Talents (5A)
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- This is a work in progress.
Talents are a weaker version of feats, worth perhaps half a half-feat or one-third of a full feat. Many are similar to the abilities granted by backgrounds and might even be substituted for background abilities. Most talents are based on a skill, and give some additional utility to that skill.
The idea is to give characters talents in addition to other rewards, perhaps at level 1 and every 3 levels or something of that order, with rogues and bards perhaps gaining additional talents to maintain their focus on skills. The danger is twofold.
- Talents can work like splatbook abilities, creating further barriers to competence. You don't really know a skill until you have one or two talents expanding the uses of that skill.
- Talents can bloat the very slim framework of 5E, introducing clutter that complicates the game to little profit.
Strength
Athletics
==== Bather ====
1st-Level Feat Prerequisite: Athletics Repeatable: No
You have advantage on Athletics checks to swim and on Constitution saves to swim a long time or hold your breath.
==== Brawler ====
1st-Level Feat Prerequisite: Athletics Repeatable: No
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
Burly
1st-Level Feat Prerequisite: Athletics Repeatable: No
You count as if you were one size larger for the purpose who you can overrun, grapple, or shove.
Brawny
1st-Level Feat Prerequisite: Athletics Repeatable: No
You count as if you were one size larger for the purpose of determining your carrying capacity, which doubles the amount of weight you can handle.
Echoes of Victory
1st-Level Feat Prerequisite: Athletics Repeatable: No
You are a famous athlete and have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, you can use Strength (Athletics) or Dexterity (Acrobatics) as if it was Charisma (Persuasion) to find someone there who admires you and is willing to provide information and temporary shelter. Between adventures, you can compete in athletic events sufficient to maintain a comfortable lifestyle and with time and resources to practice your athleticism.
Rustic Hospitality
1st-Level Feat Prerequisite: Athletics Repeatable: No
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will thell you anything they know, including all public events, and shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Dexterity
Acrobatics
Ship's Passage
1st-Level Feat Prerequisite: Acrobatics Repeatable: No
When you need to, you can secure free working passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you are expected to work the rigging and your companions are expected to assist the crew during the voyage.
Wildspace Adaptation
1st-Level Feat Prerequisite: Acrobatics Repeatable: No
You learned how to adapt to zero gravity. Being weightless doesn’t give you any disadvantage.
Acrobat
1st-Level Feat Prerequisite: Acrobatics Repeatable: No
As a bonus action while wearing no armor or light armor, you can move by balancing, flips, wheeling, and somersaults. Difficult terrain and other creatures doesn’t cost you extra movement until the end of the current turn. This does not allow you to move through the space of hostile creatures.
Light Feet
1st-Level Feat Prerequisite: Acrobatics Repeatable: No
The distance you can jump is based on your Dexterity instead of your Strength. You can stand up from prone expending only 5 feet of movement.
Sleight of Hand
Quick-Fingered
1st-Level Feat Prerequisite: Sleight of Hand Repeatable: No
As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. Outside of combat rounds, this allows you to do these things casually, without pause in your other activities, and can be combined with other actions, such as using Charisma (Deception) to create a distraction.
Petty Crook
1st-Level Feat Prerequisite: Sleight of Hand Repeatable: No
You know a lot of people living on the fringes of society; pickpockets, beggars, street urchins, street performers, sex workers and others who may or may not be criminals but who are certainly looked down on. You always know the latest word on the street and can hire others for silver pieces to provide a distraction, tail a mark, deliver messages, or survey a location. If you are down on your luck these people are willing to take some risks to give you aid and shelter, tough you are expected to pay in gold or return the favor.
Fake Magic
1st-Level Feat Prerequisite: Sleight of Hand Repeatable: No
Anyone skilled in sleight of Hand can do stage magic, but you can fake actual spells. Choose a spell you want to pretend to cast and make a Dexterity (Sleight of Hand) check with a DC of 8 + spell level. Observers can contest this with Intelligence (Investigation).
