You increase your Dexterity by 1, to a maximum of 20. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. Speed.
Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. +1 Strength or Dexterity, gain finesse with double-bladed weapons. You may take the Dash action as a bonus action. If the trap makes an attack roll, its bonus to attack is your Intelligence modifier + your Proficiency bonus. 7.1 Angelic Protection; 8 Bugbear. Whenever you hit a creature you have successfully hidden from or have surprised with a weapon attack, you may deal additional damage of the weapons type equal to your Proficiency Bonus + the attacks damage modifier. +1 Constitution, gain a cantrip and 1st level spell, +1 Charisma, skilled at mimicry and dramatics, +5 Initiative, can't be surprised, no advantage for hidden attackers, Learn basic spells from the Artificer class, +1 Strength or Dexterity - you have undergone extensive physical training, Allow Allies to Reroll a 1 on Attack Rolls, Ability Checks, or Saving Throws, Make a melee attack or shove after the Dash action, +1 Constitution, or Wisdom, proficiency with Cook's Utensils and cook special food, No loading, no within 5 ft. disadvantage, bonus action attack with hand crossbow, +1 Strength, or Dexterity, move creatures you attack, Add your proficiency bonus to your AC as a reaction, +1 Strength, Constitution, or Charisma, frighten with breath weapon, +1 Strength, Constitution, or Charisma, gain natural armor and retractable claws, Learn more of the magic typical of dark elves, Detection, Movement, Warding, Racial Feat, +1 AC bonus, wield heavier weapons, draw or stow two weapons at once, You are alert to the hidden traps and secret doors found in many dungeons, +1 Constitution, minimum Con modifier x2 on spent Hit Dice, +1 Constitution, spend Hit Die with Dodge action, Learn an eldritch invocation from the Warlock class, Spells you cast ignore resistance to damage of the chosen type, +1 Dexterity, Intelligence, Wisdom, or Charisma, reroll advantage dice, +1 Dexterity or Intelligence, become invisible after taking damage, +1 Intelligence or Charisma, unlock fey power through study of high elven lore, +1 Charisma, learn misty step spell and another 1st level spell, +1 Intelligence, learn misty step spell and another 1st level spell, +1 Wisdom, learn misty step spell and another 1st level spell, You learn the fighting style: Great Weapon Fighting, You learn the fighting style: Two-Weapon Fighting, +1 Intelligence or Charisma, call on hellfire to serve your commands, Hold your own in close-quarters grappling, You've learned to put the weight of a weapon to your advantage, +1 Dexterity, proficiency with firearms, ignore loading property, +1 Strength, proficiency with heavy armor, +1 Strength, damage reduction from nonmagical weapons, +1 Constitution, resistance to cold and poison, advantage on saves against poison, Inspire your companions to grant temporary hit points, +1 Intelligence, track time, direction, and detail with uncanny precision, +1 Strength or Dexterity, proficiency with light armor, +1 Intelligence, additional languages, create written ciphers, You have practiced techniques useful in melee combat against spellcasters, You have practiced moving in medium armor.
+1 Intelligence, Wisdom or Charisma, you learn to move things with your mind. 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 attackâs 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). Kobolds are known for their mastery of traps to protect their homes, and you are no exception. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard. Expanded Racial Feats. You can read, write, and speak Common and Draconic. This entry is absent if a feat has no prerequi +1 Intelligence, learn the spell Darkness and one other 1st-level spell. Your base walking speed is 30 feet. Racial Feats Kobold Quickness. Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.. You learn two cantrips of your choice from that classâs spell list. Whether as a blessing granted to you at birth, or some dormant part of your heritage, you have dragons blood within you.
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Your Intelligence is increased by 1, to a maximum of 20. Choose one damage type: acid, cold, fire, lightning, or poison, you have resistance to the chosen damage type. Additionally, you have proficiency in the Stealth skill. You can move through the space of any creature that is of a size larger than you. Your time living in caves has made you more nimble and harder to catch and find. +1 Wisdom. You can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light.
You gain the following benefits. get PDF source. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. If you would like to support the GM Binder developers, consider joining our Patreon community. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.
Burrower. Each of these feats is associated with a race When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
They are the … +1 Wisdom, learn the spell Darkness and one other 1st-level spell. +1 Strength, you awaken your psionic potential. +1 to chosen ability score, you awaken your psionic potential. 5 Racial feats.
All those who feel like other planes remote and the planar influence can be easily throughout the world Genasi race 5e is the right choice for them. You gain the following benefits. Size. Ranged weapons mastery - make shots that others find impossible, Use shields not just for protection but also for offense, +1 Strength, Dexterity, or Constitution, proficiency with shields and use them as a spellcasting focus, You are expert at slinking through shadows, +1 Strength, or Dexterity, wound and disable targets with bladed weapons, Enhance your attacks with certain kinds of spells, +1 Strength or Dexterity, +5 ft. +1 Strength, Dexterity or Constitution, you have refined psionic control over your body's functions. This feat boosts dexterity and the Feline Agility trait, and also grants limited immunity to falling damage.
