Traits
Browse all entries in the traits category.
Click on a card to see detailed information for each entry.
Abjuration Savant
The gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. You must finish a short or long rest before you can use this feature again.
Arcane Armor
You can turn a suit of armor you're wearing into a magical suit of powered armor that doesn't require you to meet its Strength requirement, is never considered heavy armor despite its weight, and can't be removed against your will. It also gains a built-in weapon.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover, with a combined level equal to or less than half your wizard level (rounded up), and none of 6th level or higher.
Arcane Ward
When you cast an abjuration spell of 1st level or higher, you create a magical ward with hit points equal to twice your wizard level plus your Intelligence modifier, which absorbs damage that would otherwise be dealt to you.
Armor Model: Guardian
Your armor is a heavy suit that draws the attention of nearby foes. It has a built-in Thunder Gauntlets weapon and grants a reaction attack, Defender, that hinders a nearby foe's movement.
Armor Model: Infiltrator
Your armor is a sleek suit built for mobility. It has a built-in Lightning Launcher weapon and a Powered Steps feature that increases your walking speed by 5 feet.
Artificer's Lore
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any other proficiency bonus you normally apply.
Assassinate
You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet, and any hit you score against a surprised creature is a critical hit.
Awakened Mind
You can communicate telepathically with any creature you can see, within a range of 30 feet, and the creature understands you regardless of language.
Bardic Inspiration
You can inspire others through stirring words or music. As a bonus action, you can give one creature other than yourself a Bardic Inspiration die (a d6). Once within the next 10 minutes, that creature can roll the die and add it to one ability check, attack roll, or saving throw it makes. You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all expended uses after a long rest.
Battle Ready
You gain proficiency with martial weapons, and when you attack with a magic weapon, you can use your Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls.
Blessing of the Trickster
As an action, you can touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks for up to 1 hour.
Brave
You have advantage on saving throws against being frightened.
Breath Weapon
You can use your action to exhale destructive energy. Your draconic ancestry(subrace) determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Channel Divinity
You can channel divine energy directly from your deity, using that energy to fuel magical effects. You must finish a short or long rest to use your Channel Divinity again.
Channel Divinity: Abjure Enemy
You can use your Channel Divinity to present your holy symbol and speak a rebuke, frightening a creature you can see within 60 feet unless it succeeds on a Wisdom save, and its speed is reduced to 0 while frightened this way.
Channel Divinity: Charm Animals and Plants
You can use your Channel Divinity to charm beasts and plant creatures near you for 1 minute.
Channel Divinity: Destructive Wrath
You can use your Channel Divinity to wreathe yourself in stormy power, dealing maximum damage instead of rolling for one lightning or thunder damage roll.
Channel Divinity: Guided Strike
You can use your Channel Divinity to gain a +10 bonus to an attack roll you just made.
Channel Divinity: Invoke Duplicity
You can use your Channel Divinity to create an illusory duplicate of yourself that lasts for up to 1 minute, from which you can cast spells as though you were standing in its space.
Channel Divinity: Knowledge of the Ages
You can use your Channel Divinity to gain proficiency with one skill or tool of your choice for 10 minutes.
Channel Divinity: Nature's Wrath
You can use your Channel Divinity to invoke spectral vines that grapple a creature you can see within 10 feet, restraining it unless it breaks free with a Strength or Dexterity save.
Channel Divinity: Radiance of the Dawn
You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
Channel Divinity: Sacred Weapon
You can use your Channel Divinity to imbue one weapon you are holding with positive energy, adding your Charisma modifier to attack rolls and causing it to emit bright light, for up to 1 minute.
Channel Divinity: Turn the Faithless
You can use your Channel Divinity to present your holy symbol, turning fey and fiends that can see or hear you.
Channel Divinity: Turn the Unholy
You can use your Channel Divinity to present your holy symbol, turning fiends and undead that can see or hear you.
Channel Divinity: Vow of Enmity
You can use your Channel Divinity as a bonus action to utter a vow of enmity against a creature you can see within 10 feet, gaining advantage on attack rolls against it for 1 minute.
Circle Forms
You can use Wild Shape to transform into a beast with a challenge rating as high as 1 (ignoring the normal maximum CR restriction), and this maximum increases as you gain druid levels.
