You gain the following benefits: Your incredible reflexes and agility further improve. As part of a project to convert everything I can from Eberron to 5e, I've just made a some racial feats for the Eberron races. As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. Feats. You’re not sure how you do it; you just wish it, and it happens. You gain proficiency with four weapons of your choice. You have the blood of dwarf heroes flowing through your veins. However, some feats increase an ability score while also giving you a small … You gain a +1 bonus to attack rolls you make with a spear. You gain the following benefits: Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain proficiency in the Medicine skill. Your natural armor trait now provides a base AC of 18. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. Let’s touch on this feat’s primary competition real quick: Elemental Adept. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. All of the feats in the following table are intended for use by characters of the Ratfolk race. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity. Prerequisite: 8th level, Character must possess a dragonmark (UAD-7). If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing. 5 Racial feats. As normal, your Dexterity modifier doesn’t affect this number. When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls. These spells can come from any class list, but Intelligence is your spellcasting ability for them. If the triggering attack deals more than one type of damage, choose one. The creature can’t regain hit points from this feat again until it finishes a short or long rest. When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You have learned a number of spells that you can cast as rituals. You gain proficiency in the Stealth skill. If you’re already proficient, your proficiency bonus is doubled for checks you make with it. You can float in the air and have a flying speed of 30 feet. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. You also learn the animal friendship and beast sense spells, each of which you can cast once without expending a spell slot. In this list, I do my best to pick out the best feats in the core D&D 5e source books: the Player’s Handbook and Xanathar’s Guide to Everything. All of the feats in the following table are intended for use by characters of the Fetchling race. This page was last edited on 17 October 2020, at 02:39. Wisdom is your spellcasting ability for all three spells. 11.1 Elven accuracy; 11.2 Revenant blade; 11.3 Drow high magic; 11.4 Fey … Racial feats highlight the strengths and special traits associated with a race. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. | The Modern Path SRD Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. The fire Genasi 5e are the king of afreet and the volatile mood is inherited in this one. 5.1 Greater Dragonmark; 6 Aarakocra. Feats completely replace ability scores, meaning that if you really need an ability score to 20, it might not be a great idea to grab feats. Existing characters get one when they next level up. As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. The following page is for feats exclusive to certain races or groups of races. You have advantage on saving throws against spells and other magical effects. You gain the following benefits: You learn to call on hellfire to serve your commands. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. You can use your action to try to pin a creature grappled by you. You gain the following benefits: You are a dangerous foe to face while mounted. You gain the following benefits: Your ability to shrug off some injuries is legendary, even for your race. You grow retractable claws from the tips of your fingers. 10.1 Dwarven fortitude; 10.2 Dwarf resilience; 10.3 Grudge-Bearer; 10.4 Squat nimbleness; 11 Elf. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. These feats are each associated with a race from sources outside the Player’s Handbook, as summarized in the Racial Feats table below. You regain the ability to cast those two spells in this way when you finish a long rest. On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon’s damage die for this attack increases to 2d4, instead of 1d4. … Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. Your inner fury burns tirelessly. You gain a +1 bonus to attack rolls you make with the weapon. You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You learn two cantrips of your choice from that class’s spell list. If you’re already proficient, your proficiency bonus is doubled for checks you make with it. Racial Feats: Genasi. Racial feats are summarized on the tables below. You gain proficiency with the disguise kit. Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: Hardy and resilient, you gain the following benefits: Prerequisite: The ability to cast at least one spell. If you or your companions are fighting the creature, your check automatically fails. This feat makes up for the lack of a Tabaxi racial feat in Xanathar’s Guide and grants a boost to the cat-like features of this race. You gain the following benefits: • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. From D&D Wiki (Redirected from DnD Racial Feats) Jump to: navigation, search. You gain the following benefits when using any of them: Thanks to extensive practice with the crossbow, you gain the following benefits: When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. ... A subreddit for D&D 5e homebrew. When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check. You can move through the space of any creature that is of a size larger than you. You are filled with a determination that can draw the unreachable within your reach. You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: You are skilled in the creation of servos—tiny constructs that function as personal assistants. You gain the following benefits: You develop your conversational skill to better deceive others. Extending or retracting the claws requires no action. Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.. Thread starter TrueBagelMan; Start date Jun 29, 2020; T. TrueBagelMan Explorer. Fandom Apps Take your favorite fandoms with you and never miss a beat. All of the feats in the following table are intended for use by characters of the Ifrit race. Jump to: navigation, search. You gain proficiency in the Persuasion skill. You learn the speak with animals spell and can cast it at will, without expending a spell slot. You gain proficiency in the Acrobatics or Athletics skill (your choice). The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. This collection of 15+ racial feats is meant to compliment those released in the recent WotC Unearthed Arcana article, Feats for Races.That supplement only includes feats for the base PHB races, so I went ahead and expanded on that to cover a bunch of other races. All of the following feats are intended for use by characters of the aasimar race. Once you use this ability, you can’t use it again until you finish a short or long rest. Legal Information/Open Game License, Fan Labs When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Increase the chosen ability score by 1, to a maximum of 20. When you take the Attack action and attack with only a glaive, halberd, quarterstaff. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. You gain the following benefits: http://www.silvesti.wiki/index.php?title=Feats_(5E)&oldid=4658. Increase your Intelligence or Charisma score by 1, to a maximum of 20. When Do You Get Feats 5e. To receive this bonus, the creature must be able to understand what you’re saying. | 5th Edition SRD | Fudge SRD Prerequisite: Kobold. When you create a device, choose one of the following options: Choose one ability score. While performing, you can try to distract one humanoid you can see who can see and hear you. Your unarmed strike uses a d4 for damage. Your scales harden. You gain the following benefits when using any of them: The flail is a tricky weapon to use, but you have spent countless hours mastering it. All of the feats in the following table are intended for use by characters of the Human race. 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