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Additional 5e Racial Feats

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  1. >Aetherborn
  2.  
  3. >Second Sight
  4. >+1 Wis
  5. >You gain the ability to sense the 'essence' of creatures nearby. You can determine the position and type of creatures within 30 feet of you. This applies even through walls.
  6.  
  7. >Aetheric Vampire
  8. >+1 Con
  9. >In place of eating and drinking you can use an action to choose to devour the aether of a living or recently deceased, no more than 5 minutes, creature. You do not devour its soul or any such but the physical bindings of a creature (I don't know MtG lore, correct me if wrong) reducing the creature's body to ash once complete. Gain temporary HP for one hour equal to the hit die of the devoured creature.
  10.  
  11. >Decadence
  12. >+1 Cha
  13. >You gain advantage on all Cha based rolls when appearing or in an environment of excess or luxuriance as well as advantage on carousing rolls.
  14.  
  15. >Aarakocra
  16.  
  17. >Rat Catcher
  18. >+1 Wis
  19. >Gain proficiency in Perception. If you already have proficiency gain expertise.
  20. >In addition once per long rest you may double your fly speed for one minute when moving towards any target.
  21.  
  22. >Silken Down
  23. >+1 Dex or Cha
  24. >Quiet as cat's feet and just as soft
  25. >Gain proficiency in stealth. If you already have proficiency gain expertise.
  26. >In addition, gain advantage on deception, persuasion, and sleight of hand checks made against any target within 5 feet of you.
  27.  
  28. >Roc's build
  29. >+1 Str
  30. >Count as one size category larger for purposes of carrying capacity and push, drag, or lift.
  31. >You have advantage on grapple checks while airborn
  32.  
  33. >Gensai
  34.  
  35. >*Elemental* Born
  36. >+1 Con
  37. >Gain resistance to damage of the elemental type your subrace declares.
  38. >In addition you can survive in an environment similar to the Elemental plane from which your subrace hails as though it were normal. For example, a fire gensai can breathe and suffer no ill effects to existing within the elemental plane of fire though directed damage, such as a fireball, still does damage.
  39.  
  40. >Primordial Tongue
  41. >+1 Cha
  42. >Speak with the language of creation. When speaking primordial you may choose one individual who does not understand it and give them comprehension for 10 minutes. In addition, you gain advantage on charisma checks made with individuals affected by this ability
  43. >You also gain advantage on Charisma saving throws caused by spells with a vocal component when that vocal component is not fulfilled in Primordial
  44.  
  45. >Wish Granter
  46. >+1 Int, Wis, or Cha
  47. >The blood of genie royalty flows through you. Once per 3 weeks you may cast any spell as though casting it through wish. The spell's level determined by your total level divided in half, rounded up. For example, a 3rd level adventurer may cast a single 2nd level spell. Normal limits of Wish apply.
  48.  
  49. >Warforged
  50.  
  51. >Configuration: Reconnaissance
  52. >+1 dex
  53. >You gain proficiency in stealth and perception. If you are already proficient in either skill then gain expertise instead.
  54.  
  55. >Configuration: Close Quarters Combatant
  56. >+1 Con
  57. >Increase the bonus of your composite plating to +2 AC
  58. >Gain martial weapon proficiency if you do not already have it.
  59.  
  60. >Configuration: Executioner
  61. >+1 Str or Dex
  62. >Gain advantage on any target if it is not in 10 feet distance of any other character.
  63. >In addition gain advantage on initiative checks.
  64.  
  65. >Shifter
  66.  
  67. >Moonspeaker
  68. >+1 Wis
  69. >You gain the ability to permanently speak with animals as well as cast sending once per long rest without need for material components. These abilities are not affected by anti-magic.
  70.  
  71. >Ragewild
  72. >+1 Str or Con
  73. >While Shifting, when you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll and advantage on Str ability checks.
  74.  
  75. >Loreguard
  76. >+1 Wis or Cha
  77. >Choose one of the following: Aberrations, fiends, fey, elementals, dragons, giants, celestials. Also choose 3 kinds of humanoids
  78. >Against your choices, you have advantage on all ability checks for social interaction as well as stealth checks.
  79. >In addition, when scoring a critical hit against these types you may choose to reroll damage dice up to the number of damage dice you would have on a regular hit. You must take the new dice.
  80.  
