Acrobat - Actor - Animal Handler - Alert - Alchemist - Arcanist - Athlete - Blade Mastery - Brawny - Burglar - Charger - Crossbow Expert - Defensive Duelist - Diplomat - Dungeon Delver - Durable - Elemental Adept - Fell Handed - Flail Mastery - Grappler - Great Weapon Master - Gunslinger - Healer - Heavily Armored - Heavy Armor Master - Inspiring Leader - Keen Mind - Lightly Armored - Linguist - Lucky - Mage Slayer - Magic Initiate - Martial Adept - Medium Armor Master - Mobile - Moderately Armored - Mounted Combatant - Observant - Polearm Master - Resilient - Ritual Caster - Savage Attacker - Sentinel - Sharpshooter - Shield Master - Skilled - Skulker - Spear Mastery - Spell Sniper - Tavern Brawler - Tough - War Caster - Warhammer Master - Weapon Master - Bountiful Luck - Dragon Fear - Dragon Hide - Drow High Magic - Dwarven Fortitude - Elven Accuracy - Fade Away - Fey Teleportation - Flames of Plegethos - Infernal Constitutio - Orcish Fury - Prodigy - Second Chance - Squat Nimbleness - Wood Elf Magic -
Feat Name Feat Description
Acrobat You become more nimble, gaining the following benefits: • Increase your Dexterity score by 1, to a maximum of 20. • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.
Actor Skilled at mimicry and dramatics, you gain the following benefits: • Increase your Charisma score by 1, to a maximum of 20. • You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Animal Handler You master the techniques needed to train and handle animals. You gain the following benefits: • Increase your Wisdom score by 1, to a maximum of 20. • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
Alert Always on the lookout for danger, you gain the following benefits: • You can’t be surprised while you are conscious. • You gain a +5 bonus to initiative. • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Alchemist You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You gain proficiency with alchemist’s supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them. • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. • Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.
Arcanist You study the arcane arts, gaining the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Athlete You have undergone extensive physical training to gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • When you are prone, standing up uses only 5 feet of your movement. • Climbing doesn’t cost you extra movement. • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Blade Mastery You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them: • You gain a +1 bonus to attack rolls you make with the weapon. • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon. • When you make an opportunity attack with the weapon, you have advantage on the attack roll.
Brawny You become stronger, gaining the following benefits: • Increase your Strength score by 1, to a maximum of 20. • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • You count as if you were one size larger for the purpose of determining your carrying capacity.
Burglar You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits: • Increase your Dexterity score by 1, to a maximum of 20. • You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Crossbow Expert Thanks to extensive practice with the crossbow, you gain the following benefits: • You ignore the loading quality of crossbows with which you are proficient. • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Defensive Duelist Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Diplomat You master the arts of diplomacy, gaining the following benefits: • Increase your Charisma score by 1, to a maximum of 20. • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
Dungeon Delver You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks made to detect the presence of secret doors. You have advantage on saving throws made to avoid or resist traps. You have resistance to damage dealt by traps. You can search for traps while traveling at a normal pace.
Durable Increase your Constitution by 1, to a maximum of 20. When you roll a Hit Die to regain hit points, the amount of hit points regained is equal to the die roll plus twice your Constitution modifier (min. 2)
Elemental Adept Prerequisites: Able to cast at least one spell When you gain this feat, choose on of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to the chosen type, and whenever you roll damage for a spell that deals damage of the chosen type, treat any rolled 1's as being a 2. You may take this feat multiple times; each time, you must select a different damage type.
Fell Handed You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: You gain a +1 bonus to attack rolls you make with the weapon. Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
Flail Mastery The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits. You gain a +1 bonus to attack rolls you make with a flail. As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield. When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Grappler Prerequisites: Strength 13 You have advantage on attack rolls against creatures you are grappling. You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Great Weapon Master On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
Gunslinger You ignore the loading quality of of firearms with which you are proficient. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. When you use the Attack action and attack with a one-handed weapon, you may use your bonus action to attack with a loaded pistol you are holding.
Healer When you use a healer's kit to stabilize a creature, they also regain 1 hit point As an action, you can spend one use of a healer's kit to tend to a creature and heal 1d6+4 hit points to it, plus a number of hit points equal to the creature's maximum number of Hit Dice. That creature can't regain hit points in this way again until they finish a short or long rest.
Heavily Armored Prerequisite: Proficient with medium armor Increase your Strength by 1, to a maximum of 20. You become proficient with heavy armor.
Heavy Armor Master Prerequisite: Proficient with heavy armor Increase your Strength by 1, to a maximum of 20. When wearing heavy armor, bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by 3
Inspiring Leader Prerequisite: Charisma 13 You can spend 10 minutes inspiring your companions, shoring up their will to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you can can see or hear you and can understand you. Each creature gains temporary hit point equal to your level + your Charisma modifier. A creature can't gain temporary hit points in this way again until they finish a short or long rest.
Keen Mind Increase your Intelligence by 1, to a maximum of 20. You always know which way is north. You always know how the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.
Lightly Armored Increase your Strength or Dexterity by 1, to a maximum of 20. You become proficient with light armor.
Linguist Increase your Intelligence by 1, to a maximum of 20. You learn three languages of your choice. You can ably create written ciphers. Others cannot decipher a code you create unless you teach it to them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Lucky You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours. If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice. You regain expended luck points when you finish a long rest.
Mage Slayer When a creature within reach you can take opportunity attacks casts a spell, you can use your reaction to make a melee weapon attack against that creature. When you damage a creature that is concentrating on a spell, they have disadvantage on the saving throw it makes to maintain concentration. You have advantage on saving against spells cast by creatures with your reach.
