Tiefling Feats:
Barbed Hide (UA)
Prerequisite: Tiefling
One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:
• Increase your Constitution or Charisma score by 1, up to a maximum of 20.
• As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
• You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
Flames of Phlegthos (XGE)
Prerequisite: Tiefling
You learn to call on hellfire to serve your commands. You gain the following benefits:
• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• 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.
• Whenever you cast a spell that deals fire damage, you can cause
flames to wreathe you until the end of your next turn. 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. While the flames are present,
any creature within 5 feet of you that hits you with a melee attack
takes 1d4 fire damage.
Infernal Constitution (XGE)
Prerequisite: Tiefling
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You have resistance to cold damage and poison damage.
• You have advantage on saving throws against being poisoned.
Gnome Feats:
Fade Away (XGE)
Prerequisite: Gnome
Your people are Clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
• Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
• Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
Critter Friend (UA)
Prerequisite: Gnome (Forest)
Your friendship with animals mystically deepens. You gain the following benefits:
• You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
• You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Wonder Maker (UA)
Prerequisite: Gnome (rock)
You master the tinker techniques of your people. You gain the following benefits:
• Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
• When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.
• When you make a device with your Tinker trait, you have the following additional options for what you make:
Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
Calculator. This device makes doing sums easy.
Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
Timekeeper. This pocket watch keeps accurate time.
Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.
Dragonborn Feats:
Dragon Hide (XGE)
Prerequisite: Dragonborn
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
• Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20.
• Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Dragon Wings (UA)
Prerequisite: Dragonborn
You sprout draconic wings. 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.
Intensified Dragon’s Breath (HB)
Prerequisite: Dragonborn
Your inner draconic power swells, amplifying the capabilities of your breath weapon. You gain the following benefits:
- You have a number of uses of your Breath Weapon equal to 1 + your Constitution modifier (minimum of 1). You regain all expended uses when finish a short or long rest.
- The DC of your Breath Weapon’s saving throw is increased by 1.
- The area of effect of your Breath Weapon is hightened by 10 feet.
Dwarf Feats:
Dwarven Fortitude (XGE)
Prerequisite: Dwarf
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
• Increase your Constitution score by 1, up to a maximum of 20.
• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Elf Feats:
Elven Accuracy (XGE)
Prerequisite: Elf or half-elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
• Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Drow Hide Magic (XGE)
Prerequisite: Elf (drow)
You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.
Charisma is your spellcasting ability for all three spells.
Fey Teleportation (XGE)
Prerequisite: Elf (high)
Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. 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:
• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• You learn to speak, read, and write Sylvan.
• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Revenant Blade (EB)
Prerequisite: Elf
You are descended form a master of the double-bladed scimitarm and some of that mastery has passed on to you.
You gain the following benefit:
• Increase your Dexterity or Strength score by 1, to a maximum of 20
• While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to your Armor Class.
• A double-bladed scimitar has the finesse property when you wield it.
Wood Elf Magic (XGE)
Prerequisite: Elf (wood)
You learn the magic of the primeval woods, which are revered and
protected by your people. You learn one druid cantrip of your choice.
You also learn the long strider and pass without trace
spells, each of which you can cast once without expending a spell slot.
You regain the ability to cast these two spells in this way when you
finish a long rest. Wisdom is your spellcasting ability for all three
spells.
Human Feats:
Human Determination (UA)
Prerequisite: Human
You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:
• Increase one ability score of your choice by 1, to a maximum of 20.
• When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
Prodigy (XGE)
Prerequisite: Half-elf, half-orc, or human
You have a knack for learning new things. 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.
• Choose one skill in which you have proficiency. You gain expertise
with that skill, which means your proficiency bonus is doubled for any
ability check you make with it. The skill you choose must be one that
isn’t already benefiting from a feature, such as Expertise, that doubles
your proficiency bonus.
Half-Orc Feats:
Orcish Fury (XGE)
Prerequisite: Half-orc
Your inner fury burns tirelessly. You gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• 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. Once you use this ability, you can’t use it again until you finish a short or long rest.
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Halfling Feats:
Second Chance (XGE)
Prerequisite: Halfling
Fortune favors you when someone tries to strike you. You gain the following benefits:
• Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20.
• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.