  81. Lizardfolk
  82. >Crocodilian
  83. >+1 Con
  84. >You gain the ability to hold your breath for two hours. This includes ability to short rest underwater.
  85. >Darkvision to 15 feet
  86.  
  87. >Serpentine
  88. >+1 Str or Dex
  89. >When grappling or pinning enemies you gain the ability to constrict them as a bonus action, dealing 1d6 +Str bludgeoning damage
  90.  
  91. >Terrapin
  92. >+1 Con or Wis
  93. >Your natural armor bonus increases to 14+dex and you gain resistance to non-magical bludgeoning, piercing, and slashing damage with the dodge action
  94.  
  95. >(Komodo) Draconic
  96. >+1 Str
  97. >A successful bite attack that deals 4 or more damage to a target applies the poisoned condition on a failed constitution saving throw, should the target be vulnerable. DC equals 8+Str+Your proficiency.
  98.  
  99. Hobgoblin
  100.  
  101. >Martial Advantage
  102. >+1 Str or Int
  103. >Three times per long rest you gain the ability to deal an additional 2d6 to a target within 5 feet of one of your allies. You may use martial advantage only once per turn.
  104.  
  105. >Devastation
  106. >+1 Int
  107. >Once per long rest you gain the ability to increase the size of a spell you cast by 10 feet. For example cone of cold goes out to 70 feet, width adjusting accordingly, or fireball is now a 30 foot radius. Spell must have a size, in feet, to use devastation with.
  108. >In addition any number of allies, which can include yourself, become immune to the effects of any AoE spell you use devastation with.
  109.  
  110. >TACTICAL GENIUS
  111. >+1 Str or Int
  112. >When completely unseen, three times per long rest, you may cast Misty Step.
  113. >If you attack after using Misty Step, add +2 to all attack rolls.
  114.  
  115. >Kenku
  116.  
  117. >Frightening Range
  118. >+1 Cha
  119. >You lean the sounds of the beasts and monsters which strike fear into hearts.
  120. >Gain proficiency in Intimidation. If you are already proficient in intimidation, gain expertise.
  121. >In addition, you gain the ability to 'throw' your voice, having it originate from a point up to 35 feet away.
  122.  
  123. >A murder
  124. >+1 Int or Dex
  125. >Your unique way of thinking and problem solving lends itself well to more than puzzles.
  126. >When making any intelligence check, with Help, you gain the ability to reroll one of the dice that you have rolled. You may take either die.
  127. >In addition, you roll one more damage die on a critical hit.
  128.  
  129. >Flap harder
  130. >+1 Dex
  131. >Flight is lost, but you're getting there.
  132. >Gain the ability to featherfall at will. You have the ability to change direction and control yourself mid-fall without need for rolls.
  133.  
  134. >Nevermore
  135. >+1 Con, Cha, or Wis
  136. >You gain the ability to speak with dead once per long rest.
  137. >In addition, you gain the ability to interchange the effects of Charm and Fear whenever they would affect a target because of you.
  138.  
  139. >Firbolg
  140.  
  141. >Fey Teleportation
  142. Same as UA
  143.  
  144. >Giant Kin
  145. >+1 Str or Con
  146. >Gain the ability to enlarge yourself, as per Enlarge/Reduce, once per long rest.
  147.  
  148. >Druiditic
  149. >+1 Wis
  150. >Learn the Druidcraft cantrip and gain the ability to cast Barkskin once per short rest.
  151.  
  152. >The Code of Hiatea
  153. >+1 Str or Con
  154. >If an ally within 5 feet of you were to be hit by a melee attack, as a reaction you gain the ability to swap places with them and take the hit in their stead.
  155. >In addition, spears in your use gain the reach property, increasing your range with them by 5 ft.
  156.  
  157. >Goliath
  158.  
  159. >Thick Skinned
  160. >+1 Con
  161. >Due to growing up in the harsh wilderness where even the slightest cuts can be fatal your skin has become harder than most creatures. This feature grants a permanent +1 to your AC.
  162.  
  163.  
  164. >Heavy Build
  165. >+1 Str or Con
  166. >Due to your sheer size your unarmed attacks deal 1d4 damage, and you have advantage on saving throws against being pushed back or knocked prone.
  167.  
  168.  