Rope Mastery
1st-Level Feat Prerequisite: Sleight of Hand Repeatable: No
You have advantage on Dexterity (Sleight of Hand) checks to throw ropes and tie knots quickly and precisely including checks to bind helpless opponents or to escape bonds and can do so without attackting undue attention. You can throw a rope as if it had a grappling hook and climb a rope as if it was a rope ladder. You can impress and amuse with a display of knots or escape artistry.
Stealth
Ear to the Ground
1st-Level Feat Prerequisite: Stealth Repeatable: No
You have a knack for eavesdropping to hear interesting information. You can use Dexterity (Steath) to gather information.
Convict
1st-Level Feat Prerequisite: Stealth Repeatable: No
The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other ex-cons. You have a knack for eavesdropping to hear interesting information. You can use Dexterity (Steath) to gather information.
Furtive
1st-Level Feat Prerequisite: Stealth Repeatable: No
As long as you do not move, you can lie low and remain hidden without taking any action without having to take additional Stealth checks. You can even sleep while laying low. While doing so, you have the protection of Nondetection. This is not magic but a product of your natural furtiveness.
Sneaky
1st-Level Feat Prerequisite: Stealth Repeatable: No
As an action when you are hidden, you can move up to 10 feet without having to make a Stealth check if you end the move in a position where you’re not clearly visible.
Smuggler
1st-Level Feat Prerequisite: Stealth Repeatable: No
You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret. You can call on your contacts within the smuggling community to secure secret passage into or out of communities for yourself and your adventuring companions, no questions asked and no entanglements. You can’t be certain they will be able to help on your timetable.
Intelligence
Arcana
Shadow Network
1st-Level Feat Prerequisite: Arcana Repeatable: No
You to communicate with others who have this ability over long distances. If you write a letter in special arcane ink, address it to another member, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person you addressed it to as long as they too have this ability. The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10gp per page or 1gp for a few sentences.
Shadowfell Haunt
1st-Level Feat Prerequisite: Arcana Repeatable: No
Whenever you're sound asleep or in a deep trance during a long rest, you or the DM can decide that you have an encounter with the spirit of a creature of the Shadowfell. Select a creature or determine the creature by rolling on the Shadowfell Haunt table. This can be the same creature each time or a random creature each time. These visits are harrowing but not harmful, and the visitor might bring you rumors or information, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Shadowfell Haunt normally can't speak that language.
Shadowfell Haunt (d8)
- Awakened raven
- Wicked Skull
- Flameskull
- Ghost of a mundane creature
- Skeleton that is intelligent and talks
- Ghoul
- Shadar-Kai
- Necromancer
Arcane Student
1st-Level Feat Prerequisite: Arcana Repeatable: No
You have learned the basics of a particular magical tradition. Choose one Spell list: Artificier or Wizard.You gain the following benefits related to that choice:
- Two Cantrips. You learn two cantrips of your choice from the Spell list.
- 1st-Level Spell. Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest.You can also cast the Spell using any Spell Slots you have. Intelligence is your spellcasting ability for these Spells (choose when you select this Feat). Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.
Arcane Initiate
1st-Level Feat Prerequisite: Arcana Repeatable: No
You have learned the basics of a particular magical tradition. Choose one Spell list: Bard, Sorcerer, or Warlock.You gain the following benefits related to that choice:
- Two Cantrips. You learn two cantrips of your choice from the Spell list.
- 1st-Level Spell. Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest.You can also cast the Spell using any Spell Slots you have. Charisma is your spellcasting ability for these Spells (choose when you select this Feat). Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.
Heart of Darkness
1st-Level Feat Prerequisite: Arcana Repeatable: No
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy. Strangers will leave you alone and ignore outrageous behaviour as long as it does not directly affect them. Agents of darkness have an affinity for you and may be willing to cooperate with you as long as it it is not against their direct interests.
Magic Touch
1st-Level Feat Prerequisite: Arcana Repeatable: No
You learn the Detect Magic spell. You can cast Detect Magic at will, but when you do so it only detects magic on a single object or creature that you touch.
Arcanist
1st-Level Feat Prerequisite: Arcana Repeatable: No
You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic three times without expending a spell slot, and you regain the ability to do so when you finish a long rest.
