# Feats

##### First Responder

You have been specially trained in magical triage and are  
able to identify the signs of shock and fatigue in those suffering  
from injuries. You are always ready to provide aid to those  
in need. You gain the following benefits:  
l You can tell by looking at a creature if it is missing any of  
its hit points and whether or not it has more than half of  
its hit points. You also instantly determine if the creature  
is cursed, diseased, possessed, or afflicted by any of  
the following conditions: blinded, deafened, exhaustion,  
frightened, incapacitated, paralyzed, petrified, poisoned,  
or stunned.  
l You learn the spare the dying cantrip and can cast it as a  
bonus action.  
l You gain the ability to cast the spell cure wounds without  
using a spell slot, up to a number of times equal to half  
your proficiency bonus. You regain all expended uses when  
you finish a long rest. Wisdom is your spellcasting ability  
for this spell.

##### Flamewoken

Living in the Scorched Grove or other areas touched  
by elemental fire can sometimes cause strange abilities to  
manifest among their inhabitants. Known as “flamewoken”  
by the Tenders, these gifted few have an ability to communicate  
with fire-aspected creatures and have power over flames.  
Tenders teach flamewoken among their order to hone  
their talents in service of nature. However, those outside  
of the order usually choose to keep their abilities hidden,  
as such powers are often seen as a curse. You gain the  
following benefits:  
l You can speak, read, and write Ignan.  
l You learn the produce flame cantrip. Wisdom is your spellcasting  
ability for this spell.  
l As a bonus action, you can strengthen the power of your  
flames. The next time you deal fire damage to one or  
more creatures before the end of your next turn, you  
can deal an additional 2d10 fire damage to one of those  
creatures. Once you use this feature, you can’t use it again  
until you complete a short or long rest.  
l You can whisper magical words in Ignan toward any  
nonmagical flames you can see within 30 feet of you that  
could fit within a 5-foot cube. As a bonus action, you  
can cause these flames to either grow by 5 feet in a single  
direction, provided there is fuel of some sort present in  
the new location, or you can extinguish the flames present  
in this space.

##### Forest Sage

Prerequisite: Druid or wizard  
The Tenders value diversity among ideas, and although  
they began as a purely druidic order, they have since learned  
to accept many different ways of thinking about the natural  
world, especially regarding the application of magic. You are  
either a wizard who has learned to temper your arcane research  
with an eye to maintaining the delicate balance of natural  
forces, or you are a druid who has learned a new understanding  
of natural magic through study and experimentation.  
You gain the following benefits:  
l Increase your Intelligence or Wisdom score by 1, to a  
maximum of 20.  
l You can use your choice of Intelligence or Wisdom to make  
Animal Handling, Arcana, Nature, or Survival checks.  
l You can choose to learn two spells from either the druid or  
wizard spell list. Spells you choose must be of a level you  
can cast. The chosen spells count as spells of your class and  
are added to your spellbook if you are a wizard. The chosen  
spells use your spellcasting ability.

##### Plantmender

Prerequisite: Wisdom score of 13 or higher  
One of the basic forms of Tender magic, plantmending  
is often taught to acolytes of the order. Plantmending can  
be used either to help the forest recover from disasters or  
to defend against hazards that might be encountered while  
traveling. You gain the following benefits:  
l You can touch a plant or tree as an action to determine  
what has occurred to it and the area within its immediate  
vicinity within the last 24 hours. These events are revealed  
to you in visions which appear as though you were present  
as they occurred. After using this ability on a plant, you  
instantly become aware of its status and health, including  
any blights or conditions currently affecting it.  
l You learn the mend plants and shillelagh cantrips.  
Wisdom is your spellcasting ability for these spells.  
l You can cast either the barkskin or spike growth spell once,  
and you must complete a long rest before you can cast  
either spell again. Wisdom is your spellcasting ability  
for these spells.

##### AERIAL EXPERT

Prerequisite: Glide trait  
Years of practice or an innate talent have made you adept at  
gliding. You gain the following benefits:  
ll You no longer need to move at least 10 feet to perform  
long and high jumps. You may choose whether the jump  
uses your Strength or Dexterity score for determining  
height or distance, and you double the distance you would  
normally leap in either case.  
ll You may take the Dash action while gliding to fly an additional  
distance up to your movement speed.  
ll You may change direction freely while gliding, and may  
gain up to 10 feet of altitude once before you finish  
your descent.

