Feats - SolastaMods/SolastaUnfinishedBusiness GitHub Wiki

1. - Acrobat © [UB]

You become more nimble, gaining the following benefits: • Increase your Dexterity by 1, to a maximum of 20. • You gain proficiency with Acrobatic skill or expertise if you are already proficient. • 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.

2. - Alert © [UB]

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 not being perceived by you.

3. - Always Ready [UB]

You automatically ready a melee or unarmed attack at the end of your turn if you took the attack action and missed any melee or unarmed attack hit.

4. - Ambidextrous [SOL]

+1 to DEX to a maximum of 20 You can fight using two weapons, even if the one-handed melee weapons aren't light.

5. - Apothecary [UB]

Increase one of your mental attributes by 1, to a maximum of 20. You gain proficiency with herbalism kit and medicine, or expertise if already proficient.

6. - Arcane Appraiser [SOL]

Magical items are automatically identified when put your inventory.

7. - Arcane Archer Adept [UB]

You have arcane magic and bow training that allows you to perform special combat maneuvers.

8. - Arcanist © [UB]

You study the arcane arts, gaining the following benefits: • Increase your Intelligence by 1, to a maximum of 20. • You gain proficiency with Arcana skill or expertise if you are already proficient. • You learn the Detect Magic spell. 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.

9. - Armor Master [SOL]

You are an expert in the use of armor in battle. You gain an additional +1 AC from any armor you wear.

10. - Athlete © [UB]

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 doesn't cost you movement. • Climbing doesn't cost you extra movement. • You gain proficiency with Athletics skill or expertise if you are already proficient.

11. - Awaken the Beast [UB]

Increase any ability score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.

12. - Badlands Marauder [SOL]

You gain resistance to poison damage, have advantage on rolls against being poisoned, and gain +1 CON (to a maximum of 20).

13. - Baleful Scion © [UB]

You can channel cosmic forces of evil to gain these benefits: • Increase any ability score by 1, to a maximum of 20. • Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to 1D6 + your proficiency bonus. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

14. - Battle Fervor [UB]

You fight arduously with large weapons, gaining the following benefits: • When you reduce a creature to 0 hit points or deliver a critical strike with a melee weapon, your movement speed increases by 15ft until the end of your turn. • When you take the Attack action while wielding a heavy melee or versatile weapon in two hands, you gain +2AC until the start of your next turn. You lose this benefit if you equip a different weapon or a shield.

15. - Blade Mastery © [UB]

You master the dagger, shortsword, longsword, scimitar, rapier, and greatsword. You gain a +1 bonus to attack rolls you make with the weapon, and a +1 bonus to your AC while you're wielding any of them. When you make an opportunity attack with the weapon, you have advantage on the attack roll.

16. - Bladestorm [UB]

You become a master of whirling death, gaining the following benefits while wielding a greatsword, greataxe or maul: • When you take the Attack action and attack with the weapon, you can use a bonus action to make a quick melee attack with the weapon. This attack uses the same ability modifier as the primary attack and deals 1d4 damage of the same type as the wielded weapon. • Once during your turn when you take the Attack action with the weapon, you can replace one attack to instead attack all enemy creatures within 5ft of you.

17. - Blessed Soul [UB]

Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma or Wisdom by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.

18. - Blessing of the Elements [SOL]

Whenever you take fire, cold, or lightning damage, you can use your reaction to become resistant to those damage types until the start of your next turn. This feature recharges on a short rest.

19. - Bountiful Luck © [UB]

Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever 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 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.

20. - Burning Touch [SOL]

The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional fire damage equal to your proficiency bonus.

21. - Call for Charge [UB]

You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increase by 15 ft, and each one have advantage on their first attack roll. You can use this power a number of times per long rest equal to your Charisma modifier.

22. - Charger © [UB]

You have trained to charge headlong into battle, gaining the following benefits: • Whenever you take Dash action, you can use your bonus action to make one melee attack. • If you move at least 10 feet in a straight line immediately before hitting with a melee weapon or unarmed attack on your turn, choose one of the following effects: gain a +1d8 bonus to the attack's damage roll, or push the target up to 10 feet, provided the target you want to push is of Large size or smaller. You can use this benefit only once on each of your turns.