History
Buereaucrat
1st-Level Feat Prerequisite: History Repeatable: No
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
Librarian
1st-Level Feat Prerequisite: History Repeatable: No
You have access to a libraries with restricted access, either one great library or a chain of lesser libraries. Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit immediate access. You also have a working knowledge of your library's personnel and bureaucracy, and you know how to navigate those connections with some ease. Finally, you are likely to gain preferential treatment at other libraries, as professional courtesy shown to a fellow scholar.
Archeologist
1st-Level Feat Prerequisite: History Repeatable: No
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race or culture. In addition, you know the monetary value of objects more than a century old.
Legalese
1st-Level Feat Prerequisite: History Repeatable: No
Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. You have advantage on History checks to recall laws and customs. Even when the law is not on your side, you can use complex terms to frighten people into thinking you know what you're talking about. With folks who don't know any better, you can get favors or special treatment, using Intelligence (History) as if it was Charisma (Intimidate).
Loremaster
1st-Level Feat Prerequisite: History Repeatable: No
You can take the Help action even when you ordinarily couldn't, as long as the creature you're helping can understand your words.
Supply Chain
1st-Level Feat Prerequisite: History Repeatable: No
You have connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information. They may give you discounts if you buy in bulk, but more importantly they will buy and sell stuff not usually on the market.
Inheritance
1st-Level Feat Prerequisite: History Repeatable: No
Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your DM to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. The DM is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
Inheritance (d8)
- A document such as a map, a letter, or a journal
- A trinket
- An article of clothing
- A piece of jewelry
- An arcane book or formulary
- A written story, song, poem, or secret
Investigation
Scholar
1st-Level Feat Prerequisite: Investigation. Repeatable: No
When you attempt to learn or recall a piece of lore, if you do not know that information, you know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
House Agent
1st-Level Feat Prerequisite: Investigation Repeatable: No
You are an agent of a house, and important clan, order or guild with extensive contacts. You can always get food and lodging for yourself and your friends at a house enclave. You are expected to act in the interests of your house, do minor side missions for the house, and take occasional house assignments which will be paid for. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house.
Secret Identity
1st-Level Feat Prerequisite: None Repeatable: No
Your fellow adventurers and the world at large know you as your heroic persona. Those who seek to learn more about you—your weakness, your origins, your purpose—find themselves stymied by your secret identity. Upon taking off the accoutrements of your heroic persona, you are unidentifiable as anything but a harmless commoner. You may be recognized or even famous in your secret identity, but only for mundane skills and proficiencies. Your thoughts and actions are so different that even magic cannot discern them. Regardless of your alignment in your heroic identity, your secret identity is true neutral in alignment. If you use any class features aside from skills, tool proficencies, and saving throws in your secret identity, you assume your heroic identity. Otherwise changing identities is an action, that is best performed out of sight. You should zealously guard your secret identity, but it generally remains secret unless extreme events expose you to the world.
Discovery
1st-Level Feat Prerequisite: Investigation Repeatable: No
You have access to a unique and powerful discovery. The exact nature of this discovery varies. It might be a great truth about the cosmos or the forces of nature. It might be a new or recovered spell. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or learned the whereabouts of some relic of the past that could rewrite history. It might be information that would be damaging to people, and thus give you enemies.
Work with your DM to determine the details of your discovery and its impact on the campaign.
Investigator
1st-Level Feat Prerequisite: Investigation Repeatable: No
You can take the Search action as a bonus action, but only to use the Investigation skill.
Crimefighter
1st-Level Feat Prerequisite: Investigation Repeatable: No
You are a known crimefighter. Local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.Those who aren't involved in your investigation usually avoid impeding you.
If you know the Deception, Intimidation, or Persuade skills you can use this in additional ways.
Persuasion: You have a special way of communicating with others to make them be at ease around you. You can gain access to a crime scene or to requisition equipment or transportation on a temporary basis. You can find a contact who will give you information on the local situation and rumors and help you get answers and information or pointing out where to get the information.
Deception: Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime. You can usually talk others into sharing their results with you.