##### BANDIT CUNNING

Your time as a bandit has granted you a sense for danger, and  
made you skilled at sizing up opponents. You gain the following  
benefits:  
ll When you are asked to make a saving throw, you may  
spend your reaction to add your Intelligence modifier as an  
additional bonus to the saving throw. You cannot use this  
ability again until you have completed a long rest.  
ll During combat, you can use your action to make an Intelligence  
(Investigation) check against any creature you have  
seen fight. As long as you succeed against a DC of 10 +  
their challenge rating, you can learn one useful fact of your  
choice about the target’s combat abilities. Choose from:  
• one damage resistance or immunity  
• one condition immunity  
• one special ability possessed by the creature that  
either does damage, or prevents damage  
• one option under their attack, legendary, or  
reaction actions  
• one special sense they possess

##### HEAVY GLIDER

Prerequisite: Glide trait  
You were either born with great strength, or trained hard to  
allow yourself to glide under circumstances most would find  
impossible. You gain the following benefits:  
ll You may glide while holding a heavy weapon and wearing  
heavy armor as long as you aren’t encumbered.  
ll You may choose to land your glide in a space occupied by  
a hostile creature that is Large or smaller. If you do so, you  
may roll an opposed Strength check against the creature.  
On a success, you push them 10 feet away and knock them  
prone with the force of your impact. On a failure you land  
in the nearest un-occupied space.

##### OPPORTUNISTIC THIEF

You have learned the tricks of the trade of thievery, allowing  
you to exploit opportunities for pick-pocketing both in and  
out of combat. You gain the following benefits:  
ll Increase your Dexterity score by 1.  
ll When a creature fails a melee attack roll against you in  
combat, you can make a Dexterity (Sleight of Hand) check  
against a DC equal to 10 + the target’s Dexterity modifier.  
On a success, you may steal any one item that is not being  
held or worn by the target.  
ll Whenever you successfully use your Sleight of Hand skill  
outside of combat to steal an object, you may immediately  
conceal it flawlessly on your person, or put another object  
you possess in its place.

##### PERFECT LANDING

Years of living at great heights have taught you how to fall  
more gracefully. You gain the following benefits:  
ll Increase your Dexterity score by 1  
ll Reduce the damage die for fall damage from a d6 to a d4.  
ll You do not fall prone after taking falling damage.  
ll You do not take damage for the first 30 feet of your fall.

##### SPEECH OF THE ANCIENT BEASTS

You have a special connection with the natural world. Great  
beasts regard you as their kin, and you possess the ability to  
speak the languages of the most powerful and mystic of their  
kind. You gain the following benefits:  
ll Increase your Charisma score by 1.  
ll Beasts of Large size or larger have a friendly disposition  
toward you unless you have attacked them.  
ll You have advantage on Charisma checks made against  
beasts that are of Large size or larger.  
ll You can speak and understand Giant Eagle, Giant Elk,  
and Giant Owl. You can otherwise be understood by any  
beast of Large size or larger, whether or not they speak a  
language. Beasts with Intelligence scores of 4 or lower may  
only be able to understand simple concepts.

##### WOODWISE

You have lived your entire life in the gnarled, wooded areas of  
the world. You are adept at finding your way through even the  
most treacherous terrain. You gain the following benefits:  
ll You gain proficiency in either the Survival or Nature skill.  
ll You ignore difficult terrain.  
ll You cannot become lost in natural surroundings except by  
magical means.

##### ALTERED

You have been changed through  
magic, science, or a volatile blend of  
the two. You have a blatant physical  
augmentation of your choice from the  
options below. The augmentation is  
obvious—such as with stitches, grafts  
of other creature’s body parts, or  
implants—unless disguised.  
Aquatic Adaptation. You have  
gills or mucus membranes that allow  
you to breathe water, and you have webbed extremities  
that grant you a swimming speed equal to your  
walking speed.  
Natural Armor. You have scales, plates, or thick  
hide that grants you an AC of 13 + your Dexterity or  
Constitution modifier (choose the ability when you  
select this feat).  
Natural Weapons. You have claws, fangs, horns,  
or some other natural weapon that you can use to  
make unarmed strikes that deal 1d8 damage on a hit.  
The damage is bludgeoning, piercing, or slashing as  
appropriate to the form.  
Night Vision. You have darkvision with a range of 60  
feet. If you already have darkvision, its range increases by  
30 feet.