23. - Chef © [UB]

Increase your Wisdom or Constitution by 1, to a maximum of 20. You can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP. Once a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten.

24. - Cloak and Dagger [SOL]

After you hit an enemy with a light weapon, you gain +2 AC until the start of your next turn (doesn't stack).

25. - Close Quarters [UB]

You are experienced with fighting in close quarters and gain the following benefits: • Your Dexterity or Intelligence increases by 1, to a maximum of 20. • When you deal sneak attack damage with melee weapon attacks while within 5 feet of your target, your sneak dice become d8 instead of d6. This feature also extends to classes that can deal sneak attacks with melee spell attacks, and rogue features that scale off of sneak dice.

26. - Creed of Arun [SOL]

+1 CON to a maximum of 20 Proficiency in CON saves if not already proficient; +1 otherwise

27. - Creed of Einar [SOL]

+1 STR to a maximum of 20 Proficiency in STR saves if not already proficient; +1 otherwise

28. - Creed of Maraike [SOL]

+1 WIS to a maximum of 20 Proficiency in WIS saves if not already proficient; +1 otherwise

29. - Creed of Misaye [SOL]

+1 DEX to a maximum of 20 Proficiency in DEX saves if not already proficient; +1 otherwise

30. - Creed of Pakri [SOL]

+1 INT to a maximum of 20 Proficiency in INT saves if not already proficient; +1 otherwise

31. - Creed of Solasta [SOL]

+1 CHA to a maximum of 20 Proficiency in CHA saves if not already proficient; +1 otherwise

32. - Crossbow Expert © [UB]

Your expert training with ranged weapons grants you these benefits: • Attacks at melee range don't impose disadvantage. • If you take the attack action on your turn, you can make one one-handed ranged bonus attack adding your attribute modifier to damage.

33. - Crusher © [UB]

Increase your Strength or Constitution by 1, to a maximum of 20. When you hit a creature with an attack that deals bludgeoning damage, once per turn you push the enemy by 5ft. When you score a critical hit attack rolls against that creature are made with advantage until the start of your next turn.

34. - Cunning Escape [UB]

Whenever you use the Dash action as a bonus action, your movement doesn't provoke opportunity attacks for the rest of the turn.

35. - Dark-Elf Magic © [UB]

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 the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

36. - Daunting Push [SOL]

When you successfully shove an enemy, they lose half their movement speed (rounded down) on their next turn.

37. - Defensive Duelist © [UB]

When you are wielding a melee 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.

38. - Devastating Strikes [UB]

Your melee attacks are especially deadly. You gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • Once per turn, when you hit a creature with a melee weapon attack, you deal additional damage equal to your proficiency bonus. • Whenever you land a critical hit with a melee weapon, you roll an additional weapon die and ignore target creature's resistances for that attack.

39. - Discretion of the Coedymwarth [SOL]

+1 DEX to a maximum of 20 You gain proficiency with Light Armor. You gain proficiency with Shortswords, Shortbows, and Longbows.

40. - Distracting Gambit [SOL]

After you hit an enemy with a one-handed weapon, they lose -1 AC for 1 minute (doesn't stack).

41. - Dragon Fear © [UB]

When angered, you radiate menace. You gain the following benefits: • Increase your Strength, Constitution, or Charisma 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). On a failed save, a target becomes frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

42. - Dragon Hide © [UB]

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: • Increase your Strength, Constitution, or Charisma by 1, up to a maximum of 20. • Your scales harden. While you aren't wearing armor, your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. • You can 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.

43. - Dragon Wings © [UB]

You sprout draconic wings. You gain the ability to fly for a limited time if you aren't wearing heavy armor.

44. - Dual Flurry [UB]

While you are dual-wielding melee weapons, when you use your bonus action to attack a creature with your off-hand weapon, you make two attacks against the creature with the weapon instead of one.

45. - Dual Wielder © [UB]

You master fighting with two weapons, gaining the following benefits: • You gain a +1 bonus to AC while you are dual-wielding melee weapons. • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.

46. - Dungeon Delver © [UB]

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks. • You have advantage on saving throws made to avoid or resist traps. • You have resistance to the damage dealt by traps. • Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.

47. - Dwarven Fortitude © [UB]

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).