Intimidation: You're experienced at pushing others to gain access to people and places to get the information you need. You can keep others out of the loop and take charge of crime scenes, witnesses, and evidence.
Nature
Feywild Visitor
1st-Level Feat Prerequisite: Nature Repeatable: No
Whenever you're sound asleep or in a deep trance during a long rest, you or the DM can decide that you are pulled into the Feywild and have an encounter with a native creature. Select a creature or determine the creature by rolling or determine the creature by rolling on the Feywild Visitor table. This can be the same creature each time or a random creature each time. You always return to your spot of origin and no harm ever comes to you as a result of such visits, which can last for minutes or hours, and you gain the normal benefit of the long rest. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor normally can't speak that language.
Feywild Visitor (d8)
- Awakened creature (a Beast or an ordinary plant that has had the Awaken spell cast on it)
- Centaur
- Dryad
- Faerie Dragon
- Pixie
- Satyr
- Sprite
- Unicorn
Groom
1st-Level Feat Prerequisite: None Repeatable: No
You know how to find captured animals, whether to provide for animal pit fights or to supply some desperate rogues the means to get away. This not only provides you with information of what such animals are for sale or in high demand in the area, but also offers to give you favors and information if you bring such animals to your contacts.
Tribal Heritage
1st-Level Feat Prerequisite: None Repeatable: No
You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the nearby area. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, allied tribes, and the priesthoods devoted to the gods of your people. Unfortunately, you are also an enemy of your tribe's enemies.
Primal Initiate
1st-Level Feat Prerequisite: Nature Repeatable: No
You have learned the basics of a particular magical tradition. Choose one Spell list: Druid or Ranger.You gain the following benefits related to that choice:
- Two Cantrips. You learn two cantrips of your choice from the druid Spell list.
- 1st-Level Spell. Choose one 1st-level Spell from the druid Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest.You can also cast the Spell using any Spell Slots you have. Wisdom is your spellcasting ability for these Spells. Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the druid spell list.
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Religion
Canon
1st-Level Feat Prerequisite: Religion Repeatable: No
Your voice is the voice of your god, at least in theory. Your job might include training and instructing initiates, and they are required to obey you. In any circumstance, an initiate is expected to defer to your voice and obey your commands. Higher ranks of the church are not subject to your orders. If you abuse this authority your church or even your god might punish you.
Divine Initiate
1st-Level Feat Prerequisite: Religion Repeatable: No
You have learned the basics of a particular magical tradition. Choose one Spell list: Cleric or Paladin.You gain the following benefits related to that choice:
- Two Cantrips. You learn two cantrips of your choice from the cleric Spell list.
- 1st-Level Spell. Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest.You can also cast the Spell using any Spell Slots you have. Wisdom or Charisma is your spellcasting ability for these Spells (choose when you select this Feat). Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.
Shelter of the Faithful
1st-Level Feat Prerequisite: Religion Repeatable: No You command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) in a modest lifestyle. You also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Divine Herald
1st-Level Feat Prerequisite: Religion Repeatable: No
You learn the Thaumaturgy and Detect Evil And Good spells. You can cast Detect Evil And Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
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Wisdom
Animal Handling
Animal Friend
1st-Level Feat Prerequisite: Animal Handling Repeatable: No
You can use an action on your turn to befriend one beast within 60 feet of you that can hear you and that isn’t currently attacking or following the command of someone else. Make an Animal Handling check contested by the beast's Charisma saving throw. On a success the beast becomes friendly for ten minutes. When friendly it will not attack you or move to a spot further away from you. You can use this against Monstrosities the DM thinks are animal-like, but suffer disadvantage on the Animal Handling check.
Animal Handler
1st-Level Feat Prerequisite: Animal Handling Repeatable: No
You can use a bonus action on your turn to command one friendly beast or monstrosity the DM thinks is animal-like within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 10 minutes, such as to guard a particular area.
Familiar
1st-Level Feat Prerequisite: Animal Handling Repeatable: No
You know the Find Familiar spell and can cast it as a ritual.