Circle of the Land: Arctic
Your circle spells and Natural Recovery draw on the frozen wastes.
Circle of the Land: Coast
Your circle spells and Natural Recovery draw on the shifting tides.
Circle of the Land: Desert
Your circle spells and Natural Recovery draw on the scouring sands.
Circle of the Land: Forest
Your circle spells and Natural Recovery draw on the deep woods.
Circle of the Land: Grassland
Your circle spells and Natural Recovery draw on the open plains.
Circle of the Land: Mountain
Your circle spells and Natural Recovery draw on the high peaks.
Circle of the Land: Swamp
Your circle spells and Natural Recovery draw on the fetid mire.
Circle of the Land: Underdark
Your circle spells and Natural Recovery draw on the deep places of the world.
Combat Inspiration
A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made, or add it to its AC against an attack that would hit it.
Combat Superiority
You learn maneuvers that are fueled by superiority dice (four d8s). Once per turn when you use a maneuver, you can expend one superiority die, regaining spent dice when you finish a short or long rest.
Combat Wild Shape
You can use Wild Shape as a bonus action rather than as an action, and when you transform, you can use a spell slot to heal yourself, regaining a number of hit points equal to twice the slot's level.
Conjuration Savant
The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Cutting Words
As a reaction when a creature you can see within 60 feet makes an attack roll, ability check, or damage roll, you can expend a Bardic Inspiration die and subtract the number rolled from the creature's roll.
Dark One's Blessing
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier plus your warlock level.
Disciple of Life
Your healing spells are more potent. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Disciple of the Elements
You learn magical disciplines that harness the power of the four elements, spending ki points to cast them in place of a discipline's normal cost.
Divination Savant
The gold and time you must spend to copy a divination spell into your spellbook is halved.
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect celestials, fiends, and undead within 60 feet of you that are not behind total cover, learning each creature's type (and whether it was summoned, for celestials/fiends). You can use this feature a number of times equal to 1 + your Charisma modifier, regaining all expended uses after a long rest.
Draconic Ancestry: Black
You choose a type of dragon as your draconic ancestor. At 1st level, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Your ancestor is the Black dragon, whose breath weapon and damage resistance (unlocked at higher subclass levels) are tied to acid damage.
Draconic Ancestry: Blue
You choose a type of dragon as your draconic ancestor. At 1st level, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Your ancestor is the Blue dragon, whose breath weapon and damage resistance (unlocked at higher subclass levels) are tied to lightning damage.
Draconic Ancestry: Brass
You choose a type of dragon as your draconic ancestor. At 1st level, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Your ancestor is the Brass dragon, whose breath weapon and damage resistance (unlocked at higher subclass levels) are tied to fire damage.
Draconic Ancestry: Bronze
You choose a type of dragon as your draconic ancestor. At 1st level, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Your ancestor is the Bronze dragon, whose breath weapon and damage resistance (unlocked at higher subclass levels) are tied to lightning damage.
Draconic Ancestry: Copper
You choose a type of dragon as your draconic ancestor. At 1st level, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Your ancestor is the Copper dragon, whose breath weapon and damage resistance (unlocked at higher subclass levels) are tied to acid damage.
Draconic Ancestry: Gold
You choose a type of dragon as your draconic ancestor. At 1st level, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Your ancestor is the Gold dragon, whose breath weapon and damage resistance (unlocked at higher subclass levels) are tied to fire damage.
Draconic Ancestry: Green
You choose a type of dragon as your draconic ancestor. At 1st level, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Your ancestor is the Green dragon, whose breath weapon and damage resistance (unlocked at higher subclass levels) are tied to poison damage.
Draconic Ancestry: Red
You choose a type of dragon as your draconic ancestor. At 1st level, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Your ancestor is the Red dragon, whose breath weapon and damage resistance (unlocked at higher subclass levels) are tied to fire damage.
Draconic Ancestry: Silver
You choose a type of dragon as your draconic ancestor. At 1st level, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Your ancestor is the Silver dragon, whose breath weapon and damage resistance (unlocked at higher subclass levels) are tied to cold damage.
Draconic Ancestry: White
You choose a type of dragon as your draconic ancestor. At 1st level, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Your ancestor is the White dragon, whose breath weapon and damage resistance (unlocked at higher subclass levels) are tied to cold damage.
