Template:Racial feats

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Expanded Racial Feats is an official D&D Beyond supplement that introduces additional feats that allow you to explore your character’s race further. These feats are each associated with a race from sources outside the Player’s Handbook, as summarized in the Racial Feats table below. As with the feats found in Xanathar’s Guide to Everything, using these racial feats means that your connection with your race’s culture has deepened or something more dramatic has happened, such as a physical transformation through age, powerful magic, or a spectacular event in your campaign.

Greater Dragonmark

Prerequisite: 8th level, Character must possess a dragonmark (UAD-7)

Only a fraction of dragonmarked heirs ever develop a Greater Dragonmark. The powers that they possess are more powerful than the wide magic that serves as the foundation of the magical economy. Teleportation, instant communication across vast distances—these services are rare, remarkable, and largely unique to the dragonmarked houses.

Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:

  • The die type of your dragonmarked Intuition Die increases by one.
  • Increase one ability score by 1, to a maximum of 20. The abilities available to you are based on your mark, as shown on the Greater Dragonmark Benefits table.
  • You learn a set of spells, each of which you can cast once without expending a spell slot or using a material component. The list of spells, the spellcasting ability for these spells, and the type of rest you must complete in order to regain the use of these spells are shown on the Greater Dragonmark Benefits table.
Greater Dragonmark Benefits
Dragonmark Ability
Increase
Spells Spellcasting
Ability
Required
Rest
Detection Int / Cha see invisibility, true seeing Int Long
Finding Wis / Dex / Str find the path, locate creature Wis Long
Handling Wis / Dex beast sense, dominate beast Wis Long
Healing Wis / Dex greater restoration, mass healing word Wis Long
Hospitality Cha / Dex magnificent mansion, sanctuary Cha Long
Making Int / Dex creation, fabricate Int Long
Passage Con / Dex blink, teleportation circle Con Long
Scribing Int / Cha sending, tongues Int Short
Sentinel Wis / Str compelled duel, warding bond Wis Short
Shadow Cha / Dex nondetection, mislead Cha Long
Storm Cha / Dex control water, control winds Cha Long
Warding Int / Dex glyph of warding, knock, secret chest † Int Long

† To cast secret chest using this feat and the Mark of Warding, you must have a Siberys dragonshard with a value of at least 100 gp. While you have this dragonshard in hand, it serves as the spell’s focus, and you can use it to summon and dismiss the chest.

Aarakocra

Sky Warden

Prerequisite: Aarakocra (ERF-74)

You are trained for both scouting the skies and aerial combat. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Perception skill if you don’t already have it. You add double your proficiency bonus to Perception checks that rely on sight.
  • Once per turn, if you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.

Aasimar

Angelic Protection

Prerequisite: Aasimar (ERF-74)

The innate resistance to magic that angels possess extends to you. You have advantage on saving throws against spells and other magical effects.

Bugbear

Well-Rested

Prerequisite: Bugbear (ERF-74)

Your practiced napping leaves you invigorated when you are awake. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Whenever you spend one or more hit dice during a short rest, you can regain an extra 1d6 hit points.
  • At the end of a long rest, you gain inspiration.(PHB, ch.4)

Dragonborn

Dragon fear

Prerequisite: Dragonborn (XGE-74)

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 (XGE-74)

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.

Dragon wings

Prerequisite: Dragonborn (UA: Feats for Races)

You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity.

Dwarf

Dwarven fortitude

Prerequisite: Dwarf (XGE-74)

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, 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).

Dwarf resilience

Prerequisite: Dwarf (UA: Feats for Races)

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, 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).

Grudge-Bearer

Prerequisite: Dwarf (UA: Feats for Races)

You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
  • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
  • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
  • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient.

Squat nimbleness

Prerequisite: Small race (halfling, etc.) (XGE-75)

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, 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.

Elf

Elven accuracy

Prerequisite: Elf or half-elf (XGE-74)

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.

Revenant blade

Prerequisite: Elf(WGE)

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC.
  • On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon’s damage die for this attack increases to 2d4, instead of 1d4.