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Insight
Shelter of Dissenters
1st-Level Feat Prerequisite: Insight Repeatable: No
If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters must help each other. You know how to contact other dissenters. You can find a place to hide, rest, or recuperate among other dissenters. They will help shield you from those who hunt you and share plans and information, possibly even risking their lives for you. You can bring a small group of allies, but such allies will only be sheltered.
Revelation
1st-Level Feat Prerequisite: Insight Repeatable: No
You have gained a revelation, knowledge gained through meditation or revelation. The exact nature of this revelation varies. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, the fate of the world, or the forces of nature. It might be a new or recovered spell. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or learned the whereabouts of some relic of the past that could rewrite history. It might be information that would be damaging to people, and thus give you enemies.
Work with your DM to determine the details of your revelation and its impact on the campaign.
Polyglot
1st-Level Feat Prerequisite: Insight Repeatable: No
You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures – enough to communicate on a rudimentary level.
Watcher's Eye
1st-Level Feat Prerequisite: Insight Repeatable: No
Your experience in enforcing the law and dealing with lawbreakers gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community. You can choose to fit in or stand out when you visit such places. You know how to call a patrol, you can halve the time it takes for a patrol to arrive.
Empathic
1st-Level Feat Prerequisite: Insight Repeatable: No
You can use your action to try to get insight into the motivations and goals one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you learn the target's immediate goals, which creatures within sight it considers to be its allies, and its personality traits. You can only attempt to use Empathic once against any particular creature, regaining the ability when you finish a long rest.
Find Weakness
1st-Level Feat Prerequisite: Insight Repeatable: No
You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Medicine
Battle Healer
1st-Level Feat Prerequisite: Medicine Repeatable: No
If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus in Medicine. A creature can only benefit from this ability once, regaining the ability at the end of a long or short rest.
Apotechary
1st-Level Feat Prerequisite: Medicine Repeatable: No
You can spend ten minutes applying a potion or medicine to dose it precisely, which allows you to affect two persons within 5 feet instead of just one.
Medic
1st-Level Feat Prerequisite: Medicine Repeatable: No
During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. If such a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
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Perception
Bookmaker
1st-Level Feat Prerequisite: Perception Repeatable: No
Odds and probability are your bread and butter. As an action, you can judge a difficulty or get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.
Perceptive
1st-Level Feat Prerequisite: Perception Repeatable: No
You can take the Search action as a bonus action, but only to use the Perception skill to find hidden creatures.
Windfall
1st-Level Feat Prerequisite: Perception Repeatable: No
You can use a reaction to make a Wisdom (Perception) check to make a lucky find. The DM decides what you find based on a Wisdom (Perception) check you make, but can make suggestions.
- 5-9: A pleasant but worthless find, a nice pebble or a small edible treat
- 10-14 A trinket or minor clue
- 15-19 Something immediately useful but not valuable, such as a nail, knife, bit of rope, worn clothing, half-burnt torch, or a candle stub. Possibly a significant clue.
- 20 or more Something immediately useful, such as a ration, skin of water or wine, or even a minor consumable magic item.
Once you use Windfall, you cannot use it again in the same location and you must wait 10 minutes to use it in another location.
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Survival
Spirit Help
1st-Level Feat Prerequisite: Survival Repeatable: No
You learn the Druidcraft and Goodberry spells. You can cast Goodberry two times without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Rubble Refuge
1st-Level Feat Prerequisite: Survival Repeatable: No
You are intimately familiar with areas of city ruins that most people shun: ruined neighborhoods where monsters rampage, overgrown parks that no hand has tended in decades, and the vast, sprawling belts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day.
Wanderer
1st-Level Feat Prerequisite: Survial Repeatable: No
You have an excellent memory for geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Survivalist
1st-Level Feat Prerequisite: Survival Repeatable: No
You learn the Alarm spell. You can cast it three times without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Guerilla
1st-Level Feat Prerequisite: Survival Repeatable: No
You’ve come to know ruins, forests, streams, caves, and other features in which you can take refuge — or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around houses and in ruins to cobble together simple supplies (such as simple food, improvised torches, rope, patches of fabric, etc.) that are consumed after use.
