.
  Prerequisite: Ranger level 9, Monster Slayer 
  archetype.
  Benefit: You impose disadvantage to your Slayer's 
  Prey's target's first attack roll made against you 
  each turn.
  Slay Monster
  You can deal a mortal blow to the target of your 
  Slayer's Prey.
  Prerequisite: Ranger level 15, Monster Slayer 
  archetype.
  Benefit: On your turn, after successfully hitting 
  a target of your Slayer's Prey with your weapon, 
  you can choose to deal an additional 35 (10d6) 
  damage from your weapon.  The target is allowed 
  a Constitution saving throw equal to 8 + your 
  proficency bonus + your Strength or Dexterity 
  modifier (your choice).  On a successful save, the 
  target takes only half the additional damage.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Tremor Sense
  Your connection with the Underdark increases, 
  providing you with enhanced senses.
  Prerequisite: Ranger level 9, Gloom Stalker 
  archetype.
  Benefit: You gain Tremorsense out to 30 feet.
  Rogue
  Bravado
  You perform athletic and acrobatic stunts with 
  style. 
  Prerequisite: Rogue level 6, Swashbuckler 
  Archetype.
  Benefit: You can can add your Charisma modifier 
  to the result of your Strength or Dexterity ability 
  check or saving throw.   
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest. 
  Combat Mobility 
  When you move before an attack, you deal more 
  damage.
  Prerequisite: Rogue level 12, Scout Archetype.
  Benefit: Whenever you move at least 20 feet, you 
  deal an additional 1d6 weapon damage on your 
  next weapon attack this turn. 
  Cunning Maneuver 
  You can catch your opponent by surprise with an 
  acrobatic stunt.
  Prerequisite: Rogue level 3.
  
  47
  Benefit: You can use your Cunning Action to move 
  through a creature's space by using an acrobatic 
  stunt - a tumble, a flip, a pirouette, a slide, or 
  a barrel roll.  When you do so, you can make a 
  Dexterity (Acrobatics) check contested by the 
  creature’s Wisdom (Insight) check.  If your check 
  succeeds, you can use Sneak Attack against that 
  creature even if you do not have advantage against 
  it or if no enemy of the target is within 5 feet of it.  
  You can use Sneak Attack in this way even if you 
  have disadvantage against the target.  However, you 
  are still only allowed one Sneak Attack per turn.  If 
  your check fails, you are unable to move into the 
  creature's space, fall prone and stopping within 5 
  feet of it, fall prone.  Your speed also becomes 0 and 
  you gain disadvantage to your attacks until the end 
  of the turn.
  Eye for Danger
  You can spot danger and threats earlier than others, 
  allowing you to react quicker. 
  Prerequisite: Rogue level 12, Inquisitive Archetype.
  Benefit: You can can add your Insight proficiency 
  bonus to your saving throws, initiative rolls, or 
  Wisdom (Perception) checks.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Killer's Insight
  You use your knowledge of a creature to your 
  advantage during combat. 
  Prerequisite: Rogue level 12, Mastermind.
  Benefit: Whenever you deal sneak attack damage 
  against a creature you have observed or interacted 
  with for at least 1 minute, you deal an additional 
  1d6 weapon damage.
    
  Hit and Run
  You can attack an enemy before you move away 
  from it when you use the feature granted by 
  Skirmisher. 
  Prerequisite: Rogue level 6, Scout Archetype.
  Benefit: When you use the Skirmisher feature, you 
  can make one weapon attack at the same enemy 
  before or after you move.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Improved Insightful Fighting
  Your sneak attacks deal more damage than normal 
  when performing Insightful Fightning. 
  Prerequisite: Rogue level 6, Inquisitive Archetype.
  Benefit: You can can add your Wisdom modifier 
  to the result of your Sneak Attack damage rolls to 
  creatures targeted by your Insight checks.   
  Instinctive Tactician
  You can help allies even if it is not your turn. 
  Prerequisite: Rogue level 6, Mastermind.