##### CHARM TWISTER

You know hedge remedies and  
hexes passed down through Old  
Ways teachings, and you can  
impart them into small wicker  
charms you weave. You gain the  
following benefits.  
Old Blessing. You can cast the Bless spell once using  
this benefit, targeting only creatures carrying a wicker  
charm you’ve woven, and you can’t do so again until  
you finish a long rest. You can also cast the spell using  
any spell slots you have. Your spellcasting ability for  
casting the spell in this way is Intelligence, Wisdom, or  
Charisma (choose the ability when you select this feat).  
Twisted Hex. As an action, you can weave spite into  
a wicker charm you touch. Choose an ability. When  
another creature is carrying the charm, or while this  
charm is within an area that the creature considers  
home, it has disadvantage on ability checks and attack  
rolls using the chosen ability. When the creature fails  
one of these rolls, it can make a Charisma saving throw,  
destroying the charm on a success (DC = 8 plus your  
proficiency bonus and the ability modifier you chose  
for Old Blessing). You can only have one Twisted Hex  
charm at a time. If you make a new one, the previous  
one loses its magic.

##### CRIMSON RITUALIST

Your study of blood magic  
and life force has borne  
fruit, granting you the  
following benefits.  
Blood Lash. You learn  
the Blood Bolt\* cantrip.  
Your spellcasting ability  
for it is Intelligence, Wisdom, or Charisma (choose the  
ability when you select this feat).  
Bottled Life. When you finish a long rest, you can  
perform a 1-minute ritual to transfer some of your life  
essence into a vessel for later use. Expend a number  
of Hit Dice up to your proficiency bonus, and bleed  
into a vial of water or other liquid. As a bonus action,  
a creature can drink the vial to roll the Hit Dice you  
expended. The creature regains a number of hit points  
equal to the total rolled plus its Constitution modifier.  
The vial remains potent until you finish a long rest.

##### CULT INITIATE

Your cult instructs you in eldritch rites,  
granting you the following benefits.  
Two Cantrips. You learn two  
cantrips of your choice from the  
warlock spell list. Intelligence,  
Wisdom, or Charisma is your  
spellcasting ability for this feat’s spells  
(choose the ability when you select  
this feat).  
Level 1 Spell. Choose a 1st-level  
spell from the warlock 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 short or  
long rest. You can also cast the spell using any spell slots  
you have.  
Spell Change. 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 warlock  
spell list.

##### DEATH DEFIER

Prerequisite: 4th Level or higher  
When the hand of death reaches  
for your soul, you have found a  
way to reject its call. You gain the  
following benefits.  
Ability Score Increase. Increase  
your Constitution score by 1, to a  
maximum of 20.  
Cling to Life. You add your  
Constitution modifier (minimum of 1) to death  
saving throws.  
Enduring Vitality. If an effect would kill you outright  
without death saving throws or would reduce you directly  
to 0 hit points without dealing damage, you are instead  
reduced to a number of hit points equal to your level. You  
can’t use this benefit again until you finish a long rest.

##### DREAD SPEECH

You have articulated a few words  
of forbidden truth that resonate  
with—and fray—the fabric of  
creation, granting you the  
following benefits.  
Eldritch Word. As a bonus  
action, you can speak a magical  
word aloud to force a creature  
within 60 feet of yourself to make  
a Wisdom saving throw (DC = 8  
plus your proficiency bonus and  
Intelligence, Wisdom, or Charisma  
modifier; choose the ability when  
you select this feat). On a failed  
save, the target is frightened of you  
until the start of your next turn.  
You can use this benefit safely once,  
and you regain the ability to do  
so when you finish a short or long  
rest. You can use it again before  
resting, but you take 1d6 necrotic  
damage, which can’t be reduced or prevented in any way.  
Shred Fate. Your dread secrets can unravel the  
destiny of your foes. You can cast the Bane spell using  
this benefit without requiring a material component,  
and your spellcasting ability for it is the ability you  
chose for Eldritch Word. Once you cast the spell using  
this benefit, you can’t cast it that way again until you  
finish a long rest. You can also cast the spell using any  
spell slots you have.

##### FATE GAMBLER

Coming out ahead,  
whether in games of  
chance or in life-or-death  
contention, fills you with  
resolve and vigor. You gain  
the following benefits.  
Bet Big. If you don’t  
already have it, you gain  
inspiration whenever  
you succeed on an ability  
check made against  
another creature, when you reduce a creature to 0 hit  
points, or when a creature fails a saving throw you  
forced it to make. If, in any of these cases, the creature  
has a CR of 0 or lacks a CR (such as another player  
character), you don’t gain inspiration.  
Win Big. As a bonus action, you can expend your  
inspiration to gain a number of temporary hit points  
equal to your level.

