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Racial Feats
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<blockquote data-quote="plisnithus8" data-source="post: 7064138" data-attributes="member: 6870553"><p>Here is our rough draft of other racial feats:</p><p></p><p>Aarakocra</p><p>- Dive Attack. If you are flying and dive at least 30 feet straight toward a target and then hit it with a melee attack, the attack deals an extra 3 (1d6) damage to the target, and, as a bonus action, you don't provoke opportunity attacks until the beginning of your next turn when you do this.</p><p>- High-flying Defense. You can make a DC 12 Dexterity (acrobatics) save to avoid falling damage if you are not restrained and conscious. You have charms on your body so that you are resistant to falling damage.</p><p></p><p>Aasimar</p><p>- Glowing Divination. As an action, you can cast a spell similar to Locate Object which causes the described object to glow brightly if it is within 50 feet of you. You regain the use of this feature after a short or long rest.</p><p>- Holy Glare. As a reaction to being hit by an attack, you can discharge a wave of pure light that causes anyone within 15 feet of you to be blinded until your next turn if they fail a DC 12 Charisma save.</p><p></p><p>Deep Gnome</p><p>- Svirfneblin Magic. You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. </p><p></p><p>Dragonborn</p><p>- Draconic Features. By tapping into your magical draconic heritage you gain one of the following benefits of your choice:</p><p> • Dragon Teeth. Your mouth and teeth grow do that your teeth deal 1d6 plus your Strength modifier damage. You are proficient with them.</p><p> • Dragon Tail. You grow a dragon-like tail that you are proficient with. On a hit, it can trip a creature, knocking them prone if they fail a DC 10 Dexterity save.</p><p> • Dragon Hide. Your scales grow and harden. When not wearing armor, your Armor Class equals 13 plus your Dexterity modifier.</p><p>You can select this feat multiple times, but each time you must select a different benefit.</p><p></p><p>Drow</p><p>- Shadowed. You gain a +1 to your Dexterity (max 20) and, when you are in an area of dim light or darkness, you have advantage making Dexterity (stealth) checks.</p><p></p><p>Dwarf</p><p>- Standing Tall. Your connection to the earth is strong. While standing on stone, you cannot be pushed, dragged, knocked prone, or moved against your will magically or otherwise.</p><p>- Dwarven Song. You can spend 10 minutes singing to your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can hear you and who can understand you. Each creature can gain a bonus to initiative equal to your level + your Charisma modifier. A creature can't gain inspiration bonus from this feat again until it has finished a short or long rest.</p><p></p><p>Elf</p><p>- Timeless Knowledge. Your long life affords you access to information from years past. You gain a +1 to Knowledge (max 20) and bonuses of +2 to all of the following skills: arcana, history, and religion.</p><p>- Survivalist Archer. As a bonus action, you can use your bow as a melee weapon doing 1d4 + your Strength or Dexterity modifier bludgeoning damage. During a long rest, you can treat your arrows so that they are not damaged and are more easily found – you can recover all shot arrows.</p><p></p><p>Firbolg</p><p>- Tree Dodge. You have practiced weaving within the forest, using it to defend yourself. When you are within 5 feet of a tree (no matter where the attacker is), you can treat it as 3/4 cover and ½ cover if you are within 10 feet.</p><p>- Vegetation Step. Your Hidden Step feature improves so that when you are touching living rooted vegetation you can use this ability at will.</p><p></p><p>Genasi</p><p>- Elemental Defense. You gain resistance to heat, cold, acid, or force damage (based on your sub-race). If you already have resistance, you, you gain immunity.</p><p></p><p>Gnome</p><p>- Nimble Mind. As a bonus action, you can do one of the following: make an Intelligence (inspection) or Wisdom (perception) or interact with an object.</p><p></p><p>Goliath</p><p>- Competitive Boost. If you deal more damage than your last attack since your last initiative roll, you gain temporary hit points equal to your proficiency bonus.</p><p>- Rock Hurling. You gain proficiency in throwing rocks: Ranged Weapon Attack: add Strength modifier, range 20/60, 1d10 plus Strength modifier bludgeoning damage.