  169. >Quick Study
  170. >+1 Wis or Int
  171. >Due to Goliaths reliance on strength over aged experience those who learn quickly thrive over their fellows. Gain proficiency in two skills of your choice, if you already have proficiency gain double proficiency.
  172.  
  173. >Stalwart titan
  174. >+1 Con
  175. >Your melee weapon attacks gain an additonal 5ft range
  176. >Your Unarmed strikes deal an additional 2 bludgeon damage.
  177.  
  178. >Giants Wisdom
  179. +1 Wis
  180. You gain proficiency in the Insight and Perception skills.
  181. If you are allready proficient then double your proficiency bonus.
  182. Whenever you make a Wisdom saving throw you add an additional half of your proficiency bonus (rounded down) to the roll.
  183.  
  184. Aasimar
  185.  
  186. >Angel of Death
  187. >+1 Cha
  188. >Whenever you heal a target other than yourself, heal yourself for half the same amount.
  189.  
  190. >Angel of the Tower
  191. >+1 Str
  192. >Add +2 to all necrotic or radiant damage rolls
  193.  
  194. >Angel of the Hanged Man
  195. >+1 Con
  196. >You spread hope in sacrifice. Once per short rest you may may elect, at the start of your turn until the start of your next turn, to give your allies within 30 feet resistance to all damage at the cost of making yourself vulnerable to all damage.
  197.  
  198. >Angel of the Star
  199. >+1 Wis
  200. >Allies within 15 feet have advantage on saving throws against fear.
  201.  
  202. >Angel of the Chariot
  203. >+1 Cha or Wis
  204. >Whenever you would force a target to make a Wisdom saving throw, once per long rest, you may force them to have disadvantage on that roll.
  205.  
  206. >Angel of Justice
  207. >+1 Str or Dex
  208. >Whenever you have advantage on an attack roll you may add +1 to damage rolls for that attack roll.
  209.  
  210. Bugbear
  211.  
  212. >Boogieman
  213. >+1 Dex or Cha
  214. >Gain expertise in stealth and proficiency in intimidation. Gain expertise in intimidation if you are already proficient.
  215.  
  216. >Lazy bug
  217. >+1 Con
  218. >Recover all your hit die on a long rest.
  219. >In addition, you keep your passive perception when sleeping.
  220.  
  221. >Combo Attack
  222. >+1 Str or Dex
  223. >Your Surprise Attack racial trait can now be used when an enemy of your target is within 5 feet your target.
  224.  
  225. Kobolds
  226.  
  227. >Warren Keeper
  228. >+1 Wis
  229. >Gain advantage on perception when inside small, dark places such as underground. Open space limitation is up to DM discretion, recommended no bigger than 30 ft cube.
  230.  
  231.  
  232. >Trap Crafter
  233. >+1 Dex or Int
  234. >Gain proficiency in Sleight of Hand and two tools of your choice. If you already have proficiency in any of the former gain expertise instead.
  235.  
  236. >For the Greater Good
  237. >+1 Con or Wis
  238. >Fling yourself at an opponent to help your allies.
  239. >As a reaction you can move up to your speed towards an opponent that would move to within 5 feet of an ally. They lose half of their total speed, up to what they have already moved. They keep their action and proc attacks of opportunity if they would continue on their path. You may intercept their path at any point where your movement would intersect theirs.
  240.  
  241. >Dragon-kin
  242. >+1 Str or Con
  243. >Sprout wings and gain a 30 ft movespeed.
  244. >Gain disadvantage on all social interaction with non-winged kobolds.
  245.  
  246. Tabaxi
  247.  
  248. >Tiger's Strike
  249. >+1 Str
  250. >Double your horizontal leap. If you leap at least 15 feet before making an attack, add +2 damage to all damage rolls for that attack
  251.  
  252. >Cheetah's Speed Sanic the Fastbaxi
  253. >+1 Dex
  254. >When taking the dash action, the extra speed gained equals double your movespeed instead of just your movespeed.
  255.  
  256. >Cougar's Charm
  257. >+1 Cha
  258. >Gain advantage on Deception and Persuasion rolls while alcohol is nearby and open. Gain advantage on Carousing rolls.
  259.  
  260. >Lion's Pride
  261. >+1 Str or Cha
  262. >Gain proficiency in Intimidation. If you are already proficient in intimidation then gain expertise.