Magic Initiate Choose a class: bard, cleric, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's list. In addition, you learn one 1st level spell from the same list. You can cast it at its lowest level; once cast, you cannot do so again until you finish a long rest. Your spellcasting modifier for these spells is the same as the class you chose (Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard)
Martial Adept You learn two maneuvers of your choice from the Battle Master archetype. If the maneuver requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain 1 superiority die (if you don't already have superiority dice, it is a d6). This die is used to fuel your maneuvers. It is expended when you use it, and is regained when you finish a short or long rest.
Medium Armor Master Prerequisite: Proficient with medium armor Wearing medium armor doesn't impose disadvantage on Dexterity (Stealth) checks. When wearing medium armor, the maximum Dexterity modifier to AC you can apply increases to 3, instead of 2.
Mobile Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Moderately Armored Prerequisite: Proficient with light armor Increase your Strength or Dexterity by 1, to a maximum of 20. You become proficient with medium armor and shields.
Mounted Combatant While you are mounted and not incapacitated, you gain the benefits: You have advantage on melee attack rolls against unmounted creatures that are smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity save to take only half damage, it takes no damage if it succeeds and half damage if it fails.
Observant Increases your Intelligence or Wisdom by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret their words by reading their lips. You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.
Polearm Master When you take the attack action with a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the other end of the weapon. The damage die is a d4 (add attribute modifiers as normal) and deals bludgeoning damage. Otherwise, this attack functions just as if you attacked with the weapon in question. While wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
Resilient Choose on ability score: Increase the chosen ability by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability.
Ritual Caster Prerequisite: Intelligence, Wisdom, or Charisma 13 You have learned a number of spells you can cast as rituals. These spells are written in a ritual book, which you must have on hand when casting one of them. When you gain this feat, choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You acquire a ritual book holding two 1st level spells with the ritual tag, which must be on the list of the chosen class. Your casting ability for these rituals are the same as the chosen class (Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard). If you come across a spell in written from, such as a magical scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level must not be higher than half your level (rounded up), and it must have the ritual tag. The proccess of copying the spell into your ritual books takes 2 hours per level of the spells, and costs 50 gp per level of the spell. This cost represents material components spent on practicing the spell, as well as the fine inks you must use to record it.
Savage Attacker Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Sentinel Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. Creatures within your reach provoke opportunity attacks even if they took the Disengage action. When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sharpshooter Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapons ignore half cover and three-quarters cover. Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
Shield Master Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapons ignore half cover and three-quarters cover. Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
Skilled You gain proficiency in any combination of three skills or tools of your choice
Skulker Prerequisite: Dexterity 13 You can try to hide when you are only lightly obscured from the creature from which you are hiding. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Dim light doesn't impose disadvantage on Wisdom (Perception) bonuses made with sight.
Spear Mastery Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits. You gain a +1 bonus to attack rolls you make with a spear. When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.) You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving. As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
Spell Sniper Prerequisite: Able to cast at least one spell When you cast a spell that requires a ranged attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. You learn a single cantrip that requires an attack roll from a class of your choice: bard, cleric, sorcerer, warlock, or wizard. Your spellcasting modifier for these spells is the same as the class you chose (Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard)
Tavern Brawler Increase your Strength or Constitution by 1, to a maximum of 20. You are proficient with all improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Tough Your hit point maximum increases by +2 per level. This applies retroactively, as well as to every level you take hereafter.
War Caster Prerequisite: Able to cast at least one spell You have advantage one Constitution saves that you make to maintain concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, instead of making an opportunity attack. The spell must have a casting time of only 1 action and must target only that creature.
Warhammer Master When you hit a creature with a warhammer, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. In addition, you can use your warhammer to knock away a foe’s shield. If you hit a creature that’s using a shield, you can have the attack deal no damage and force the creature to drop its shield.
Weapon Master Increase your Strength or Dexterity by 1, to a maximum of 20. You gain proficiency with any four weapons of your choice; OR you gain a fighting style of your choice from the Fighter's list.
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.
Dragon Fear Prerequisite: Dragonborn When angered, you can radiate menace. You gain the following benefits: Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Dragon Hide Prerequisite: Dragonborn You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Drow High Magic Prerequisite: Elf (drow) You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, 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
Dwarven Fortitude Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: Increase your Constitution score by l, to a maximum of 20. Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)
Elven Accuracy Prerequisite: Elf or Half-Elf The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Fade Away Prerequisite: Gnome Your people are Clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits: Increase your Dexterity or Intelligence score by l, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest
Fey Teleportation Prerequisite: Elf (high) Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: Increase your Intelligence or Charisma score by 1, to a maximum of 20. You learn to speak, read, and write Sylvan. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Flames of Plegethos Prerequisite: Tiefling You learn to call on hellfire to serve your commands. You gain the following benefits: Increase your Intelligence or Charisma score by 1, to a maximum of 20. When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage
Infernal Constitutio Prerequisite: tiefling Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You have resistance to cold damage and poison damage. You have advantage on saving throws against being poisoned.
Orcish Fury Prerequisite: Half-orc Your inner fury burns tirelessly. You gain the following benefits: Increase your Strength or Constitution score by l, to a maximum of 20. When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Prodigy Prerequisite: half-elf, half-orc, or human You have a knack for learning new things. You gain the following benefits: You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Second Chance Prerequisite: Halfling Fortune favors you when someone tries to strike you. You gain the following benefits: Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Squat Nimbleness Prerequisite: Dwarf or Small Race For a Small race You are uncommonly nimble for your race. You gain the following benefits: Increase your Strength or Dexterity score by l, to a maximum of 20. Increase your walking speed by 5 feet. You gain proficiency in the Acrobatics or Athletics skill (your choice). You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Wood Elf Magic Prerequisite: Elf (wood) You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass Without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.