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 small 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. 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 bonus +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. Beast Companion Prerequisite: Wisdom 14 or higher, proficient in Animal Handling skill



You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one. 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 gain the following benefits: You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

You 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 channel divine energy directly from your deity, using that energy to fuel magical effects. You gain the following features: You gain the Channel Divinity feature. You may use this feature once, after which you must finish a short or long rest before using it again.

You learn the Turn Undead option from the Cleric class, which you can choose when using your Channel Divinity feature. If you already have the Channel Divinity feature or gain a level in a class that also grants this feature, you do not gain the benefit of the Channel Divinity feat granted by this feat, just the Turn Undead option. 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 an additional 1d8 if the target is an undead or a fiend. 1

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 one option 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. Hand of the Divine Prerequisite: Charisma and Wisdom 13 or higher, level 4 or higher



You have been blessed by your deity and can heal wounds with a touch. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to half your proficiency bonus x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feature, expending 5 hit points separately for each one. This feature has no effect on undead and constructs. Inspiring Performer Prerequisite: Charisma 13 or higher, level 4 or higher



You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. Once within the next 10 minutes, the creature can roll 1d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can not be targeted by this feature if they have already been the target and have not yet used their bonus die. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.











Long Winded Prerequisite: Strength or Dexterity 13 or higher, level 4 or higher



You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain 1d10 worth of hit points. Once you use this feature, you must finish a short or long rest before you can use it again. Martial Artist Prerequisite: Dexterity 13 or higher, level 4 or higher



You have practiced martial arts giving you mastery over certain combat styles that grant the following abilities: You can use Dexterity instead of Strength for the attack and damage rolls when using unarmed strikes, shortswords or any simple melee weapons.

You can roll a d4 in place of the normal damage of your unarmed strike.

When you use the Attack action with an unarmed strike, shortswords or any simple melee weapons on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

You can use your reaction to deflect a missile when you are hit with a ranged attack weapon. When you do so, the damage you take from the attack is reduced by 1D10. This feat does not grant proficiency in any weapons, you must first be proficiency with a weapon to gain the benefit of this feat when using it. For example if you are not proficient with shortswords you do not benefit from this feature when using it. Martial Specialist Prerequisite: Strength or Dexterity 13 or higher, level 4 or higher



Your practice with military training allows you to adopt a particular style of fighting as your specialty. You learn one Fighting Style of your choice from among those available to the fighter class. This class does not grant proficiency in weapons or armor, you must first be proficiency with any related weapons or armor to gain the benefit of the Fighting Style you choose. For example if you choose the Archery option for this feature, you only benefit from this feature when using a range weapon you are proficient with. 2