Draconic Resilience
As magic flows through your body, it causes physical traits of your draconic ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales; when you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Drow Magic
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can also cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training
You have proficiency with rapiers, shortswords, and hand crossbows.
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Dwarven Armor Training
You have proficiency with light and medium armor.
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Dwarven Resilience
You have advantage on saving throws against poison
Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Eldritch Cannon
As an action, you can magically create a Small or Tiny cannon in an unoccupied space within 5 feet of you, in one of three forms of your choice: a flamethrower, a force ballista, or a protector (which grants temporary hit points to creatures near it at the start of each of its turns).
Elemental Discipline: Fangs of the Fire Snake
You can spend 1 ki point to cause your unarmed strikes to deal extra fire damage and lash out at a target 10 feet away.
Elemental Discipline: Gong of the Summit
You can spend 1 ki point to strike a point on the ground, creating a burst of thunderous sound.
Elemental Discipline: Water Whip
You can spend 1 ki point to create a whip of water that pulls a creature or yourself around the battlefield.
Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.
Enchantment Savant
The gold and time you must spend to copy an enchantment spell into your spellbook is halved.
Evocation Savant
The gold and time you must spend to copy an evocation spell into your spellbook is halved.
Experimental Elixir
Whenever you finish a long rest, you can magically produce a nonmagical alchemical elixir in an empty vial you touch, chosen randomly (healing, swiftness, resilience, boldness, flight, or transformation). A creature can drink the elixir as an action to gain its effect.
Expertise
You choose two of your skill proficiencies (or one skill and thieves' tools). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. This isn't yet pick-able through the wizard's choice engine (choiceType: "expertise" has no wired bucket) — record your two chosen proficiencies here manually until that support is added.
Fast Hands
You can use the bonus action granted by Cunning Action to make a Sleight of Hand check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Favored Enemy: Aberrations
You have significant experience studying, tracking, hunting, and even talking to aberrations. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Beasts
You have significant experience studying, tracking, hunting, and even talking to beasts. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Celestials
You have significant experience studying, tracking, hunting, and even talking to celestials. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Constructs
You have significant experience studying, tracking, hunting, and even talking to constructs. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Dragons
You have significant experience studying, tracking, hunting, and even talking to dragons. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Elementals
You have significant experience studying, tracking, hunting, and even talking to elementals. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Fey
You have significant experience studying, tracking, hunting, and even talking to fey. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Fiends
You have significant experience studying, tracking, hunting, and even talking to fiends. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Giants
You have significant experience studying, tracking, hunting, and even talking to giants. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Humanoids
You have significant experience studying, tracking, hunting, and even talking to humanoids. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice spoken by your favored enemies. The 2014 SRD lets you pick two races of humanoid as your favored enemies when you choose this option — record which two races you've chosen here or on your character sheet, since that finer-grained pick isn't tracked by a dedicated field.
Favored Enemy: Monstrosities
You have significant experience studying, tracking, hunting, and even talking to monstrosities. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Oozes
You have significant experience studying, tracking, hunting, and even talking to oozes. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Plants
You have significant experience studying, tracking, hunting, and even talking to plants. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Favored Enemy: Undead
You have significant experience studying, tracking, hunting, and even talking to undead. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Fey Presence
As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw or be charmed or frightened by you until the end of your next turn.
Fey Touched: Misty Step
You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it this way when you finish a long rest. You can also cast it using any spell slots you have of the appropriate level.
Fighting Style: Archery
You adopt a particular style of fighting as your specialty: you gain a +2 bonus to attack rolls you make with ranged weapons. You can't take a Fighting Style option more than once, even if you later get to choose again.
Fighting Style: Defense
You adopt a particular style of fighting as your specialty: while you are wearing armor, you gain a +1 bonus to Armor Class. You can't take a Fighting Style option more than once, even if you later get to choose again.
Fighting Style: Dueling
You adopt a particular style of fighting as your specialty: when you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. You can't take a Fighting Style option more than once, even if you later get to choose again.
Fighting Style: Great Weapon Fighting
You adopt a particular style of fighting as your specialty: when you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. You can't take a Fighting Style option more than once, even if you later get to choose again.