  Benefit: As Master of Tactics, except you can also 
  use a reaction to use the Help action. 
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  
  48
    Rakish Assassin
  You execute sneak attacks with rakish charm and 
  debonaire form. 
  Prerequisite: Rogue level 12, Swashbuckler 
  Archetype.
  Benefit: You can add your Charisma modifier to 
  your Sneak Attack damage rolls.
  Sorcerer
  Baleful Curse of the Sea
  You can trigger a more potent curse effect.
  Prerequisite: Sorcerer level 6, Sea Sorcery.
  Benefit: As Curse of the Sea, except there is an 
  additional effect if the target fails its saving throw 
  against the spell.  If the spell doesn't have a saving 
  throw, apply the additional effect.
  Cold Damage. The target is slowed for 1 minute.  
  The target is allowed a Constitution saving throw 
  equal to your Sorcerer spell save DC at the end of 
  each of its turns to end the effect.     
  Lightning Damage. The target is paralyzed until 
  the end of your next turn.
  Forced Movement. The target is knocked prone.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Blessed by the Gods
  You can make Favored of the Gods more effective 
  than normal.
  Prerequisite: Sorcerer level 6, Divine Soul bloodline.
  Benefit: When you use Favored of the Gods, you 
  can choose to add your Charisma modifier to the 
  result.  
    Once you use this feature, you cannot use it 
  again until you finish a long rest.  You can still use 
  Favored of the Gods normally.
  Burst of Divine Energy
  You can create a nimbus of energy that can heal 
  allies and hurt enemies.
  Prerequisite: Sorcerer level 18, Divine Soul 
  bloodline.
  Benefit: While using Otherworldly Wings, you can 
  use an action and choose a number of creatures 
  within 30 feet that you can see equal to your 
  Charisma modifier.  Roll 4d8.  The creatures you 
  chose regain hit points equal to the number you 
  rolled.   All other creatures take damage equal to 
  the number you rolled.  The damage type is radiant 
  if you are good or lawful and necrotic if you are evil 
  or chaotic.  You can choose either if you are neutral.  
  Creatures are allowed a Charisma saving throw 
  equal to your Sorcerer spell save DC.  On a failed 
  save, they take only half the damage.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest
  
  49
  Burst of Exalted Glory
  You can create a sphere of energy that protects 
  your allies and blinds your enemies.
  Prerequisite: Sorcerer level 15, Divine Soul 
  bloodline.
  Benefit: While using Otherworldly Wings, choose 
  a number of creatures within 30 feet that you can 
  see equal to your Charisma modifier as a reaction.  
  Until the end of start of your next turn, you and the 
  chosen creatures gain resistance to all damage and 
  advantage to all saving throws.
    All other creatures within 30 feet must make a 
  Charisma saving throw equal to your Sorcerer spell 
  save DC.  On a failed save, they are blinded until the 
  end of your next turn.   
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Divine Boon
  You consume magical energy to increase your or 
  your ally's chances of a successful attack, save, or 
  check.
  Prerequisite: Cleric, Paladin, or Sorcerer (Divine 
  Soul only).
  Benefit: When you or an ally within 30 feet 
  that you can see makes an attack, saving throw, 
  or ability check roll but before the outcome is 
  determined, you can use a reaction and expend a 
  spell slot.  If you expend a first level spell slot, roll 
  a d4 and add the result to the previous roll.  If you 
  expend a second level spell slot, you can roll two 
  d4s.  If you expend a third or higher level spell slot, 
  you can roll three d4s.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Extra Mantle of Flame
  You can invoke Mantle of Flame more often than 
  normal.
  Prerequisite: Sorcerer level 6, Phoenix Sorcery.
  Benefit: Once you use Mantle of Flame, you can use 
  it again after a short or long rest.
  Forked Lightning
  You can strike up to three creatures with powerful 
  lightning strokes.
  Prerequisite: Sorcerer level 15, Storm Sorcery.