</p><p></p><p>Half Elf</p><p>- Timeless Knowledge. Your long life affords you access to information from years past. You gain a +1 to Knowledge (max 20) and bonuses of +2 to all of the following skills: arcana, history, and religion.</p><p>- Ambassador of Heritage. You gain a +1 to your Charisma score (max 20) and a +2 to Charisma (persuasion) checks when dealing with humans or elves.</p><p></p><p>Halfling</p><p>- Curious Persuasion. If you speak to a creature for at least 5 minutes, you gain advantage on your next persuasion attempt against this creature. </p><p></p><p>Half-Orc</p><p>- Improved Relentlessness. You can regain your Relentless Endurance racial feature after a short or long rest.</p><p></p><p>Human</p><p>- Racial Ambassador. You gain a +1 to your Charisma score (max 20) and a +2 to Charisma (persuasion) checks when dealing with non-human humanoids.</p><p></p><p>Kenku</p><p>- Feat Mimicry. If you have seen someone use a feat that you have the prerequisite for (racial feats excluded) within the last hour, you can perform that feat (maximum 10 minutes). You can use Feat Mimicry again after a long rest.</p><p></p><p>Lizardfolk</p><p>- Spiked Shield. You gain proficiency with a spiked shield: +2 to AC; melee, 5 (1d6 + 2) piercing damage. You can make one with your Cunning Artisan feature.</p><p>- Tail Attack. Your tail becomes larger and more powerful. You have proficiency with your tail which does 1d6 plus your Strength modifier bludgeoning damage.</p><p></p><p>Tabaxi</p><p>- Climbing Expert. You gain a +10 to your climbing speed when using your claws and land on your feet, gaining resistance to falling damage from a fall of 30 feet or less or when there is a vertical surface within 5 feet of you.</p><p></p><p>Tiefling</p><p>- Hellish Weapon. Your horns or tail become larger and more powerful. You have proficiency either with your horns which do 1d6 plus your Strength modifier piercing damage or 1d6 plus your Dexterity modifier bludgeoning damage. You can select this feat twice times, but you can only take each benefit once.</p><p></p><p>Triton</p><p>- Ocean Predator. You have darkvision allowing you to see in dim tight within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. You gain +2 to Dexterity (stealth) checkd while in the water.</p><p>- Swimming Expert. While in the water, your Strength and Dexterity each increase by 1 (max 20) and your swim speed increases by 20 feet.</p><p></p><p>These haven't been play tested yet. Any suggestions are appreciated.</p></blockquote><p></p>
[QUOTE="plisnithus8, post: 7064138, member: 6870553"] Here is our rough draft of other racial feats: Aarakocra - Dive Attack. If you are flying and dive at least 30 feet straight toward a target and then hit it with a melee attack, the attack deals an extra 3 (1d6) damage to the target, and, as a bonus action, you don't provoke opportunity attacks until the beginning of your next turn when you do this. - High-flying Defense. You can make a DC 12 Dexterity (acrobatics) save to avoid falling damage if you are not restrained and conscious. You have charms on your body so that you are resistant to falling damage. Aasimar - Glowing Divination. As an action, you can cast a spell similar to Locate Object which causes the described object to glow brightly if it is within 50 feet of you. You regain the use of this feature after a short or long rest. - Holy Glare. As a reaction to being hit by an attack, you can discharge a wave of pure light that causes anyone within 15 feet of you to be blinded until your next turn if they fail a DC 12 Charisma save. Deep Gnome - Svirfneblin Magic. You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Dragonborn - Draconic Features. By tapping into your magical draconic heritage you gain one of the following benefits of your choice: • Dragon Teeth. Your mouth and teeth grow do that your teeth deal 1d6 plus your Strength modifier damage. You are proficient with them. • Dragon Tail. You grow a dragon-like tail that you are proficient with. On a hit, it can trip a creature, knocking them prone if they fail a DC 10 Dexterity save. • Dragon Hide. Your scales grow and harden. When not wearing armor, your Armor Class equals 13 plus your Dexterity modifier. You can select this feat multiple times, but each time you must select a different benefit. Drow - Shadowed. You gain a +1 to your Dexterity (max 20) and, when you are in an area of dim light or darkness, you have advantage