Fighting Style: Protection
You adopt a particular style of fighting as your specialty: when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. You can't take a Fighting Style option more than once, even if you later get to choose again.
Fighting Style: Two-Weapon Fighting
You adopt a particular style of fighting as your specialty: when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can't take a Fighting Style option more than once, even if you later get to choose again.
Fleet of Foot
Your base walking speed increases to 35 feet.
Frenzy
You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Grim Harvest
Once per turn when you kill a creature with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times if the spell is from the necromancy school.
Halfling Nimbleness
You can move through the space of any creature that is of a size larger than yours.
Hunter's Prey: Colossus Slayer
Once per turn, you can deal an extra 1d8 damage to a creature you hit that is below its hit point maximum.
Hunter's Prey: Giant Killer
When a Large or larger creature within 5 feet hits or misses you with an attack, you can use your reaction to make a melee attack against it.
Hunter's Prey: Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack against a different creature within 5 feet of the original target and within range of your weapon.
Hypnotic Gaze
As an action, you can affix a creature you can see within 5 feet with a hypnotic gaze; the target must succeed on a Wisdom save or have its speed reduced to 0 and be incapacitated until the end of your next turn.
Illusion Savant
The gold and time you must spend to copy an illusion spell into your spellbook is halved.
Improved Critical
Your weapon attacks score a critical hit on a roll of 19 or 20.
Improved Minor Illusion
You learn the minor illusion cantrip, or if you already know it, another wizard cantrip of your choice, and can now create both a sound and an image with a single casting of minor illusion.
Indomitable
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
Infernal Legacy
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Innate Spellcasting: Magic Initiate
You can cast your chosen 1st-level spell once without expending a spell slot. You must finish a long rest before you can cast it in this way again. Your chosen cantrips and 1st-level spell are recorded through this feat's own spell choices.
Ki Points
Your training allows you to harness the mystic energy of ki. You can spend these points to fuel various ki features, such as Flurry of Blows, Patient Defense, and Step of the Wind. You regain all expended ki points when you finish a short or long rest.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest, equal to five times your paladin level. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Lucky
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Lucky (Feat)
You have a pool of Luck Points equal to your proficiency bonus. Whenever you make an attack roll, an ability check, or a saving throw, or an attack roll is made against you, you can spend one Luck Point to roll a d20 and choose which of the two d20 rolls to use. You regain all expended Luck Points when you finish a long rest.
Mage Hand Legerdemain
You learn the mage hand cantrip; when you cast it, you can make the spectral hand invisible, and you can perform additional sleight-of-hand tasks with it.
Magical Tinkering
You learn how to invest a spark of magic into mundane objects. To do so, you touch a Tiny nonmagical object and give it one of the following magical properties of your choice: it sheds bright light in a 5-foot radius; it emits one of several chosen sounds whenever it is touched; its surface displays a static image or a simple pattern; or it minutely alters its own appearance. You can bestow this benefit on multiple objects, though a given object can only bear one property at a time, and the properties last indefinitely.
Maneuver: Disarming Attack
When you hit a creature with a weapon attack, you can expend a superiority die to attempt to disarm it.
Maneuver: Feinting Attack
You can expend a superiority die and use a bonus action to feint, gaining advantage on your next attack against a chosen creature.
Maneuver: Goading Attack
When you hit a creature with a weapon attack, you can expend a superiority die to attempt to goad it into attacking you.
Maneuver: Menacing Attack
When you hit a creature with a weapon attack, you can expend a superiority die to attempt to frighten it.
Maneuver: Precision Attack
When you make a weapon attack roll, you can expend a superiority die to add it to the roll.
Maneuver: Pushing Attack
When you hit a creature with a weapon attack, you can expend a superiority die to attempt to push it away from you.
Maneuver: Riposte
When a creature misses you with a melee attack, you can use your reaction and expend a superiority die to make a melee weapon attack against it.
Maneuver: Trip Attack
When you hit a creature with a weapon attack, you can expend a superiority die to attempt to knock it prone.
Martial Arts
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons, and you can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. When you use the Attack action with an unarmed strike or a monk weapon, you can make one unarmed strike as a bonus action.
Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Minor Alchemy
You can perform a minor alchemical transformation, turning one nonmagical object made of wood, stone, iron, copper, or silver into an object made of a different one of those materials for a number of hours equal to your wizard level.