  Benefit: As an action on your turn, choose up to 
  three target creatures within 60 feet of you that 
  you can see.    The creatures must be within 30 feet 
  of each other when you target them.  Lightning 
  springs forth from your hand and splits,   arching 
  toward your chosen targets.  Each creature must 
  must make a Dexterity saving throw equal to your 
  Sorcerer spell save DC.  On a failure, a target takes 
  45 (10d8) lightning damage. On a success, a target 
  takes half the damage.  This feature is considered 
  as a spell for Heart of the Storm's purposes.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Greater Form of the Phoenix
  You can take the form of a fiery phoenix.
  Prerequisite: Sorcerer level 18, Phoenix Sorcery.
  Benefit: As Form of the Phoenix and Mantle of the 
  Flame, except you can choose to take the true form 
  the Phoenix:
  • You have a flying speed of 80 feet.
  • You gain the physical stats, hit points, Hit Dice, 
  and qualities of a Fire Elemental except you take 
  the shape and form of a giant fiery eagle and 
  you retain your Intelligence, Wisdom, Charisma 
  scores, skill and saving throw proficiencies, in 
  addition to gaining those of a Fire Elemental.  For 
  all other details, this feature follows the rules and 
  restrictions provided by the Polymorph spell.  
  Improved Hound of Ill Omen
  Your Hound of Ill Omen is more resilient than 
  normal.
  Prerequisite: Sorcerer level 6, Shadow.
  Benefit: As Hound of Ill Omen, but in addition the 
  Hound also has resistance to bludgeoning, piercing, 
  and slashing damage from nonmagical attacks.
  Improved Tempestuous Magic
  You can manuever more freely with Tempestuous 
  
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  Magic than normal.
  Prerequisite: Sorcerer level 6, Storm Sorcery.
  Benefit: As Tempestuous Magic, except you can fly 
  in any direction, up to a distance of 15 feet.
  Manipulate Earth
  You can control and manipulate the earth, stone, 
  and metal around you, using it as a weapon or a 
  means to move.
  Prerequisite: Sorcerer level 15, Stone Sorcery.
  Benefit:  While using Stone's Durability, you 
  can enter into a state where you can mentally 
  manipulate the earth around you.  Each turn, you 
  can perform the following abilities:
  Launch Earth. As an action, you remove and raise a 
  5-foot square section of the earth from the ground 
  and launch it to a target within 60 feet of you.  Each 
  creature in a 10-foot-radius sphere centered on 
  that point must make a Dexterity saving throw.  The 
  save DC is equal to your Sorcerer spell save DC.  A 
  target creature takes 3d6 bludgeoning damage on a 
  failed save, or half as much damage on a successful 
  one.
  Raise or Lower Earth. As a bonus action, you can 
  raise or lower the 5-foot square section of a ground 
  within 30 feet.  You can raise or lower the earth to a 
  height or depth of up to 20 feet, creating a pillar of 
  earth or a pit.  You can continue to raise the pillar 
  or lower the pit's depth, up to 20 feet per bonus 
  action, up to a total of 60 feet.  
  Form Bridge. As a bonus action, you can create 
  a bridge made from earth 20 feet long and 5 feet 
  wide.  You can continue to lengthen the bridge, up 
  to 20 feet per bonus action, up to a total of 60 feet.  
  However, the origin point of the bridge must stay 
  connected to the earth at all times.  Otherwise, the 
  bridge collapses.
    This feature lasts while you maintain 
  concentration, up to 1 minute.  Once you use this 
  feature, you cannot use it again until you finish a 
  long rest.
  
  51
  Sea Form
  You can transform into a Water Elemental.
  Prerequisite: Sorcerer level 18, Sea Sorcery.
  Benefit: You can use a bonus action to transform 
  into a Water Elemental.  For all other details, this 
  feature follows the rules and restrictions provided 
  by the Polymorph spell except that you retain the 
  ability to cast spells while in this form and the 
  effect lasts while you concentrate, up to a number 
  of turns equal to your Charisma modifier.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Stone Form
  You can transform into an Earth Elemental.