48. - Eager for Battle [SOL]

+1 DEX to a maximum of 20 You have advantage on your initiative rolls.

49. - Eldritch Adept © [UB]

You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.

50. - Electrifying Touch [SOL]

The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional lightning damage equal to your proficiency bonus.

51. - Elemental Adept © [UB]

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to the chosen damage type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can reroll any 1s.

52. - Elemental Master [UB]

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore immunity to the chosen damage type. In addition, when you roll attack for a spell you cast that deals damage of that type, you can reroll any 1s.

53. - Elven Accuracy © [UB]

You have uncanny aim with attacks that rely on precision rather than brute force. Increase your Dexterity or one of your mental attributes 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.

54. - Enduring Body [SOL]

Increase your Constitution by 1 (max 20) and your hit points increase by an additional +1 each time you gain a level.

55. - Expand the Hunt [UB]

Increase your Wisdom by 1, to a maximum of 20. You can choose one additional favored enemy, language and terrain type.

56. - Exploiter [UB]

You are constantly aware of the surrounding battlefield, honing this awareness into lethal prowess. When a creature within reach of your melee weapon takes damage from an attack that originated from a creature other than yourself, you may use your reaction to make a melee weapon attack against the damaged creature.

57. - Fade Away © [UB]

You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity or Intelligence 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.

58. - Fell Handed © [UB]

You master the handaxe, battleaxe, greataxe, warhammer and maul. You gain the following benefits when using any of them: • A +1 bonus to attack rolls you make with the weapon. • Whenever you have advantage on a melee attack roll and hit, you 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 and miss, the target takes bludgeoning damage equal to your Strength modifier if higher of the two d20 rolls would hit the target.

59. - Fencer [UB]

If you take the Attack action on your turn while holding a melee one-handed or versatile weapon and no other weapon or shield, you can use a bonus action to attack with the weapon you are holding, adding your attribute modifier to the damage dealt.

60. - Fey Teleportation © [UB]

Increase one of your mental attributes by 1, to a maximum of 20. You can use misty step once per short rest, and you can cast this spell with your spell slots. You gain proficiency in Tirmarian.

61. - Fighting Initiate © [UB]

Archery, Astral Reach, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Protection, Pugilist, Superior Technique, Torchbearer, Two Weapon Fighting

62. - Flames of Phlegethos © [UB]

You learn to call on hellfire to serve your commands. You gain the following benefits: • Increase your Intelligence or Charisma 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 use a power or 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.

63. - Flawless Concentration [SOL]

You are trained to maintain your concentration in the most extreme conditions. If you sustain up to 10 points of damage, you don't need to roll a Constitution saving throw to maintain concentration. Above that value, you have advantage when rolling the saving throw.

64. - Focused Sleeper [SOL]

You are used to getting a great deal of rest out of just a little sleep. Increase your Constitution by 1 (max 20), and you only need four hours of sleep per night.

65. - Follow Up Strike [SOL]

When you use the Attack action with a two-handed weapon, you can use a bonus action to make a fast melee attack to follow up, dealing an additional 1d4 + STR bonus damage of the same type.

66. - Forest Runner [SOL]

You gain +2 cells movement speed and +1 DEX (to a maximum of 20).

67. - Forestalling Strength [SOL]

While you wield a two-handed weapon, you gain +1 AC.

68. - Frost Adaptation [UB]

Increase your Constitution by 1, to a maximum of 20. You have resistance to Cold damage. You are immune to the effects of moderately cold weather. You are also Chilled instead of Frozen in freezing weather.

69. - Gift of the Chromatic Dragon © [UB]

You've manifested some of the power of chromatic dragons, granting you the following benefits: • Chromatic Infusion: As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest. • Reactive Resistance: When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage until the end of its turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

70. - Grappler [UB]

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You have advantage on attack rolls against a creature you are grappling. • You no longer have movement penalties while grappling creatures of your size or smaller.

71. - Great Weapon Master © [UB]

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes: • 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 that you are proficient with, you can choose to take a -5 penalty to your attack roll in order to do additional +10 damage.

72. - Grudge Bearer © [UB]

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. 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.

73. - Hard to Kill [SOL]

+1 CON to a maximum of 20 You have advantage on death saving throws. If you succeed three times, you are not only stabilized, but you regain one hit die immediately. On a critical roll, you regain two hit dice instead.