Minor Conjuration
As an action, you can conjure up an inanimate, nonmagical object in your hand or on the ground within 10 feet, no larger than 3 feet on a side and weighing no more than 10 pounds, which lasts for 1 hour.
Natural Explorer: Arctic
You are particularly familiar with Arctic terrain and adept at traveling and surviving in such regions. While traveling for an hour or more in your favored terrain, difficult terrain doesn't slow your group's travel, your group can't become lost except by magical means, you remain alert to danger even while doing another activity such as foraging or navigating, you can move stealthily at a normal pace when traveling alone, you find twice as much food as normal when foraging, and tracking other creatures reveals their number, sizes, and how long ago they passed through the area.
Natural Explorer: Coast
You are particularly familiar with Coast terrain and adept at traveling and surviving in such regions. While traveling for an hour or more in your favored terrain, difficult terrain doesn't slow your group's travel, your group can't become lost except by magical means, you remain alert to danger even while doing another activity such as foraging or navigating, you can move stealthily at a normal pace when traveling alone, you find twice as much food as normal when foraging, and tracking other creatures reveals their number, sizes, and how long ago they passed through the area.
Natural Explorer: Desert
You are particularly familiar with Desert terrain and adept at traveling and surviving in such regions. While traveling for an hour or more in your favored terrain, difficult terrain doesn't slow your group's travel, your group can't become lost except by magical means, you remain alert to danger even while doing another activity such as foraging or navigating, you can move stealthily at a normal pace when traveling alone, you find twice as much food as normal when foraging, and tracking other creatures reveals their number, sizes, and how long ago they passed through the area.
Natural Explorer: Forest
You are particularly familiar with Forest terrain and adept at traveling and surviving in such regions. While traveling for an hour or more in your favored terrain, difficult terrain doesn't slow your group's travel, your group can't become lost except by magical means, you remain alert to danger even while doing another activity such as foraging or navigating, you can move stealthily at a normal pace when traveling alone, you find twice as much food as normal when foraging, and tracking other creatures reveals their number, sizes, and how long ago they passed through the area.
Natural Explorer: Grassland
You are particularly familiar with Grassland terrain and adept at traveling and surviving in such regions. While traveling for an hour or more in your favored terrain, difficult terrain doesn't slow your group's travel, your group can't become lost except by magical means, you remain alert to danger even while doing another activity such as foraging or navigating, you can move stealthily at a normal pace when traveling alone, you find twice as much food as normal when foraging, and tracking other creatures reveals their number, sizes, and how long ago they passed through the area.
Natural Explorer: Mountain
You are particularly familiar with Mountain terrain and adept at traveling and surviving in such regions. While traveling for an hour or more in your favored terrain, difficult terrain doesn't slow your group's travel, your group can't become lost except by magical means, you remain alert to danger even while doing another activity such as foraging or navigating, you can move stealthily at a normal pace when traveling alone, you find twice as much food as normal when foraging, and tracking other creatures reveals their number, sizes, and how long ago they passed through the area.
Natural Explorer: Swamp
You are particularly familiar with Swamp terrain and adept at traveling and surviving in such regions. While traveling for an hour or more in your favored terrain, difficult terrain doesn't slow your group's travel, your group can't become lost except by magical means, you remain alert to danger even while doing another activity such as foraging or navigating, you can move stealthily at a normal pace when traveling alone, you find twice as much food as normal when foraging, and tracking other creatures reveals their number, sizes, and how long ago they passed through the area.
Natural Explorer: Underdark
You are particularly familiar with Underdark terrain and adept at traveling and surviving in such regions. While traveling for an hour or more in your favored terrain, difficult terrain doesn't slow your group's travel, your group can't become lost except by magical means, you remain alert to danger even while doing another activity such as foraging or navigating, you can move stealthily at a normal pace when traveling alone, you find twice as much food as normal when foraging, and tracking other creatures reveals their number, sizes, and how long ago they passed through the area.
Natural Illusionist
You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Natural Recovery
Once per day when you finish a short rest, you can recover some of your magical energy, regaining a number of expended spell slots with a combined level equal to or less than half your druid level (rounded up), none of them 6th level or higher.