Reclusive
1st-Level Feat Prerequisite: Survival Repeatable: No
The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you find it difficult to do so, depending on the nature of the threat (as determined by the DM).
Wagonmaster
1st-Level Feat Prerequisite: Survival Repeatable: No
You are used to being in charge of caravans and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify likely ambush sites and defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers who are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling.
Spelunker
1st-Level Feat Prerequisite: Survival Repeatable: No
You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day in natural caves or the underdark.
Charisma
Deception
Disguise Race
1st-Level Feat Prerequisite: Deception Repeatable: Yes
You can routinely conceal your true race and to disguise yourself as a member of another race chosen when you learn this ability. It takes 10 minutes to to prepare this disguise, wich can be done as a part of a long or short rest. If your frame is outside the normal range of the adopted race, you disguise yourself as a child or freak. You are so good at this that only very close inspection requires you to rely on Charisma (Deception). You can learn Disguise Race multiple times, each time oicking a new race to disguise yourself as.
Disguise Gender
1st-Level Feat Prerequisite: Deception Repeatable: Yes
You can spend 1 minute to change your apparent gender or to conceal your gender identity completely. You are so good at this that only very close inspection requires you to rely on Charisma (Deception).
Secret Society
1st-Level Feat Prerequisite: Deception Repeatable: No
You have a special way of communicating with others who feel the same way you do. When you enter a town or city you can identify contacts who will give you information on those that would hinder or help the goals of your secret society. You can use innuendo and codes to pass information to other members of your society even when you are being overheard.
Inside Informant
1st-Level Feat Prerequisite: Deception Repeatable: No
You have connections to a previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining inside information. This gives you all information that is common knowledge inside the organization, as well as the occasional bonus secret. You can also gather information within the organization without special effort or risk.
False Identities
1st-Level Feat Prerequisite: Deception Repeatable: No
You have more than one identity. Choose a number of other backgrounds equal to your proficency bonus. You have documentation, personal notes such as letters or a diary, established acquaintances, and disguises that allow you to assume one a persona with this background in one minute. You do not need disguise kit to do so, but you do need to carry a small bag of clothes and knicknacks. Normally your act is perfect, only under especially difficult circumstances, such as entering a restricted area, do you need to use Charisma (Deception).
Fake-Out
1st-Level Feat Prerequisite: Deception Repeatable: No
You can take a bonus action to attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your first attack roll against it has advantage; both benefits expire at the end of your current turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.
Intimidation
Legal Authority
1st-Level Feat Prerequisite: Intimidate Repeatable: No
You have the authority to enforce the law, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention: they assume you have the right to be wherever you are. Showing your insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers or the proud upper class). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position.
Legal Authority
1st-Level Feat Prerequisite: Intimidate Repeatable: No
You have the authority to enforce the law, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention: they assume you have the right to be wherever you are. Showing your insignia gets you an audience with anyone you want to talk to, though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers or the upper class. If you abuse this privilege you can get in serious trouble with your superiors and even be stripped of your position.
Military Officer
1st-Level Feat Prerequisite: Intimidation Repeatable: No
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can usually gain access to friendly military encampments and fortresses where your rank is recognized. Members of other militaries will treat you with respect but not deference.
Position of Privilege
1st-Level Feat Prerequisite: Intimidation Repeatable: No
Thanks to your social rank, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Your passage is noted (unless you are incognito) and any significant events will be in the local rumor mill.
Hands-On Investigation
1st-Level Feat Prerequisite: Intimidation Repeatable: No
You can quickly gain information about the people and places of the local area. You learn of local events and notables in minutes and can gather information using Charisma (Intimidation) in minutes instead of hours. You act on this information as quckly as you can, as word of your hands-on investigation quickly spreads.
Leverage
1st-Level Feat Prerequisite: Intimidation Repeatable: No
You are a member of an organization and can exert leverage over one or more individuals below you in the hierarchy. You can and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status improves, you can demand more complext help and gain influence over more people, including ones in greater positions of power.