74. - Hardy [UB]

Increase your Strength or Constitution by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.

75. - Hauler [SOL]

You are trained to carry heavy loads. Increase your Strength by 1 (max 20), and your carrying capacity is doubled.

76. - Healer © [UB]

You gain proficiency or expertise in Medicine checks. You gain the ability to stabilize a dying creature once per long rest. You can use an action to restore 1d6 + 4 + character level hit points a number of times per long rest equal to your Wisdom modifier.

77. - Heavy Armor Master © [UB]

You can use your armor to deflect strikes that would kill others. Increase your Strength by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 3.

78. - Icy Touch [SOL]

The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional cold damage equal to your proficiency bonus.

79. - Improved Critical [UB]

Your weapon attacks score a critical hit on a roll of 19 or 20.

80. - Infernal Constitution © [UB]

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: • Increase your Constitution by 1, to a maximum of 20. • You have resistance to cold and poison damage. • You have advantage on saving throws against being poisoned.

81. - Infusion Adept [UB]

You have studied the art of infusing magic into mundane objects to create temporary magical items, granting you two level 2 or below infusions of your choice from the Artificer class.

82. - Initiate Alchemist [SOL]

You gain proficiency with the Herbalism Kit and Poisoner's Kit. You gain proficiency in Nature. If you were already proficient, you gain expertise in Nature instead.

83. - Initiate Enchanter [SOL]

You gain proficiency with the Manacalon Rosary, which is required to enchant items. You gain proficiency in Arcana. If you were already proficient, you gain expertise in Arcana instead.

84. - Inspiring Leader © [UB]

You can spend 10 minutes to inspire all friendly creatures, including you, within 30 ft of you. Each creature gains temporary hit points equal to your level + your Charisma modifier.

85. - Lock Breaker [SOL]

You have spent a lot of time studying locks - how to craft them and how to pick them. You gain proficiency with thieves' tools, or double your existing proficiency if you are already proficient. You have advantage when using thieves' tools to pick locks.

86. - Longsword Finesse [UB]

You are descended from a master of the longsword, and some of that mastery has passed on to you. You gain the following benefits: • Increase your Dexterity by 1, to a maximum of 20. • While you are holding a longsword, you gain a +1 bonus to AC. • Longsword has the finesse property when you wield it.

87. - Lucky © [UB]

You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you miss an attack roll, fail an ability check, or a saving throw, you can spend one luck point to replace the d20. You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. You regain your expended luck points when you finish a long rest.

88. - Mage Slayer © [UB]

You have practiced techniques in melee combat against spell-casters, gaining the following benefits: • When a creature within 5 feet of you 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, that creature has disadvantage on the saving throw it makes to maintain its concentration. • If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Long Rest.

89. - Magic Initiate © [UB]

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

90. - Manipulator [SOL]

You gain proficiency in Intimidation, Persuasion, and Deception. If you were already proficient, you gain expertise instead in the corresponding skill.

91. - Martial Adept © [UB]

You have martial training that allows you to perform special combat techniques called maneuvers: • You learn two maneuvers of your choice from the Battle Master subclass. The Maneuver DC of these maneuvers is 8 + proficiency bonus + Strength or Dexterity modifier, whichever is higher. • You gain 1 Superiority Die. The die is a d6, and it doesn't increase in size if you are not a Battle Master. 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.

92. - Master Alchemist [SOL]

You have mastered the art of potion making. You need half the normal time to craft a potion and your proficiency bonus is doubled when making the roll to determine whether your crafting progresses. You have expert knowledge of all potions and can identify them automatically.

93. - Master Enchanter [SOL]

You have mastered the art of enchanting items. You spend half the normal time to enchant an item and your proficiency bonus is doubled when performing the roll to determine whether your crafting progresses

94. - Medium Armor Master © [UB]

You have practiced moving in medium armor to gain the following benefits: • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

95. - Melting Touch [SOL]

The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional acid damage equal to your proficiency bonus.

96. - Menacing © [UB]

Increase your Charisma by 1, to a maximum of 20. • You gain proficiency with Intimidation skill or expertise if you are already proficient. • You can replace one main attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

97. - Mender [SOL]

When you stabilize an ally with a Medicine check, they regain 1 HP.