  263. >In addition, when using the Help action, in or out of combat, you give the ability to reroll once any dice rolled by the target of the help action. The new die must be used.
  264.  
  265. >Snow Leopard's Silence
  266. >+1 Dex
  267. >Gain proficiency in stealth. If you are already proficient in stealth, gain expertise.
  268. >In addition you gain resistance to the ill effects of cold and can Hide in plain sight if you are near snow.
  269.  
  270. Orc
  271.  
  272. >Half blood (Orog/Tanarukk)
  273. >+1 Str or Int
  274. >Any large or smaller target of your overrun, shove, or grapple actions have disadvantage.
  275.  
  276. >Bahgtru's Might
  277. >+1 Str
  278. >You're unarmed attacks now deal 1d4+1+Str damage as opposed to 1+Str.
  279. >In addition your Strength cap is increased by, from 20 to 22, for example.
  280.  
  281. >Yutrus' Resilience
  282. >+1 Con
  283. >You gain advantage on rolls made against diseases, both physical and mental.
  284. >In addition, your hand glows deatlhy white. When making a melee attack involving that hand, including through weapons, you can change the damage of that attack to necrotic.
  285.  
  286. >Luthic's Care
  287. >+1 Wis or Con
  288. >Once per long rest you may double the health gained from 3 hit die in a short rest. You must choose to double before making the roll
  289.  
  290. Triton
  291.  
  292. >Breach
  293. >+1 Str
  294. >Double your vertical jump distance. In addition you may jump from the water as though it were solid land
  295.  
  296. >Scale Coloration
  297. >+1 Con
  298. >Gain resistance to one elemental damage type according to the color of your scales. You can change this damage type over the course of 2 long rests. During this period of change you have no resistance from this feat. (Includes: fire, lightning, thunder, necrotic, radiant, poison, and acid.).
  299.  
  300. >Echosense
  301. >+1 Wis
  302. >Gain Blindsight with radius equal to 5 times your Wisdom modifier. This radius is equal to 10 times your wisdom modifier underwater.
  303.  
  304. Goblin
  305.  
  306. >Vicious Opportunist
  307. >+1 Str or Dex
  308. >When making attacks of opportunity or attacks against surprised opponents, your crit range expands by 1. For example, for most a natural 20 is a critical hit while in these circumstances a 19 would also be considered a critical
  309.  
  310. >A Nasty Shiv
  311. >+1 Str or Dex
  312. >When using a weapon with piercing damage you add +2 to all damage rolls.
  313.  
  314. >Wolf-Riders
  315. >+1 Wis
  316. >When using an unintelligent mount in combat, you may use it to attack while still exerting direct control.
  317.  
  318. >Pyromaniacs
  319. >+1 Con, Int, or Cha
  320. >You gain resistance to fire damage.
  321. >In addition whenever you would deal fire damage in an area, if you are included within that area you may roll 2 additional damage dice in addition to the base amount.
  322.  
  323. Yuan-Ti
  324.  
  325. >Not So Pure-Blooded
  326. >+1 Str
  327. >Once per long rest you are able to polymorph into any beast typed snake with a CR equal to your total level divided by four.
  328.  
  329. >Freshly Shed
  330. >If in light or no armor you gain the ability to shed your skin, making your vulnerable to all damage for one minute. However, shedding your skin allows you to escape all forms of restraint including grappling as well as force any amount of creatures of your choosing within 30 feet to make a charisma saving throw or be feared. Eating this shed skin within 10 minutes of shedding gives 1 hit die back. Shed skin is equal to 10 lbs in weight and you may only shed your skin once per 2 long rests.
  331.  
  332. >Snake's Tongue
  333. >+1 Wis
  334. >Gain tremorsense equal to 5 times charisma modifier
  335. >In addition gain proficiency in deception. If you are already proficient in deception, gain expertise.
  336.  
  337. >Minotaur
  338.  
  339. >Reckless
  340. >+1 Str
  341. >At the start of your next turn you can choose to gain advantage on all attack rolls until the end of your next turn but all attack rolls against you also have advantage.
  342.  
  343. >The Sea Faring Kind
  344. >+1 Dex
  345. >You gain a swim and climb speed equal to your highest movespeed.
  346. >You also gain proficiency carpentry and rope work.
  347.  
  348. >Work Bull
  349. >+1 Str
  350. >You count as two size categories larger for the purposes of push and pull. 1 Size category larger for the purposes of lift and carry.