Bad Reputation
1st-Level Feat Prerequisite: Intimidate Repeatable: No
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food or minor thefts or assault, since most people will not report your activity to the authorities. This allows you to live a poor lifestyle without cost, but does not reduce the cost of more extravagant lifestyles.
Menacing
1st-Level Feat Prerequisite: Intimidation Repeatable: No
As a bonus action you may attempt to demoralize one humanoid you can see within 10 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened of you until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.
Performance
Ballad of the Grinning Fool
1st-Level Feat Prerequisite: Perform Repeatable: No
You are a member of a clandestine network that includes entertainers. You can play the "Ballad of the Grinning Fool" publicly to be contacted by a member of the network who will give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion. Once contact is established you can gain more and more help as you work with the network.
Popular Demand
1st-Level Feat Prerequisite: Perform Repeatable: No
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Stage Presence
1st-Level Feat Prerequisite: Performance Repeatable: No
By spending an action performing, you can try to distract humanoids you can see who can see and hear you. Make a Charisma (Performance) check contested by each humanoid’s Wisdom (Insight). Against each humanoid your check succeeds, you grab their attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
At the DM's discretion this might work on creatures of other types as well.
Carnie
1st-Level Feat Prerequisite: None Repeatable: No
You are at home in a circus, carnival, or variety show. You can develop specific stunts to use for each of your skills and atacks and have advantage on ability checks to perform these stunts. Stunts are flashy and might occasionally have a practical use, but are mostly entertainment routines. You are quickly accepted among other carines, who will provide you lodging, shelter, and annonymity to you and a few allies as long as you share their lifestyle.
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Persuasion
Factor
1st-Level Feat Prerequisite: Persuasion Repeatable: No
You have the services of a loyal retainer. This individual has the skills of a NPC Noble and can perform tasks for you such as making purchases, delivering messages, and running errands. He can act as your agent in your absence or represent your interests in a faraway location. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. You do pay your factor, but their services save you money that makes up for the expense.
Racial Respect
1st-Level Feat Prerequisite: Persuasion Repeatable: No
You have the respect of a race other than your own, and are treated as if you were a member in good standing with the chosen race. You have access to secrets, training, and gear normally only available to that race.
Class Respect
1st-Level Feat Prerequisite: Persuasion Repeatable: No
You have the respect of a class other than your own, and are treated as a collegue by members of that class. You have access to secrets and gear normally only available to that class and can hire the services of others in the class without predjudice.
Tell Tale
1st-Level Feat Prerequisite: Persuasion Repeatable: No
You can tell a compelling tale, whether tall or true, to impress and entertain others. Spending half an hour (which can be a part of a short rest), you can tell your story to willing listeners, attracting bystanders and passers by to your audience. Listeners are distracted and suffer disadvantage on all Wisom (Perception) checks. Typically they buy you drinks and some become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. Your tale is too unlikely or mundane to have much effect on the beleifs of the audience.
Retainers
1st-Level Feat Prerequisite: Persuasion Repeatable: No
You have the service of three retainers. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform simple tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. You do pay them, but their services save you money that makes up for the expense.
Knightly Regard
1st-Level Feat Prerequisite: Persuasion Repeatable: No
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, information, and healing when appropriate, as well as occasionally risky assistance, such as those who support the order helping to smuggle you out of town when you are being hunted.
Kept in Style
1st-Level Feat Prerequisite: Persuasion Repeatable: Yes
You have connections that will support you as long as you are in their area of influence – at least one large city and a country estate. They will not otherwise support you unless you make it worth their while and might resent you as a useless burden. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate to settle what you owe.
This advantage enables you to live a wealthy lifestyle without having to pay 4 gp a day for it. You may not maintain a less affluent lifestyle and use the difference as income – the benefit is a line of credit, not an actual monetary reward.
Celebrity
1st-Level Feat Prerequisite: Persuasion Repeatable: No
You are famous among party people. You and a partner can get VIP treatment at most social venues, expenses paid as long as you publicly endorse the venue.
Guild Contacts
1st-Level Feat Prerequisite: Persuasion Repeatable: No
You made a number of friends among an important guild, such as the Theives, Alchemist's, or Mage's Guild. They remember you fondly and help you in little ways when they can. You can invoke their assistance to obtain food, as well as equipment and services typical of the guild for temporary use. You can also gain access to the low-security areas of their bases.