98. - Merciless [UB]

When you reduce a target to 0 HP using a melee weapon attack on your turn, enemies within a radius of the downed target equal to half of your proficiency bonus (rounded up) who can see the target must make a Wisdom save (DC 8 + your proficiency bonus + your Strength modifier) or become frightened of you until the end of your next turn. If the triggering attack is a critical hit, the radius is instead equal to your proficiency bonus.

99. - Metamagic Adept © [UB]

You learn two metamagic options of your choice from the sorcerer class and gain half your proficiency bonus (rounded down) in sorcery points to spend on it.

100. - Might of the Iron Legion [SOL]

+1 STR to a maximum of 20 You gain proficiency with Heavy Armor. You gain proficiency with Longswords, Greatswords, and Battleaxes.

101. - Mighty Blow [SOL]

When you attack with a two-handed melee weapon, you deal additional damage equal to half your strength modifier (rounded up).

102. - Mobile © [UB]

You are exceptionally speedy and agile. Your speed increases by 10 ft, and you are immune to difficult terrain when dashing. When you make a melee attack against a creature you are immune to attack of opportunity from the creature unless it has immunity to that.

103. - Moderately Armored © [UB]

Increase your Strength or Dexterity by 1, to a maximum of 20. You gain proficiency with medium armor and shields.

104. - Monk Initiate [UB]

You have learned some of the ways of the monk. You gain Ki points equals to your proficiency bonus, which you can spend to use Flurry of Blows, Patient Defense, or Step of the Wind.

105. - Natural Fluidity [UB]

You may use a WildShape form to restore a spent spell slot, up to the maximum of a 3rd level spell slot. Alternatively, you may spend a 3rd level or higher spell slot to regain up to 2 WildShape forms. You can use it once per long rest.

106. - Old Tactics [UB]

Increase your Strength or Dexterity by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target.

107. - Orcish Aggression © [UB]

Your aggression burns tirelessly. You gain the following benefits: • Increase your Strength or Constitution by 1, up to a maximum of 20. • As a bonus action, when wielding a melee weapon in main hand, you can charge up to your speed toward an enemy of your choice and free attack the creature with your main weapon. This feature can be used proficiency bonus times per long rest.

108. - Orcish Fury © [UB]

Your fury burns tirelessly. You gain the following benefits: • Increase your Strength or Constitution by 1, up to a maximum of 20. • When you hit with an attack made with 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.

109. - Pickpocket [UB]

You gain proficiency with Sleight of Hand, or expertise if already proficient. You also have advantage on Sleight of Hand Dexterity checks.

110. - Piercer © [UB]

Increase your Strength or Dexterity by 1, to a maximum of 20. When you hit a creature with an attack that deals piercing damage, you can re-roll dice when you roll a 1, and you must use the new roll. When you score a critical hit you can roll one additional damage die when determining the extra piercing damage the target takes.

111. - Poisoner © [UB]

You have a profound understanding on how to manipulate poisons: • You gain proficiency with the poisoner's kit, or expertise if already proficient. • You gain the ability to apply a poison to your weapon as a bonus action. • When you make a damage roll, you ignore resistance to poison damage.

112. - Poisonous Skin [UB]

Any creature that hits you in melee or is hit by your unarmed attack, shoves you or is shoved by you needs to succeed on Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Poisoned for 1 minute.

113. - Polearm Master © [UB]

Your expert training with a polearm grants you these benefits: • When you take the Attack action and attack with only a polearm weapon, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack and deals 1d4 bludgeoning damage. • Other creatures provoke an opportunity attack from you when they enter the reach you have with wielding a polearm weapon.

114. - Potent Spellcaster [UB]

You can add your spellcaster attribute modifier to the damage you deal with any cantrip in your repertoire.

115. - Power Attack [UB]

You have learned to trade accuracy to land deadlier blows. When attacking unarmed or with melee weapons, you can choose to take a -3 penalty to your attack roll in order to do additional damage equal to 3 + your proficiency bonus.

116. - Powerful Cantrip [SOL]

When a creature succeeds on a saving throw against your cantrip or dodges your cantrip, the creature takes half damage but suffers no additional effect from the cantrip or from other sources like Agonizing Blast.