  Prerequisite: Sorcerer level 18, Stone Sorcery.
  Benefit: You can use a bonus action to transform 
  into an Earth Elemental.  For all other details, this 
  feature follows the rules and restrictions provided 
  by the Polymorph spell except that you retain the 
  ability to cast spells while in this form and the 
  effect lasts while you concentrate, up to a number 
  of turns equal to your Charisma modifier.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Stone's Protection
  You can temporarily harden the density of your 
  stone armor.
  Prerequisite: Sorcerer level 6, Stone Sorcery.
  Benefit:  While using Stone's Durability to gain 
  a bonus to your AC while not wearing armor and 
  you are hit by an attack that deals bludgeoning, 
  piercing, and slashing damage, you can use a 
  reaction and gain resistance to that attack's 
  damage.  
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Storm Form
  You can transform into an Air Elemental.
  Prerequisite: Sorcerer level 18, Storm Sorcery.
  Benefit: You can use a bonus action to transform 
  into an Air Elemental.  For all other details, this 
  feature follows the rules and restrictions provided 
  by the Polymorph spell except that you retain the 
  ability to cast spells while in this form and the 
  effect lasts while you concentrate, up to a number 
  of turns equal to your Charisma modifier.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Summon Shadow
  You can summon Shadows from the Shadowfell that 
  obey your command.
  Prerequisite: Sorcerer level 15, Shadow.
  Benefit: As a bonus action you can spend up to 6 
  Sorcery points and summon a Shadow for every 2 
  Sorcery points you spent.       
    The Shadows are friendly to you and your 
  companions. Roll initiative for the summoned 
  creatures as a group, which has its own turns. They 
  obey any verbal commands that you issue to them 
  (no action required by you). If you don't issue any 
  commands to them, they defend themselves from 
  hostile creatures, but otherwise take no actions.   
    The Shadows last while you concentrate, up to an 
  hour.  
  Water Jet
  You can blast creatures with powerful sea water.
  Prerequisite: Sorcerer level 15, Sea Sorcery.
  Benefit: As an action on your turn, you can 
  magically shoot water in a 60-foot line that is 5 
  feet wide. Each creature in that line must make a 
  Dexterity saving throw.  The DC is equal to your 
  Sorcerer spell save DC.  On a failure, a target takes 
  21 (6d6) bludgeoning damage and, if it is Huge or 
  smaller, is pushed up to 20 feet away from you and 
  knocked prone. On a success, a target takes half 
  the bludgeoning damage, but is neither pushed nor 
  knocked prone.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Wraith Form
  You can transform yourself into a wraith-like 
  creature.
  
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  Prerequisite: Sorcerer level 18, Shadow.
  Benefit: You can spend 10 sorcery points to 
  transform youself into a creature similar to a 
  wraith.  It has identical features described in 
  Shadow Form, except in addition, you gain the 
  following benefits:       
  • You have a flying speed of 60 feet.
  • On your turn, you can use an action to make a 
  melee spell attack that deals 21 (4d8 + 3) necrotic 
  damage. The target must succeed on a Constitution 
  saving throw equal to your Sorcerer spell save DC 
  or its hit point maximum is reduced by an amount 
  equal to the damage taken. This reduction lasts 
  until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0.
  Warlock
  Aurora Wave 
  You can create a blast wave of radiant energy when 
  you invoke Shielding Aura.
  Prerequisite: Warlock level 9, The Seeker.
  Benefit: When you use Shielding Aura, you create 
  a brilliant explosion of energy centered on you.  
  All creatures within 10 feet of you must make a 
  Dexterity saving throw against your Warlock spell 
  save DC.  Creature takes 3d8 radiant damage on a 
  failed save, or half as much on a successful one.
  Dragged From Hell
  Your Hurl Through Hell feature can also drag a 
  fiend from hell.
