Feats

Grenadier

Through vigorous training you have mastered throwing flasks and vials. You gain the following benefits.





• Increase your Dexterity score by 1, to a maximum of 20.

• You gain proficiency with vials and flasks that require ranged attacks considered improvised weapons.

• When you take the attack action on your turn, you can use a bonus action to make a ranged attack with a vial or flask.

• You do not suffer disadvantage when you make a ranged attack with a vial or flask within 5 feet of a hostile creature.

Poison Master

Prerequisite: Proficiency with Poisoners' Kit



Creating and applying poison to weaponry has become second nature to you. You gain the following benefits.





• Increase your Constitution or Intelligence score by 1, to a maximum of 20.

• Applying poison to a weapon or ammunition becomes a bonus action.

• Creating basic poison costs 50 gp and takes 1 day to craft. Other poisons may be created using Xanathar's Guide to Everything potion crafting rules at the DM's discretion.

Triage

You have learned to efficiently administer medical treatment. You gain the following benefits.





• Administering a potion or expending one use of a healer's kit becomes a bonus action.

• When you roll a 1 or 2 administering healing from a potion or healer's kit, you may reroll those die and take either result.

• You have advantage on Wisdom/Medicine checks to stabilize a creature.

Tribal Slinger

Prerequisite: Proficiency with slings



Using ancient techniques, you have mastered primitive hunting with a sling. You gain the following benefits.





• Increase your Dexterity score by 1, to a maximum of 20.

• When succeeding on a ranged attack roll made with a sling against a creature size medium or smaller, the creature must make a DC 10 Strength check or fall prone.

Tribal Hunter

Prerequisite: Proficiency with blowguns



You have learned to hit vital areas for spreading poisons with a blowgun. You gain the following benefits.





• Increase your Dexterity score by 1, to a maximum of 20.

• When succeeding on a ranged attack roll made with a blowgun while hidden, the creature has disadvantage on saving throws to resist any poison on the blowgun needle.

• You ignore the loading quality of blowguns.

Tribal Trapper

Prerequisite: Proficiency with nets



Using ancient techniques, you are an expert at trapping enemies with a net.





• Increase your Strength or Dexterity score by 1, to a maximum of 20.

• Nets gain the light property, can be thrown at long range without causing disadvantage, and can be used as a bonus action when taking the attack action with a light weapon. Using a bonus action overrides the normal limitation of using a net as the only attack action.

Tribal Warrior

Prerequisite: Proficiency with spears



Using ancient techniques, you have mastered the spear. You gain the following benefits.





• Increase your Strength score by 1, to a maximum of 20.

• When a creature misses you with a melee attack while you are wielding a spear in one hand and a shield in the other, you can use your reaction to make a melee weapon attack against that creature.

• When wielding a spear with both hands you gain a +1 to AC.