Naturally Stealthy
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Necromancy Savant
The gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Open Hand Technique
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of several effects: the target must succeed on a Dexterity save or be knocked prone; must succeed on a Strength save or be pushed 15 feet away; or can't take reactions until the end of your next turn.
Portent
When you finish a long rest, roll two d20s and record the numbers. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these foreshadowing rolls.
Rage
On your turn, you can enter a rage as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage and a bonus to melee damage rolls with Strength-based attacks for 1 minute. You can rage a limited number of times per day, increasing as you gain levels, and must finish a long rest to regain an expended use.
Ranger's Companion
You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you, obeying your commands as best as it can.
Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Sculpt Spells
When you cast an evocation spell that affects other creatures you can see, you can choose a number of them equal to 1 plus the spell's level to automatically succeed on their saving throws and take no damage if they would normally take half damage on a successful save.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Second-Story Work
You gain the ability to climb faster than normal, and when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Shadow Arts
You can spend 2 ki points to cast minor illusion, and you gain the darkness, darkvision, pass without trace, and silence spells, each castable once by spending ki points equal to the spell's level, without providing material components.
Shadow Touched: Invisibility
You learn the invisibility spell and can cast it once without expending a spell slot. You regain the ability to cast it this way when you finish a long rest. You can also cast it using any spell slots you have of the appropriate level.
Skill Versatility
You gain proficiency in two skills of your choice.
Sneak Attack
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage if another enemy of the target is within 5 feet of it, isn't incapacitated, and you don't have disadvantage on the attack roll.
Sorcery Points
You have a pool of sorcery points that allow you to create a limited number of magical effects, including converting them into spell slots (or vice versa) via Font of Magic, and fueling Metamagic options. You regain all spent sorcery points when you finish a long rest.
Speak with Small Beasts
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep small animals as beloved pets.
Spellcasting (Arcane Trickster)
You gain the ability to cast spells, learning spells primarily from the enchantment and illusion schools of the wizard spell list.
Spellcasting (Eldritch Knight)
You augment your martial prowess with the ability to cast spells, learning spells primarily from the abjuration and evocation schools of the wizard spell list.
Spirit Seeker
You gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals, as a reflection of your bond with nature.
Steel Defender
You gain the service of a modified steel defender construct, an ally that fights alongside you and can be commanded to attack, defend, or take other actions with your bonus action.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Stout Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.
Student of War
You gain proficiency with one type of artisan's tools of your choice.
Sunlight Sensitivity
You have disadvantage on attack rolls and on 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.
Telekinetic: Mage Hand
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. As a bonus action, you can use the hand to try to telekinetically shove one creature you can see within 5 feet of it, forcing it to make a Strength saving throw against your spell save DC or be pushed 5 feet away from the hand.
Telepathic: Detect Thoughts
You can speak telepathically to any creature you can see within 60 feet of you, whether or not it shares a language with you. Additionally, you learn the detect thoughts spell and can cast it once without expending a spell slot. You regain the ability to cast it this way when you finish a long rest.
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages; it takes four times longer to convey a message this way than to speak the same idea plainly.
Tides of Chaos
You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw, once per long rest.
Tinker
You have proficiency with tinker's tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp), such as a clockwork toy, fire lighter, or music box. The device stops functioning after 24 hours (unless you spend 1 hour repairing it) or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
Totem Spirit: Bear
While raging and not wearing heavy armor, you have resistance to all damage except psychic damage. The spirit of the bear makes you a mighty protector.
Totem Spirit: Eagle
While raging and not wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn.
Totem Spirit: Wolf
While raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
Trance
Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is trance. While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Transmutation Savant
The gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Unarmored Defense (Barbarian)
While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Unarmored Defense (Monk)
While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
War Priest
When you use the Attack action, you can make one weapon attack as a bonus action, a number of times per long rest equal to your Wisdom modifier.
Warding Flare
When you are attacked by a creature within 30 feet that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker.
Weapon Bond
You learn a ritual to bond up to two weapons to yourself; a bonded weapon can't be disarmed unless you're incapacitated, and you can summon it to your hand as a bonus action.
Wild Magic Surge
Your spellcasting can unleash surges of untamed magic; immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20, and on a 1, you roll on the Wild Magic Surge table to create a random magical effect.
Wild Shape
You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice, regaining expended uses when you finish a short or long rest.