  Prerequisite: Warlock level 18, the Fiend Patron.
  Benefit: As Hurl Through Hell, except in addition 
  you also summon a random fiend that has a CR 
  equal to or less than one third  your Warlock level.  
  This fiend continues to attack the target of your 
  Hurl Through Hell and its allies for a number of 
  rounds equal to your Charisma Modifier, after 
  which it returns back to its plane.
  Extra Queen's Right Hand
  You can use Queen's Right Hand more often than 
  normal.
  Prerequisite: Warlock level 18, the Raven Queen.
  Benefit: You can use Queen's Right's Hand one 
  additional time between long rests.
  Extra Shielding Aura
  You can use Shielding Aura more often than normal.
  Prerequisite: Warlock level 3, The Seeker.
  Benefit: You can use Shielding Aura one additional 
  time between rests.
  Greater Hexblade's Curse
  Your Hexblade's Curse is more potent than normal.
  
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  Prerequisite: Warlock level 18, the 
  Hexblade.
  Benefit: As Hexblade's Curse, except the 
  target gains vulnerability to your attacks.
   
  Hexblade's Mettle
  Your nature makes you resistant to magical 
  attacks.
  Prerequisite: Warlock level 3, the Hexblade.
  Benefit: You can reroll any saving throw 
  against spells.
    Once you use this feature, you cannot use it 
  again until you finish a short or long rest.
  Improved Celestial Resilience
  Your Celestial Resilience is more 
  potent than normal.
  Prerequisite: Warlock level 18, the Celestial 
  Patron.
  Benefit: As Celestial Resilience, except that you 
  and the creatures you chose also gain resistance to 
  radiant and fire damage.  They also gain a bonus 
  to all their saving throws equal to your Charisma 
  modifier.  These benefits last for an hour.
    
  Improved Dark Delirium
  Your Dark Delirium is more potent than normal.
  Prerequisite: Warlock level 18, the Archfey Patron.
  Benefit: As Dark Delirium, except you impose 
  disadvantage to the target's saving throw roll.
  Improved Healing Light
  Your Healing Light is more potent than normal.
  Prerequisite: Warlock level 3, the Celestial Patron.
  Benefit: You add your Charisma modifier to the 
  amount healed each time you use Healing Light.
  Improved Hexblade's Curse
  You can bestow an additional debilitating effect on 
  the target of your Hexblade's Curse.
  Prerequisite: Warlock level 9, the Hexblade.
  Benefit: When you use Hexblade's Curse, you can 
  choose to have the target make a Wisdom saving 
  throw. The save DC equals your Warlock spell 
  save DC. On a failed save, choose one ability score. 
  While cursed, the target has disadvantage on ability 
  checks and saving throws made with that ability 
  score.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Improved Radiant Soul
  Your Radiant Soul is more potent than normal.
  Prerequisite: Warlock level 9, the Celestial Patron.
  Benefit: As Radiant Soul, but in addition you can 
  add your Charisma modifier to the damage dealt to 
  all targets of your spells that deals radiant or fire 
  damage.
  
  54
  Instinctive  Astral Refuge
  You can use Astral Refuge even if it is not your turn.
  Prerequisite: Warlock level 18, The Seeker.
  Benefit: You can use a reaction to activate Astral 
  Refuge.   You immediately take the two actions to 
  cast spells that target only you, and you return to 
  the space you occupied at the end of the current 
  turn.  If you used this feature when you were 
  targeted by an attack  or was hit by an attack but 
  before the outcome was determined, that attack 
  automatically misses or fails.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Knowledge of the Immortal
  You have more knowledge of the arcane arts than 
  normal.
  Prerequisite: Warlock level 18, the Undying.
  Benefit: Without the need for sleep and basic 
  sustenance has given you more time to devote 
  yourself to the arcane arts.  As a result, the number 
  of your known cantrips, spells, and invocations is 
  each increased by 1.  In addition, the number of 
  your spell slots is increased by 1.