117. - Precision Focused [UB]

Increase one of your mental attributes by 1, to a maximum of 20. You can use a bonus action to make weapon attacks count as magical and use selected mental attribute for attack and damage rolls for 1 minute. This feature can be used proficiency bonus times per long rest.

118. - Primal Rage [UB]

Increase your Strength or Constitution by 1, to a maximum of 20. You gain one additional Rage usage between rests.

119. - Raise Shield [SOL]

When you are about to get hit by a ranged attack while wielding a shield, you can use your reaction to get +3 AC until the end of the attacker's turn. You also gain proficiency with shields.

120. - Ranged Mastery [UB]

When you take the Attack action while holding a bow or a crossbow, you can use your bonus action to attack with the weapon.

121. - Ready or Not [SOL]

You have advantage on your attack rolls when using Ready Action.

122. - Reckless Attack [UB]

Before you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

123. - Revenant Blade © [UB]

You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits: • Increase your Dexterity or Strength by 1, to a maximum of 20. • While you are holding a great sword, you gain a +1 bonus to AC. • Great sword has the finesse property when you wield it.

124. - Robust [SOL]

Sturdy and tough, you increase your Constitution score by 1 (max 20) and when you use a hit die to regain hit points, roll twice and take the higher value.

125. - Rush to Battle [SOL]

You can use your bonus action to increase your movement speed by 3 cells until the end of your turn, and get -2 to your AC, until the start of your next turn.

126. - Savage Attack © [UB]

Reroll weapon and spell damage dice when you roll a 1 (Not all damage sources re-roll dice. For example, sneak attack and smite damage are not re-rolled).

127. - Scriber [UB]

Increase your Intelligence by 1, to a maximum of 20. You gain proficiency with scroll kit and Arcana, or expertise if already proficient.

128. - Second Chance © [UB]

Increase your Dexterity, Constitution, or Charisma 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.

129. - Sentinel © [UB]

You have mastered techniques to take advantage of every drop in any enemy's guard: • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. • When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.

130. - Sharpshooter © [UB]

You have learned to trade accuracy to land deadlier shots: • When attacking with a ranged weapon, you can choose to take a -5 penalty to your attack roll in order to do additional +10 damage. • Attacks at long range don't impose disadvantage and ranged weapon attack ignores half cover and three-quarters cover.

131. - Shield Bash [UB]

You can use your bonus action to bash a creature using your shield, turning it momentarily into a special improvised weapon that you are proficient with. Make a melee weapon attack against a creature within 5 feet of you using your Strength modifier for the attack. If you hit, the creature takes 1d4 + Strength modifier as bludgeoning damage.

132. - Shield Master © [UB]

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. • If you aren't incapacitated, gain +2 bonus to all Dexterity saving throws you make. • Whenever a damaging spell forces you to roll a Dexterity saving throw, you can use your reaction to halve any damage taken.

133. - Slasher © [UB]

Increase your Strength or Dexterity by 1, to a maximum of 20. When you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 ft until the start of your next turn. When you score a critical hit you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

134. - Slay thy Enemies [UB]

You can use your bonus action and consume one ranger spell slot to focus your hunting knowledge against your enemies. You have a bonus to attack and damage rolls equal to the spell slot level used up to a maximum of 3. Against favored enemies you gain advantage on attack rolls instead pf attack roll bonus. This effect lasts for 2 rounds, plus 1 round per slot level used.

135. - Spear Mastery © [UB]

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it: • You gain a +1 bonus to attack rolls you make with a spear and its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. • As a bonus action you can brace your spear to intercept approaching enemies. You can use reaction to perform attack of opportunity with a spear on enemy that enters your reach and deal extra die of damage if that attack hits. • As a bonus action, you can increase your reach with a spear by 5 ft for the rest of your turn.

136. - Spell Sniper © [UB]

You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.

137. - Spiritual Fluidity [UB]

You may use a Channel Divinity usage to restore a spent spell slot, up to the maximum of a 3rd level spell slot. Alternatively, you may spend a 3rd level or higher spell slot to regain up to 3 Channel Divinity usages. You can use it once per long rest.

138. - Squat Nimbleness © [UB]

You are uncommonly nimble for your race. Increase your Strength or Dexterity by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased.