  351.  
  352. Revenant
  353.  
  354. >Undying Hatred
  355. >+1 Con
  356. >Relentless nature now returns 3 hp per turn as opposed to 1.
  357.  
  358. >Expert Hunter
  359. >+1 Wis
  360. >Gain proficiency in Survival. If you are already proficient in survival gain expertise.
  361. >In addition, gain advantage on attack rolls against any creature involved in your goal for the first round of combat.
  362.  
  363. >Hound of Tindalos
  364. >+1 Int
  365. >You may cast Dimension Door once You may only use it to appear within a non-curved corner of an available space. You regain the ability when you have completed a step in your goal. This may be as simple as finding new evidence.
  366.  
  367. >Baleful Screech
  368. >+1 Cha
  369. >Gain proficiency in intimidation. If you are already proficient in intimidation gain expertise.
  370. >In addition , you can scream and expend two hit dice worth of HP to force each creature of your choice within 30 feet of you to make a Wisdom saving throw. (DC 8+Cha+Proficiency). A target automatically succeeds if it can’t hear you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
  371.  
  372. Vampire (Zendikar)
  373.  
  374. >Hunter in the Night
  375. >+1 Dex, Wis, or Cha
  376. >Gain Superior Darkvision, darkvision range out to 120 feet.
  377. >In addition, gain advantage on Stealth, Intimidation, and Survival when in Darkness.
  378.  
  379. >Blackened Resilience
  380. >+1 Str or Con
  381. >When you would drain 3 hit die worth of HP through Blood Thirst, gain resistance to bludgeoning, piercing, and slashing damage until the end of your next long rest.
  382. >In addition your are immune to the environmental effects of extreme cold or heat.
  383.  
  384. >Eldrazi Created
  385. >+1 Cha or Int
  386. >Gain advantage on Intelligence(Arcana, History, Investigation, Nature, and Religion) checks to recall information on Aberrations as well as gain advantage on Charisma checks to interact with them.
  387. >Cannot be taken with Free to the Last
  388.  
  389. >Free to the Last
  390. >+1 Cha or Int
  391. >Gain advantage on Intelligence checks to recall information about humanoids and undead.
  392. >In addition gain advantage on Charisma checks to interact with Humanoid(Vampire) and undead.
  393. >Cannot be taken with Eldrazi created
  394.  
  395. >Hypnotic Gaze
  396. >+1 Cha
  397. >Once per short rest you may use Enthrall. No components are needed but you must be able to see your target's eyes or they see yours.
  398. >Once per long rest you may use Compulsion. No components are needed but you must be able to see your target's eyes or they see yours. As apart of the action of casting, if the target moves to you within 5 feet you may also use blood thirst on them.
  399.  
  400. Kor
  401.  
  402. >Dizzying Heights
  403. >+1 Con or Wis
  404. >You are immune to the ill effects of extreme heights including environmental cold and lessened oxygen.
  405. >You also have advantage on survival checks when navigating mountainous terrain.
  406.  
  407. >The Hook and Throw
  408. >You are proficient with all weapons with Thrown property.
  409. >In addition, when throwing weapons, you do not have disadvantage when throwing to long ranges.
  410.  
  411. >Whitened Souls
  412. >+1 Con
  413. >You gain resistance to Radiant damage.
  414. >Whenever you use your brave racial trait you may give either roll to any ally within 30 feet
  415. >In addition, gain proficiency in Persuasion. If you are already proficient in persuasion, gain expertise.
  416.  
  417. Vedalken (Kaladesh)
  418.  
  419. >Irrelevant Emotionality
  420. >+1 Int or Wis
  421. >Gain advantage on saving throws against being charmed
  422.  
  423. >Tinkerer
  424. >+1 Int
  425. >Learning Mending without the need for material components
  426.  
  427. >Perfectionist
  428. >+1 to Any Ability Score
  429. >Gain proficiency to any two skills. If you are already proficient then gain expertise instead.
  430.  
  431. >Six Fingered
  432. >+1 Dex
  433. >Gain proficiency with expertise weapons. For any weapon you are already proficient in, gain +1 to damage rolls with it.
  434.  
  435. Merfolk get triton shit since /5eg/ is too damn lazy to give any feedback on what they actually are and whether they're worth it.
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