Uniqueness of all races

Not everyone is created equal, this is especially true for members of different races. But even among them are the select few who are born with something extraordinary or they worked tirelessly to become better than the masses. They are the ones who rise from the many to become part of legends and write history. These people posses the feats, which are described here.

Bountiful Luck Prerequisite: Halfling

Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it, you just wish it, and it happens. Surely a sign of fortune’s favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.

Celestial Magic Prerequisite: Aasimar

Your connection to your celestial ancestor is so strong you can tap into their power. You learn to cast Command and you can cast it 5 + your Charisma modifier amount of times, without expending a spell slot. As a Protector or Scourge Aasmiar you also learn to cast Aid and Remove Curse, or as a Fallen Aasmiar you also you learn Blindness/Deafness and Bestow Curse, each of which you can cast once without expending a spell slot or needing material components. You regain the ability to cast the these spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Cursed of the Old One Prerequisite: Kenku

You have learned to draw power from the Old One that has cursed your people. You learn the Comprehend Languages spell and can cast it at will. You also learn Shadow Blade and Hunger of Hadar, 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. Additionally, using the magic of the Old One, you gain a limited ability to tap into creatures' minds. After concentrating on a creature (like on a spell) for 1 minute, the target must make a Wisdom save (DC 10 + your proficiency bonus + your Charisma modifier), on a failed save you steal their voice and you can use it to talk normally, without needing to hear them talk, on a success, you won't gain anything and they will know their minds have been taped into. You can have a number of voices stored in your mind equal to your proficiency bonus.

Discipline of the Legion Prerequisite: Human, Aasimar

As a citizen and soldier of The Imperium your conviction and discipline is exceptional. You know how to stand your ground. You gain the following benefits: Increase your Constitution, Intelligence or Wisdom score by 1, to a maximum of 20. Hold the Line!: On your turn you can use your action to end one of the following conditions affecting you: frightened, paralyzed or charmed, and you get immunity against the removed condition for 1 minute. Additionally, when you use this ability, you regain

1d8 + your Constitution modifier hit points if you removed a condition or if there was no condition you regain

2d8 + Constitution modifier hit points. Once you use this ability, you can’t use it again until you finish a short or long rest.