139. - Stealthy © [UB]

You know how best to hide. You gain the following benefits: • Increase your Dexterity by 1, to a maximum of 20. • You gain proficiency with Stealth skill or expertise if you are already proficient. • If you are hidden, you can move in the open without revealing yourself if you end the move in a position where you're not clearly visible.

140. - Sturdiness of the Tundra [SOL]

+1 CON to a maximum of 20 You gain proficiency with Medium Armor. You gain proficiency with Warhammers, and Light and Heavy Crossbows.

141. - Superior Critical [UB]

Your weapon attacks score a critical hit on a roll of 18, 19 or 20.

142. - Take Aim [SOL]

You can use your bonus action to take aim. Until the end of your turn, your ranged weapon attacks have no disadvantage or advantage, no matter the conditions.

143. - Telekinetic © [UB]

Increase one of your mental attributes by 1, to a maximum of 20. As a bonus action during combat, you can telekinetically move one creature you can see within 30 ft of you. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your chosen attributes modifier) or be moved 5 ft in a direction of your choosing.

144. - Theologian © [UB]

Your extensive study of religion rewards you with the following benefits. • Increase your Intelligence by 1, to a maximum of 20. • You gain proficiency with Religious skill or expertise if you are already proficient. • You learn the Detect Evil and Good spell. You can cast Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

145. - Thrown Weapons Master [UB]

When you are making a ranged attack with a thrown weapon, increase its short range by 10 feet and its long range by 20 feet. In addition, the weapon returns into your hand immediately after it is used to make a thrown attack.

146. - Touched Magic [UB]

Increase one of your mental attributes by 1, to a maximum of 20. You can pick a set from Aegis Touched, Celestial Touched, Flame Touched, Iridescent Touched, Peregrination Touched, Retinue Touched, Shadow Touched, Verdant Touched. Each set grants 3 spells. You can cast these spells once per long rest, and you can also cast these spells with your spell slots.

147. - Tough © [UB]

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

148. - Toxic Touch [SOL]

The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional poison damage equal to your proficiency bonus.

149. - Toxicologist [UB]

Increase one of your mental attributes by 1, to a maximum of 20. You gain proficiency with poisoner's kit and Nature, or expertise if already proficient.

150. - Trip Attack [SOL]

When you hit an enemy with a melee weapon ready attack, they must also make a contested roll as if you used the shove action or be knocked prone.

151. - Twin Blade [SOL]

When you are about to get hit by a melee attack while dual-wielding (not sword + shield), you can use your reaction to get +3 AC until the end of the attacker's turn.

152. - Unarmored Expert [UB]

Increase one of your mental attributes by 1, to a maximum of 20. While you are not wearing any armor, your AC is equal to 10 + your Dexterity modifier + the selected mental attribute modifier.

153. - Uncanny Accuracy [SOL]

+1 DEX to a maximum of 20 You ignore half and three-quarters cover with your ranged attacks.

154. - Versatility Adept [UB]

You gain Eldritch Versatility, with its pool size increased by your proficiency bonus and Versatility Switch. You learn 1 versatility. Eldritch Versatility: You gain an Eldritch Pool, which has a maximum of your warlock level. You gain 1 Eldritch Point whenever you hit an enemy with Eldritch Blast. After a long rest, the pool is reset. Versatility Switch: Each turn, you can switch among Strength, Intelligence, Wisdom or Versatile. If you choose an ability score, treat the chosen ability score as 10 + 2 * [Proficiency Bonus] when using versatilities. If you choose Versatile, your Strength, Intelligence and Wisdom gain a bonus equal to the amount of versatilities you have learnt.

155. - War Caster © [UB]

You gain advantage on checks to maintain concentration. 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 cantrip at the creature, rather than making an opportunity attack. The cantrip must have a casting time of 1 action or bonus action and must target only that creature.

156. - Weapon Master © [UB]

You have practiced extensively with a variety of weapons, gaining the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.

157. - Wise Archery [UB]

Your intuition guides your hand when using a bow. Increase your Wisdom attribute by 1, to a maximum of 20. You can use your Wisdom modifier instead of your Dexterity modifier for the attack and damage rolls with these weapons.

158. - Wood-Elf Magic © [UB]

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.