  Raven Strike
  You can send your Sentinel Raven to strike to 
  unerringly strike at a target.
  Prerequisite: Warlock level 3, the Raven Queen.
  Benefit: As a bonus action during your turn, 
  choose a creature within 100 feet of you that you 
  can see (even through your raven's eyes).  Your 
  raven immediately flies and dives toward the target 
  creature.  Make a melee spell atack against that 
  creature.  On a successful hit, the raven deals 1d8 
  piercing damage + your Charisma modifier and 
  the creature gains disadvantage to its next attack 
  until the end of its next turn.  The raven's attack is 
  considered a magical weapon attack.
  
  55
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Tentacles of the Old One
  You can create large grotesque tentacles that grasp 
  and constrict victims.
  Prerequisite: Warlock level 18, the Great Old One 
  Patron.
  Benefit: As a bonus action, you summon several 
  large,  alien-like spiny tentacles that fill a 30 foot 
  square on the ground that you can see within range. 
  For the duration, these tentacles turn the ground in 
  the area into difficult terrain.
    When a creature enters the affected area for the 
  first time on a turn or starts its turn there, the 
  creature must succeed on a Dexterity saving throw 
  or take 4d6 bludgeoning damage and be restrained 
  by the tentacles until the effect ends. A creature 
  that starts its turn in the area and is already 
  restrained by the tentacles takes 4d6 bludgeoning 
  damage.   
    A creature restrained by the tentacles can use its 
  action to make a Strength or Dexterity check (its 
  choice) against your Warlock spell save DC. On a 
  success, it frees itself.
    The effect lasts while you concentrate, up to 1 
  minute.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Undying Fortitude
  You are hardier than normal.
  Prerequisite: Warlock level 3, the Undying.
  Benefit: You have advantage on death saving 
  throws and saving throws against death attacks 
  and poison.
  Undying Resistance
  You are resistant to necrotic and poisonous attacks.
  Prerequisite: Warlock level 9, the Undying.
  Benefit: You gain resistance to necrotic and poison 
  damage.  
    In addition, attacks that reduce your Constitution, 
  Strength, or maximum hit points only do half of its 
  effect.
  Unleash the Ravens
  You can summon a swarm of ravens.
  Prerequisite: Warlock level 9, the Raven Queen.
  Benefit: On your turn, you can use an action and 
  summon swarms of fey ravens.   You can summon 
  a number of swarms equal to one third your level, 
  rounded down.  Each swarm has a bonus to their 
  attack and damage rolls equal to your Charisma 
  modifier.    
    The summoned swarms are friendly to you and 
  your companions. Roll initiative for the summoned 
  creatures as a group, which has its own turns. They 
  obey any verbal commands that you issue to them 
  (no action required by you). If you don't issue any 
  commands to them, they defend themselves from 
  hostile creatures, but otherwise take no actions.    
  The swarms lasts while you concentrate, up to an 
  hour.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  
  56
  Wizard
  Bladesurge
  You channel your magic through your weapon for a 
  devastating attack. 
  Prerequisite: Wizard level 15, Elf, Bladesinging 
  Tradition.
  Benefit: While your Bladesong is active and you 
  hit a creature with a melee weapon attack, you can 
  expend one spell slot to deal force damage to the 
  target, in addition to the weapon's damage.  The 
  extra force damage is 2d6 per spell slot level, up 
  to a maximum of 12d6.  The creature is allowed a 
  saving throw against your Wizard spell save DC.  On 
  a successful save, the creature only takes half the 
  force damage.
  Extra Channel Arcana
  You can use Channel Arcana more often than 
  normal. 
  Prerequisite: Wizard level 6, Theurgy Arcane 
  Tradition.
  Benefit: You gain one additional use of Channel 
  Arcana between rests.
  Forethought
  You glimpse visions of immediate danger, enabling 
  you to anticipate and react quicker.
  Prerequisite: Wizard level 15, Divination Arcane 
  Tradition.