Famous Connection
1st-Level Feat Prerequisite: Persuasion Repeatable: No
You are somehow connected to an important and well-known person. You can be the child, spouse, lover, friend, or employee of someone famous. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with curiosity, and your stories you tell might be good for a free meal.
Heroic Reputation
1st-Level Feat Prerequisite: Persuasion Repeatable: No
No matter where you go, people know you and respect you due to your reputation. People come to you with their problems, which can lead to adventure opportunities. When you are in a civilized settlement, you can get free drinks and bed from admirers. This allows you to live a modest lifestyle without cost.
Charming
1st-Level Feat Prerequisite: Persuasion Repeatable: No
If you spend 1 minute talking to someone who is willing and able to understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If your check succeeds, the target is charmed by for 1 minute. If you fail the check, you cannot use Charming against that creature again until after 1 hour.
Diplomat
1st-Level Feat Prerequisite: Persuasion Repeatable: No
If you spend an action talking to a creature that is unwilling to talk, hostile, or even fighting you, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight). On a success you convince the creature to not attack and talk to you for one minute. You suffer the usual disadvantage on this Charisma (Persuasion) check against hostile creatures. If the creature is attacked, has to make a saving throw or sees you take an hostile action or sees one of its allies be defeated the effect ends. It also ends if an ally of the target that is not fighting is attacked or has to make a saving throw. If the effect is ended or if you fail the check, you cannot use Diplomat against that creature again until after you finish a long rest.
Tools
Patch it!
1st-Level Feat Prerequisite: Carpenter's tools Repeatable: No
Provided you have carpenter's tools, you can perform repairs on a vehicle or building, including individual parts such as a door or siege engine. As an action, roll a number of d8 equal to your proficiency modifier with carpenter's tools; you restore a number of hit points equal to the number rolled. The target cannot be patched by you in this way again until after it has been fully repaired.
Journeyman
1st-Level Feat Prerequisite: Tool proficiency Repeatable: No
You are a member of a commerical guild regulating a trade you are skilled in, currently on a sabattical to gain training and experience. As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with a modest lifestyle, and pay for your funeral and support surviving family. In most cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to gather information or meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. If you work professionally in the field your guild is devoted to, you must pay a fee to the guild, but connections and preferential treatment still provides you with a net income sufficent for a lifestyle (at no cost) depending on your proficency bonus with the skills and tools of your guild: +2 to +3: Modest, +4 to +5 Comfortable, +6 or more Wealthy.
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Other
Musician
1st-Level Feat Prerequisite: None Repeatable: No
You gain Tool Proficiency with a Musical Instrument of your choice.
Family
1st-Level Feat Prerequisite: None Repeatable: No
You have a home, including family such as parents, siblings, spouse, children, relatives, and close friends. Your familiy can provide for itself running a small business, such as a shop or farm. You can live and work with your family between adventures, which provides a modest lifestyle. The family also provides moral support and can perform services such as selling and buying and providing contacts. Occasionally your family might require your help or otherwise be used by the DM as an adventure hook.
Savage Attacker
1st-Level Feat Prerequisite: None Repeatable: No
You have trained to deal particularly damaging strikes. When you hit a target with an attack and roll damage, you can re-roll the damage dice. You must use the second result, even if it is worse. You can use this benefit only once per turn.
Professional Skill
1st-Level Feat Prerequisite: None Repeatable: No
Choose a Skill from the list of class skills for any of your classes in which you lack Proficiency. You gain Proficiency in that Skill.
==== Crafter ====
1st-Level Feat Prerequisite: None Repeatable: No
You gain Tool Proficiency with a set of Artisan’s Tools of your choice.
Alien
1st-Level Feat Prerequisite: Only available at 1st level Repeatable: No
You have an unusual background, hailing from an exotic place or culture. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. In addition to other languages you may know, you speak a lanagugae of your homeland, which is unknown to almost everyone where you are now. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about makes you so unusual.