##### GHOSTLIGHT MEDIUM

You formed a mystical  
connection to the  
Ghostlight Express that  
affords you insight  
into the nature of  
spirits, granting the  
following benefits.  
Ghostly Touch. When you damage a creature with  
the Incorporeal Movement trait, you can ignore the  
creature’s damage resistances, if any.  
Spirit Sense. As a bonus action, you can sense any  
Undead within 60 feet of you, or any creatures in the  
Ethereal Plane that overlaps that area. You learn the  
distance and direction to any creatures you detect (or an  
Ethereal creature’s equivalent position on your plane).  
Once you detect a creature with this benefit, you can’t  
use it again until you finish a short or long rest.

##### GRAVE KEEPER

Studying funeral rites and tending the dead’s rest has  
made you a conduit between the worlds of the living and  
the dead. You gain the following benefits.  
Divine Channel. You gain one use  
of the Channel Divinity feature from  
the cleric class, and you can create  
the Turn Undead effect with it. If you  
already have Channel Divinity, you  
add this use to the feature from one  
class of your choice. Your save DC for  
this benefit is 8 plus your Wisdom  
modifier and proficiency bonus.  
Last Rites. You can enact a 10-minute ritual to prepare  
the corpse of a Medium or smaller creature, expending at  
least 10 gp worth of incense, oils, linen wraps, or similar  
trappings. The prepared corpse can’t become Undead.

HUNTER OF HUNTERS

You are adept at hunting  
monstrous prey, granting you the  
following benefits.  
Dead Aim. As a bonus action,  
you can scrutinize a creature to  
spot its vulnerable points. The  
next time you deal damage to the  
creature before the start of your  
next turn, you ignore the creature’s  
damage resistances, if any.  
Studied Quarry. You have  
advantage on ability checks made to  
recall information about a creature.

##### MEMORY STARVED

Your mind ravenously gathers details  
and desperately clings to its memories  
and faculties, granting you the  
following benefits.  
Desperate Detail. You have advantage  
on Intelligence (Investigation) checks.  
Iron Mind. You have advantage on  
saving throws made to avoid or end the  
charmed condition, and to avoid having  
your memories read or altered.

##### REVELING FOOL

You joined a troupe of madcap  
revelers and learned to take on  
the guise of a fool, channeling  
otherworldly laughter and joviality.  
You gain the following benefits.  
Fool’s Mask. By donning a  
jovial mask and a fool’s, jester’s, or  
clown’s costume, you take on a new identity that hides  
your own. In the guise of the fool, you can get away  
with minor transgressions against people in positions of  
authority or station.  
Jester’s Repartee. You can cast the Hideous Laughter  
spell using this benefit without requiring material  
components, and your spellcasting ability for it is  
Intelligence, Wisdom, or Charisma (choose the ability  
when you select this feat). Once you cast the spell using  
this benefit, you can’t do so again until you finish a long  
rest. You can also cast the spell using any spell slots  
you have.

##### UNREFLECTED

Your image is separated from you, making you unable to  
cast a reflection or a shadow, but you’re able to easily slip  
notice. You gain the following benefits.  
Inscrutable. Creatures have disadvantage on Wisdom  
(Insight) checks made against you.  
Unremarkable. The loss of some part of yourself  
leaves you able to fade into the background. While  
you are within a group of at least two other creatures  
of your type and that there are no more than one size  
larger or smaller than you, you can take the Hide action  
from creatures outside that group by making a Charisma  
(Deception) check instead of Dexterity (Stealth), with  
no need for being behind cover or heavily obscured. If  
you are ever more than 5 feet from at least two other  
such creatures while hiding this way, you are revealed.

##### SWIFT WITCHCRAFT

Prerequisite: 4th Level or higher, Spellcasting or Pact  
Magic Feature  
You have honed your skills in the rituals  
of witchcraft and can quickly weave  
your magic in times of need. You gain  
the following benefits.  
Ability Score Increase. Increase  
your Intelligence, Wisdom, or Charisma  
score by 1, to a maximum of 20.  
Swift Invocation. You can use an  
action to cast a spell that has a casting  
time of 1 minute. Once you use this  
benefit, you can’t do so again until you  
finish a long rest.