  Benefit: You have advantage on all Initiative rolls 
  and Wisdom (Perception) checks and gain a bonus 
  to your passive Wisdom (Perception) checks equal 
  to your Intelligence modifier.  
  Greater Arcane Ward
  Your Arcane Ward is more potent than normal. 
  Prerequisite: Wizard level 15, Abjuration Arcane 
  Tradition.
  Benefit: You gain +2 AC while protected by Arcane 
  Ward.  Additionally, you or the target of your 
  Arcane Ward no longer take the remaining damage 
  if your Arcane Ward's hit points is reduced to 0.
  
  57
  Improved Arcane Deflection
  Your Arcane Deflection does not prevent you from 
  casting lower level spells. 
  Prerequisite: Wizard level 6, War Magic Arcane 
  Tradition.
  Benefit: When you use Arcane Deflection, you can't 
  cast spells other than cantrips or spells of 2nd level 
  or below until the end of your next turn. 
  Improved Deflecting Shroud
  Your Deflecting Shroud is more potent than normal. 
  Prerequisite: Wizard level 15, War Magic Arcane 
  Tradition.
  Benefit: Your Deflecting Shroud deals an additional 
  force damage equal to your Intelligence modifier. 
  Improved Divine Arcana
  Your Divine Arcana is more potent than normal. 
  Prerequisite: Wizard level 15, Theurgy Arcane 
  Tradition.
  Benefit: As Divine Arcana, except the next spell you 
  cast gains a +4 bonus to any attack roll you make 
  for it or to its saving throw DC, as appropriate. 
  Improved Illusory Self
  Your Illusory Self creates more duplicates than 
  normal.
  Prerequisite: Wizard level 15, Illusion Arcane 
  Tradition.
  Benefit: When you use Illusory Self, you create 
  an additional 1d4 illusory duplicates of yourself.  
  Each image will interpose itself against an attack, 
  causing it to automatically miss, and then it 
  disappears.  
  Lore Master of Magic
  You can duplicate a spell more often than normal..
  Prerequisite: Wizard level 15, Lore Mastery Arcane 
  Tradition.
  Benefit: You can use the Master of Magic feature 
  once after every short or long rest.
  Improved Spell Secrets
  You can change a spell's ability saving throw more 
  often than normal.
  Prerequisite: Wizard level 6, Lore Mastery Arcane 
  Tradition.
  Benefit: You can change a spell's saving throw 
  from one ability score to another of your choice one 
  additional time between rests. 
  Improved Transmuter's Stone
  Your Transmuter's Stone has two additional effects.
  Prerequisite: Wizard level 15, School of 
  Transmutation.
  Benefit: When you create your Transmuter's Stone, 
  you can choose two benefits instead of just one.    
    In addition, you can use the benefits of Master 
  Transmuter twice before it consumes the stone.
  
  58
  Lich Touch
  You can paralyze a creature with a touch, just like a 
  lich.   
  Prerequisite: Wizard level 15, Necromancy Arcane 
  Tradition.
  Benefit: You can make a melee spell attack that 
  deals 3d6 cold damage.  The target must succeed 
  on a Constitution saving throw or be Paralyzed 
  for 1 minute. The save DC equals your Wizard 
  spell save DC. The target can repeat the 
  saving throw at the end of each of its 
  turns, ending the effect on itself on a 
  success.
  Once you use this 
  feature, you cannot 
  use it again until 
  you finish a 
  short or long 
  rest.
  Mass Enchantment
  You can target more creatures with your single 
  target enchantment spells.   
  Prerequisite: Wizard level 15, Enchantment Arcane 
  Tradition.
  Benefit: This replaces and does not stack with 
  Split Enchantment.  When you cast an enchantment 
  spell of 1st  level or higher that targets only one 
  creature, you can have it target an additional two 
  other creatures.      
  Penetrating Evocation
  Once in a while you can cast an Evocation spell that 
  is difficult to resist. 
  Prerequisite: Wizard 15, Evocation Arcane 
  Tradition.