+1 Wisdom, you learn to move things with your mind.
Your time living in caves has made you more nimble and harder to catch and find. 11.1 Elven accuracy; 11.2 Revenant blade; 11.3 Drow high magic; 11.4 Fey … Learn two Sorcerer metamagic options and gain 2 sorcery points, +1 Strength or Dexterity, proficiency with medium armor and shields, You are a dangerous foe to face while mounted, +1 Intelligence or Wisdom, quick to notice details of your environment, +1 Strength or Constitution, additional damage, reaction attack, +1 Strength, or Dexterity, reroll damage dice when using a piercing weapon, You can keep your enemies at bay with reach weapons, +1 ability score, double proficiency with 1 skill or tool, Gain a Skill and Tool Proficiency, Skill Expertise, and Language, +1 stat and proficiency with saving throws to a chosen ability score. From Pg. This feat makes up for the lack of a Tabaxi racial feat in Xanathar’s Guide and grants a boost to the cat-like features of this race.
Kobolds reach adulthood at age 6 and can live up to 120 years, but rarely do so. 67 of Volo's Guide to Monsters. You awaken the ability to mentally connect with others. 8.1 Well-Rested; 9 Dragonborn. Your size is Small. You have perfected the art of weaving in and out of shadows during intense moments to gain the upper hand in combat. You learn one cantrip from the Sorcerer spell list, Charisma is your spellcasting ability for this cantrip. You gain the following benefits. You gain the following benefits. ©2020 D&D Beyond | All Rights Reserved | Powered by Fandom Games. Your kobold character has the following traits, which they share with others of their kind. (UA: Feats for Races) Prerequisite: Halfling Whenever an ally you can see within 30 feet of …
Whenever you make and/or place a trap, the DC to escape or avoid the trap is instead 8 + your Proficiency bonus + your Intelligence modifier. Languages. +1 Charisma, learn the spell Darkness and one other 1st-level spell. 10.1 Dwarven fortitude; 10.2 Dwarf resilience; 10.3 Grudge-Bearer; 10.4 Squat nimbleness; 11 Elf. You awaken the ability to mentally connect with others. You gain the following benefits.
You have a burrow speed of 15 feet through non-rocky soil. +1 Charisma, you awaken your psionic potential. +1 Constitution, you awaken your psionic potential. Ventriloquist is a homebrew social skill feat.
You can move through the space of any creature that is of a size larger than you.
You can't discern color in darkness, only shades of gray. You gain proficiency in the Stealth skill if you don't already have it. Use a reaction to add your Psionic Talent die to a failed saving throw. You awaken the ability to mentally connect with others. Your Dexterity and Intelligence both increase by 2. login. You gain proficiency in any combination of three skills or tools of your choice.
+1 Intelligence. Superior Darkvision. +1 Intelligence, you awaken your psionic potential. Kobold Stealth.
You awaken the ability to mentally connect with others.
Once per turn when you roll damage for a melee weapon attack, you can reroll the weaponâs damage dice and use either total. Feline Grace is a homebrew Tabaxi racial feat. You may take the Dash action as a bonus action. recent brews. To use this speed, you can't be wearing medium or heavy armor. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend towards law. They carry the power of planes in their blood. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds on average. You gain proficiency with thieves' tools and the Sleight of Hand skill.
5.1 Greater Dragonmark; 6 Aarakocra.
You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Fighting Initiate - Great Weapon Fighting (UA), Fighting Initiate - Two-Weapon Fighting (UA). Handbook, feats, like multiclassing, are an optional part of the game, usable only if your DM permits them. +1 Intelligence, you learn to move things with your mind.
+1 Charisma, you learn to move things with your mind. Please enable JavaScript to get the best experience from this site.
+1 Dexterity, you awaken your psionic potential. In addition, choose one 1st-level spell from that same list. Artwork is copyright Wizards of the Coast. Dungeons and Dragons (D&D) Fifth Edition (5e) Feats, A comprehensive list of all official character feats for Fifth Edition. 9.1 Dragon fear; 9.2 Dragon hide; 9.3 Dragon wings; 10 Dwarf. You sprout leathery, almost dragon-like wings, granting you a flying speed of 25 feet. Prerequisite: Kobold. Sunlight Sensitivity. Through an accident of birth, some being manifests easily. ©2020 Wizards. Alignment. Age. Your Charisma is increased by 1, to a maximum of 20.
Dungeons and Dragons (D&D) Fifth Edition (5e) Race - Human - Humans are the most adaptable and ambitious people among the common races. You have learned a number of spells that you can cast as rituals, Reroll damage dice for melee weapon attacks, +1 Dexterity, Constitution, or Charisma, impose attack disadvantage, Take advantage of every drop in any enemy's guard.
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