Class Feats Abjuration Adept Prerequisite: Wizard 4th level or higher, not part of the wizard’s school of abjuration



You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. Arcane Legerdemain Prerequisite: Rogue 8th level or higher, proficient in the Sleight of Hand skill



You learn the Mage Hand cantrip, and when you use it you can perform the following additional tasks with it: You can make the spectral hand invisible.

You can stow one object the hand is holding in a container worn or carried by another creature.

You can retrieve an object in a container worn or carried by another creature.

You can use thieves’ tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. Arcane Wellspring Prerequisite: Sorcerer 8th level or higher



You are suffused with magical energy. You gain an additional number of sorcery points equal to your proficiency bonus. Berserker Prerequisite: Barbarian 8th level or higher



When you go into a Barbarian rage you can instead choose to enter a frenzy. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. Once you have used this feat twice, you must first take a long rest. Burglar Prerequisite: Rogue 8th level or higher



You gain the following features: You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

You gain the ability to climb faster than normal; climbing no longer costs you extra movement.

When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Combat Shifter Prerequisite: Druid 8th level or higher



You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. You can use this feature a number of times equal to half your Wisdom modifier, rounded up, + 1, after which you must take a long rest before using it again. Communing Meditator Prerequisite: Druid 8th level or higher



You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level, rounded up, and none of the slots can be 3th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. Conjurer Prerequisite: Wizard 4th level or higher, not part of the wizard’s school of conjuration



You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage. You can use this feature a number of times equal to your proficiency bonus, after which you must take a short or long rest before using it again. 1

Dedicated Hunter Prerequisite: Ranger 8th level or higher



You years of experience hunting your favored prey has given you special techniques for dealing with them. You gain one of the three options from the Hunter’s Prey feature available to the Hunter archetype in the Ranger class. Diviner Prerequisite: Wizard 4th level or higher, not part of the wizard’s school of divination



Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling roll and must choose to do so before the roll. When you finish a long rest, you lose any unused foretelling rolls. Dragon’s Heir Prerequisite: Sorcerer 4th level or higher



The power of your dragon ancestors starts to emerge, as magic flows through your body. Your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. Duly Devoted Prerequisite: Warlock 4th level or higher



You strike a minor bargain with a second otherworldly being. You gain the 1st level feature from a second warlock patron, but do not their additional spell options. When you take on a second patron you are from then on bound by two masters. Consult with your DM before choosing this feature to discuss what options they will allow, as your choice may have unforeseen consequences. Ecumenicist Prerequisite: Monk 8th level or higher



You Learn the Elemental Attunement discipline and one other elemental discipline of your choice from among those available to the Way of the Four Elements archetype in the Mock class. You may only choose from those options that do not have a level requirement, and once learned through this feature your choices may not be replaced. If you already know the Elemental Attunement discipline you may choose another option that fits the requirements stated above. Enchanter Prerequisite: Wizard 4th level or higher, not part of the wizard’s school of enchanter



Your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest. Evocative Caster Prerequisite: Wizard 4th level or higher, not part of the wizard’s school of evocation



You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Expert Striker Prerequisite: Fighter 8th level or higher



Do to your extensive fighting experience your weapon attacks score a critical hit on a roll of 19 or 20. You can use this feature a number of times equal to your proficiency bonus, after which you must take a long rest before using it again. Favored Servant Prerequisite: Warlock 12th level or higher, bound to only one patron



Your patron bestows a second gift upon you for your devoted service. You gain a second Pact Boon from the Warlock class. Pact boons gained through this feat do not meet the prerequisites for invocations. 2

Illusionist Prerequisite: Wizard 4th level or higher, not part of the wizard’s school of illusion



You learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. Interdisciplinary Savant Prerequisite: Wizard 8th level or higher



You have taken some time to research outside of your chosen magical field. Choose from one of the eight schools of magic that you don’t already know and gain the following benefits: You learn 2 wizard spells from this new arcane tradition of level 3 or lower.

The gold and time you must spend to copy an evocation spell into your spellbook is halved. This feature does not grant spell slots, and spells learned must be prepared as normal. Necromancer Prerequisite: Wizard 4th level or higher, not part of the wizard’s school of necromancy



You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to the spell’s level, or two times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. Open Hand Practitioner Prerequisite: Wizard 4th level or higher, not part of the wizard’s school of necromancy



You learn to manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: It must succeed on a Dexterity saving throw or be knocked prone.

It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

It can’t take reactions until the end of your next turn. Rallier Prerequisite: Bard 8th level or higher



You learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. Shadowdancer Prerequisite: Monk 8th level or higher



You have embraced ancient arts of stealth and subterfuge, gaining the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. You can use this feature once, after which you must take short or long rest. Sharp Tongued Prerequisite: Bard 8th level or higher



You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability. check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Surprise Threat Prerequisite: Rogue 8th level or higher



You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. You can use this feature a number of times equal to your Dexterity modifier (minimum 1), after which you must take short or long rest. 3