  Benefit: When you cast an Evocation spell, you can 
  impose disadvantage to the saving throws of all its 
  targets.  
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Spellblade
  You can channel a melee spell attack through your 
  weapon attack. 
  Prerequisite: Wizard level 6, Elf, Bladesinging 
  Tradition.
  Benefit: While your Bladesong is active and you 
  hit a creature with a melee weapon attack, you can 
  use a bonus action and immediately cast a spell 
  that targets the creature.  The spell you cast must 
  require a melee or ranged spell attack. 
    You can only use this feature once during each 
  Bladesong.
  Swift Conjuration Spell
  You can sometimes cast certain conjuration spells 
  without effort. 
  Prerequisite: Wizard level 15, School of Conjuration 
  Arcane Tradition.
  Benefit: You can use a bonus action to cast a 
  cantrip or a 4th level spell or below from the school 
  of Conjuration.  
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  
  61
  What are Monstrous Talents?
  M
  onstrous talents are extraordinary and 
  supernatural aspects of a creature’s 
  abilities, physique, and proficiencies.  
  They offer a means for you to improve a creature’s 
  current existing abilities, slightly or temporarily 
  shift game mechanics into their favor, or provide 
  them with new capabilities of which to challenge 
  your players.
    A creature can have one talent for every four hit 
  dice it has, rounded up (1 talent at 1-4 HD, 2 talents 
  at 5-8 HD, 3 talents at 9-12 HD, etc.).
    Below are a couple Monstrous Talents for you to 
  chew on:
  Cleaving Blow
  A large creature swings it weapon in a sweeping 
  arc, attempting to hit all those within reach.
  Prerequisite: Large creature with a weapon attack 
  that has a reach of at least 10 feet.
  Benefit: On its turn, using its attack option, the 
  creature can make a single weapon attack with 
  disadvantage against each creature within reach. 
  The creature uses the same attack roll result to 
  determine if it hits each target. 
  Extra Claw Attack
  A creature gains the ability to attack to make one 
  extra claw attack.
  Prerequisite: Claw melee weapon attack.
  Benefit: The creature can make two claw attacks.
  Freezing Breath
  A large creature swings it weapon in a sweeping 
  arc, attempting to hit all those within reach.
  Prerequisite: Breath attack that deals cold damage, 
  Numbing Breath.
  Benefit: On its turn, using its attack option, the 
  creature can make a single weapon attack with 
  disadvantage against each creature within reach. 
  The creature uses the same attack roll result to 
  determine if it hits each target. 
  Grab and Throw 
  A large creature can throw a grappled enemy, 
  possibly towards another target.
  Prerequisite: Large or larger creature, grapple 
  attack.
  Benefit: On its turn, using one of its attacks, a 
  creature can throw a grappled enemy up to a 
  distance equal to 10 x the creature’s Strength 
  modifier.  The grappled enemy thrown takes 1d6 
  damage for every 10 feet traveled + the creature’s 
  Strength modifier.  The thrown enemy must also 
  make a Dexterity saving throw.  The DC is equal 
  to 8 + creature’s proficiency bonus + creature’s 
  Strength modifier.  A failed saving throw results in 
  the thrown enemy getting knocked prone.  If it is 
  aiming at another enemy, it must make a ranged 
  attack roll. If it hits, both the grappled enemy and 
  the target take the same amount of damage and 
  must each making a saving throw or be knocked 
  prone.
  Numbing Breath
  The creature’s cold breath can chill and numb its 
  targets.
  Prerequisite: Breath attack that deals cold damage. 
  Benefit: Enemy targets that fail their saving throws 
  and take damage to the creature’s cold breath 
  weapon are slowed for 1 minute.  The targets can 
  repeat the saving throw at the end of each of their 
  turns, ending the effect on itself on a success.  
  If the breath weapon does not allow a saving throw, 
  enemies that take damage from the breath are 
  slowed until the end of their next turn.
  
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