Drow high magic

Prerequisite: Elf (drow) (XGE-74)

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 spells.

Fey teleportation

Prerequisite: Elf (high) (XGE-74)

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.

Wood elf magic

Prerequisite: Elf (wood) (XGE-75)

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.

Firbolg

Firbolg Beast Magic

Prerequisite: Firbolg (ERF-74)

Your connection to animals deepens. You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship and beast sense 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.

Genasi

Dao Heritage

Prerequisite: Genasi (earth) (ERF-74)

You manifest more of the magical power of your dao heritage. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You learn the detect magic spell and can cast it at will, without expending a spell slot.
  • You gain natural armor. 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.

Djinn Heritage

Prerequisite: Genasi (air) (ERF-74)

You manifest more of the magical power of your djinn heritage. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You learn the detect magic spell and can cast it at will, without expending a spell slot.
  • You have resistance to lightning and thunder damage.

Efreet Heritage

Prerequisite: Genasi (fire) (ERF-74)

You manifest more of the magical power of your efreet heritage. You gain the following benefits:

  • Increase your Constitution or Intelligence score by 1, to a maximum of 20.
  • You learn the detect magic spell and can cast it at will, without expending a spell slot.
  • Your darkvision has a radius of 120 feet.

Marid Heritage

Prerequisite: Genasi (water) (ERF-74)

You manifest more of the magical power of your marid heritage. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You learn the detect magic spell and can cast it at will, without expending a spell slot.
  • You have resistance to cold damage.

Goblin

Like a Boss

Prerequisite: Goblin (ERF-74)

You are accustomed to using others to avoid being attacked. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Once you use this ability, you can’t do so again until you finish a short or long rest.

Squat nimbleness

Prerequisite: Small race (halfling, etc.) (XGE-75)

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, 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.

Goliath

Mountain’s Endurance

Prerequisite: Goliath (ERF-74)

Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you use your Stone’s Endurance trait as a reaction to reduce damage, instead of rolling a d12 and adding your Constitution modifier, you can choose to gain resistance to the triggering attack’s damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. As normal, after you use this trait, you can’t use it again until you finish a short or long rest.

Gnome

Fade away

Prerequisite: Gnome (XGE-74)

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 1, 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.

Squat nimbleness

Prerequisite: Small race (halfling, etc.) (XGE-75)

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, 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.

Critter friend

Prerequisite: Gnome (forest) (UA: Feats for Races)

Your friendship with animals mystically deepens. You gain the following benefits:

  • You gain proficiency in the Animal Handling skill. If you’re already proficient, your proficiency bonus is doubled for checks you make with it.
  • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Wonder maker

Prerequisite: Gnome (rock) (UA: Feats for Races)

You master the tinker techniques of your people. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.
  • When you make a device with your Tinker trait, you have the following additional options for what you make:
Alarm
This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
Calculator
This device makes doing sums easy.
Lifter
This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
Timekeeper
This pocket watch keeps accurate time.
Weather Sensor
When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.

Svirfneblin magic

Prerequisite: Gnome (deep gnome) (SCAG-115) (MTF-114)

You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Half-elf

Elven accuracy

Prerequisite: Elf or half-elf (XGE-74)

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.

Everybody’s friend

Prerequisite: Half-elf (UA: Feats for Races)

You develop your magnetic personality to ease your way through the world. You gain the following benefits:

  • Increase your Charisma score by 1, up to a maximum of 20.
  • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.

Prodigy

Prerequisite: Human, Half-elf, or half-orc (XGE-75)

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.

Half-orc

Orcish aggression

Prerequisite: Half-orc (UA: Feats for Races)

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Orcish fury

Prerequisite: Half-orc (XGE-75)

Your inner fury burns tirelessly. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, 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: Human, Half-elf, or half-orc (XGE-75)

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.

Halfling

Bountiful luck

Prerequisite: Halfling (XGE-73)

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.

Second chance

Prerequisite: Halfling (XGE-75)

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: Small race (halfling, etc.) (XGE-75)

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, 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.

