Multi-Class Feats

Arcane Academic

Prerequisite: Intelligence 13 or higher, level 4 or higher, ability to cast at least one spell



You have studied the magical arts, through which you create a small compilation of spells. This collection takes the form of a six page tome containing a 1st-level wizard spells of your choice on each page.

To use these spells you must prepare each long rest by taking time to study the tome, doing this allows you to temporarily memorize a number of spells equal to your intelligence modifier +1. Intelligence is your spellcasting ability when using these spells because you learned them through dedicated study.

If your spell booklet is lost or destroyed, you may spend 6 hours of work and 60 gp worth of materials to create a new one. When you do this the spells the new tome contains may not replaced with others. The spells learned through this feat do not count against the number of spells you already know, and cannot be changed or switched at a later level. This feature does not grant any additional spell slots.

Arcane Manipulator

Prerequisite: Charisma 14 or higher, level 4 or higher, ability to cast at least one spell



You have awoken inherent magical power within yourself. Through this power you gain the ability to twist your spells to suit your needs giving you the following features:

You gain one option from the Metamagic feature in the Sorcerer class.

You gain a pool of sorcerer points equal to your proficiency +1 which you can use to power your Metamagic option. You regain all spent sorcery points when you finish a long rest.

If you have the Fount of Magic feature from the Sorcerer class, you do not gain any additional sorcerer points with this feature.

Dedicated Enemy

Prerequisite: Dexterity and Wisdom 13 or higher, level 4 or higher



Through your significant experience of studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Divine Channeler

Prerequisite: Wisdom 14 or higher, level 4 or higher, devotion to a deity



Your connection with your deity grants you the ability to call on them for assistance in dire times. You learn to channel divine energy directly from your deity. As an action, you can present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Once you have used this feature, you must finish a long rest before you are able to use it again. If you already have the Channel Divinity feature or gain a level in a class that also grants this feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you.

Divine Judicator

Prerequisite: Strength and Charisma 14 or higher, level 4 or higher, ability to cast at least one spell



Your devotion to your deity grants you the power to deal out their justice. When you hit a creature with a melee weapon attack, you can expend one a spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

You can use this feature one time, after which you will need to take a short or long rest before being able to use it again.

Eldritch Seeker

Prerequisite: Charisma 14 or higher, level 4 or higher



You have studied occult lore and have unearthed fragments of forbidden knowledge that imbue you with an abiding magical ability. You gain two options of your choice from the Eldritch Invocations feature in the Warlock class.

You may only choose from those options that do not have a level requirement, and must meet all other requirements. Once gained through this feature your choices may not be switched later. If you already have the Eldritch Invocations feature, you only gain one additional option instead of two.