making Dexterity (stealth) checks. Dwarf - Standing Tall. Your connection to the earth is strong. While standing on stone, you cannot be pushed, dragged, knocked prone, or moved against your will magically or otherwise. - Dwarven Song. You can spend 10 minutes singing to your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can hear you and who can understand you. Each creature can gain a bonus to initiative equal to your level + your Charisma modifier. A creature can't gain inspiration bonus from this feat again until it has finished a short or long rest. Elf - Timeless Knowledge. Your long life affords you access to information from years past. You gain a +1 to Knowledge (max 20) and bonuses of +2 to all of the following skills: arcana, history, and religion. - Survivalist Archer. As a bonus action, you can use your bow as a melee weapon doing 1d4 + your Strength or Dexterity modifier bludgeoning damage. During a long rest, you can treat your arrows so that they are not damaged and are more easily found – you can recover all shot arrows. Firbolg - Tree Dodge. You have practiced weaving within the forest, using it to defend yourself. When you are within 5 feet of a tree (no matter where the attacker is), you can treat it as 3/4 cover and ½ cover if you are within 10 feet. - Vegetation Step. Your Hidden Step feature improves so that when you are touching living rooted vegetation you can use this ability at will. Genasi - Elemental Defense. You gain resistance to heat, cold, acid, or force damage (based on your sub-race). If you already have resistance, you, you gain immunity. Gnome - Nimble Mind. As a bonus action, you can do one of the following: make an Intelligence (inspection) or Wisdom (perception) or interact with an object. Goliath - Competitive Boost. If you deal more damage than your last attack since your last initiative roll, you gain temporary hit points equal to your proficiency bonus. - Rock Hurling. You gain proficiency in throwing rocks: Ranged Weapon Attack: add Strength modifier, range 20/60, 1d10 plus Strength modifier bludgeoning damage. Half Elf - Timeless Knowledge. Your long life affords you access to information from years past. You gain a +1 to Knowledge (max 20) and bonuses of +2 to all of the following skills: arcana, history, and religion. - Ambassador of Heritage. You gain a +1 to your Charisma score (max 20) and a +2 to Charisma (persuasion) checks when dealing with humans or elves. Halfling - Curious Persuasion. If you speak to a creature for at least 5 minutes, you gain advantage on your next persuasion attempt against this creature. Half-Orc - Improved Relentlessness. You can regain your Relentless Endurance racial feature after a short or long rest. Human - Racial Ambassador. You gain a +1 to your Charisma score (max 20) and a +2 to Charisma (persuasion) checks when dealing with non-human humanoids. Kenku - Feat Mimicry. If you have seen someone use a feat that you have the prerequisite for (racial feats excluded) within the last hour, you can perform that feat (maximum 10 minutes). You can use Feat Mimicry again after a long rest. Lizardfolk - Spiked Shield. You gain proficiency with a spiked shield: +2 to AC; melee, 5 (1d6 + 2) piercing damage. You can make one with your Cunning Artisan feature. - Tail Attack. Your tail becomes larger and more powerful. You have proficiency with your tail which does 1d6 plus your Strength modifier bludgeoning damage. Tabaxi - Climbing Expert. You gain a +10 to your climbing speed when using your claws and land on your feet, gaining resistance to falling damage from a fall of 30 feet or less or when there is a vertical surface within 5 feet of you. Tiefling - Hellish Weapon. Your horns or tail become larger and more powerful. You have proficiency either with your horns which do 1d6 plus your Strength modifier piercing damage or 1d6 plus your Dexterity modifier bludgeoning damage. You can select this feat twice times, but you can only take each benefit once. Triton - Ocean Predator. You have darkvision allowing you to see in dim tight within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. You gain +2 to Dexterity (stealth) checkd while in the water. - Swimming Expert. While in the water, your Strength and Dexterity each increase by 1 (max 20) and your swim speed increases by 20 feet. These haven't been play tested yet. Any suggestions are appreciated. [/QUOTE]
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