Hobgoblin

Uphold the Legion

Prerequisite: Hobgoblin (ERF-74)

You were born for life in the legion. You gain the follow-ing benefits:

  • Increase your Constitution or Intelligence score by 1, to a maximum of 20.
  • You can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated. You can use this trait only once per combat.
  • You can extend the benefit of your Saving Face trait to an ally. As a reaction, if an ally misses with an attack roll or fails an ability check or a saving throw, you can grant a bonus to the roll equal to the number of allies your ally can see within 30 feet (including you, maximum bonus of +5). As normal, once you use this trait, you can’t use it again until you finish a short or long rest.

Human

Human determination

Prerequisite: Human (UA: Feats for Races)

You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.

Prodigy

Prerequisite: Human, Half-elf, or half-orc (XGE-75)

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.

Kenku

Master of Mimicry

Prerequisite: Kenku (ERF-74)

You have learned to temporarily mimic even the training of others. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • Whenever another creature you can see uses a skill or tool, you can use your reaction to gain proficiency in that skill or tool. Proficiencies gained in this way last for 1 hour, and you can only mimic one proficiency at a time. Once you use this ability, you can’t do so again until you finish a short or long rest.

Kobold

Squat nimbleness

Prerequisite: Small race (halfling, etc.) (XGE-75)

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, 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.

Urd Wings

Prerequisite: Kobold (ERF-74)

You manifest leathery wings, transforming into an urd. You gain the following benefits:

  • Increase your Dexterity score by 1, to a max-imum of 20.
  • You gain a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Lizardfolk

Touch of Sess’inek

Prerequisite: Lizardfolk (ERF-74)

You embody the demonic bearing of a lizard king or queen. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You learn to speak, read, and write Abyssal.
  • You are immune to being frightened.

Orc

Tanarukk Blood

Prerequisite: Orc (ERF-74)

Through fell magic or an ancestor, you are touched by the corruptive power of Baphomet. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You have resistance to fire and poison damage.
  • You gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Tabaxi

Feline Grace

Prerequisite: Tabaxi (ERF-74)

Your incredible reflexes and agility further improve. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move.
  • You don’t take damage from falling 20 feet or less if you aren’t incapacitated.

Tiefling

Barbed hide

Prerequisite: Tiefling (UA: Feats for Races)

One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, up to a maximum of 20.
  • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
  • You gain proficiency in the Intimidation skill. If you’re already proficient, your proficiency bonus is doubled for checks you make with it.

Flames of Phlegethos

Prerequisite: Tiefling (XGE-74)

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 constitution

Prerequisite: Tiefling (XGE-75)

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.

Tortle

Tortle Protector

Prerequisite: Tortle (ERF-74)

You have mastered using your shell to better protect yourself and others. You gain the following benefits:

  • Increase your Strength or Wisdom score by 1, to a maximum of 20.
  • Your natural armor trait now provides a base AC of 18. As normal, your Dexterity modifier doesn’t affect this number.
  • As a reaction when you are forced to make a Dexterity saving throw, choose any number of creatures within 5 feet of you. Each chosen creature is considered to have half-cover against any harmful attacks or effects while within 5 feet of you until the start of your next turn. Once you use this ability, you can’t do so again until you’ve finished a short or long rest.

Triton

Triton Deep Magic

Prerequisite: Triton (ERF-74)

You master more of the magic of elemental air and water. You learn the create or destroy water spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn warding wind and water breathing, 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.

Vampire

Vampiric exultation

Prerequisite: Vampire (Ixalan) (Plane Shift: Ixalan)

As an action, you transform the lower half of your body into a black vapor. You can float in the air and have a flying speed of 30 feet. This effect lasts for up to 10 minutes. Once you use this ability, you can’t use it again until you finish a short or long rest.

Yuan-ti

Serpent Form

Prerequisite: Yuan-ti Pureblood (ERF-74)

You have unlocked more of your serpentfolk heritage. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You can use an action to polymorph into a Medium snake or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn’t transformed. If you die, you stay in your current form.
  • While in snake form, you gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you hit with a bite attack, you can choose to deal 2d6 additional poison damage to the target. Once you deal this poison damage, you can’t do so again until you finish a long rest.