Racial Feats
Hombrew racial feats for Dungeons & Dragons 5E.
Angelic Ancestry • Aquatic Affinity • Child of Dendar • Firbolg Flair • Goblinoid Tactics • Human Grit • Kobold Cleverness • Minotaur Might • Mountainborne • Reptilian Blood • Shellraiser • Star-Touched • Void-Touched
Angelic Ancestry
Prerequisite: Aasimar
Your divine heritage manifests itself, strengthening your angelic gifts.
Increase your Strength, Constitution or Charisma score by 1, to a maximum of 20.
You may cast Protection from Evil and Good and Zone of Truth with this feat. Once you cast each of these spells, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
You gain proficiency in Insight and have advantage on ability checks to determine if someone is lying to you.
Aquatic Affinity
Prerequisite: Triton
Your regal Triton lineage has grown, strengthening your connection to the seas.
You gain proficiency in Persuasion or Intimidation.
You may cast Create or Destroy Water and Conjure Animals, summoning only beasts with a swim speed. Once you cast each of these spells, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
While swimming, you have advantage on strength ability checks and you may take the Dash as a bonus action.
Child of Dendar
Prerequisite: Yuan-ti Pureblood
You embrace the Night Serpent's gifts, further growing your connection to your serpentine heritage.
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
You learn the Mage Hand cantrip. When you cast it this way, it appears as a spectral snake.
You may cast Hypnotic Pattern with this feat. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.
You gain 5ft of Blindsight.
Firbolg Flair
Prerequisite: Firbolg
Your Firbolg connection to the wilds has grown.
Increase your Strength or Wisdom score by 1, to a maximum of 20.
You learn the Druidcraft spell.
You learn the Animal Messenger spell and may only cast it as a ritual.
You move easily in nature, ignoring non-magical difficult terrain created by trees, vines and other natural forest phenomenon.
Goblinoid Tactics
Prerequisite: Bugbear, Goblin, Hobgoblin
As a Goblin, Hobgoblin or Bugbear, you're accustomed to working with others to accomplish your goals.
You can take the Help action as a reaction to another creature within 10 feet of you making an attack roll or ability check to give them advantage on that roll. Additionally, when you use Help as a reaction in this way to aid an ally in attacking a creature, the target of that attack can be within 10ft of you, rather than within 5ft of you, if the target can see or hear you.
Human Grit
Prerequisite: Human
Human perseverance is legendary and you are no exception.
Once per long rest, when you fail a saving throw, you may choose to succeed.
In addition, when you roll a 1 when rolling hit die to restore hit points, you can reroll the die and must use the new roll, even if the new roll is a 1.
Kobold Cleverness
Prerequisite: Kobold
Most Kobolds are bright but you are cleverer than most.
Increase your Intelligence or Dexterity score by 1, to a maximum of 20.
You gain proficiency with Thieves' Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
When you create a trap using Thieves' Tools, the trap's save DC is never less than your Intelligence score.
You may cast Find Traps with this feat. Once you cast it, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.
Minotaur Might
Prerequisite: Minotaur
Your minotaur traits strengthen as you embrace your heritage.
Increase your Strength or Constitution score by 1, to a maximum of 20.
Hardened Horns. Your horns are harden, increasing the damage die to a d8. In addition, your horns now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Labyrinthian Recall. Your gain the ability to perfectly recall any path you have traveled.
Mountainborne
Prerequisite: Goliath
Your Goliath heritage courses through your veins, strengthening your connection to your giant ancestors. You have the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
Climbing doesn't cost you extra movement.
Your proficiency bonus is doubled for Athletics ability checks.
You permanently grow 1d6 inches taller.
Reptilian Blood
Prerequisite: Lizardfolk
The blood of your mighty ancestors empowers your Lizardfolk traits.
Your body is quick to regenerate. At the start of each of your turns, you regain hit points equal to your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. You also regrow any missing fingers or toes during a long rest.
You gain immunity to poison damage and the poisoned condition.
Your scales grow sharper and thicker, increasing your AC by 1 and giving you proficiency in Intimidation.
Shellraiser
Prerequisite: Tortle
You've mastered using your Tortle shell in combat and have the following benefits:
Increase your Strength or Wisdom score by 1, to a maximum of 20.
Your base AC becomes 18, instead of 17.
Shell Slam. As a reaction to an enemy ending its turn within 5ft of you, you may attempt to push it 5ft away or knock it prone with a Shove from your shell. You are proficient with this Strength (Athletics) ability check. The target must be no more than one size larger than you.
Star-Touched
Prerequisite: Far-Touched
Your Far-Touched Eldritch Manifestation grows in power.
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
Your Eldritch Manifestation strengthens. You gain expertise in the skill granted by it, which means your proficiency bonus is doubled for any ability check you make with it
You gain the cosmetic effects of the Eldritch Manifestations you did not choose, as listed below.
Eldritch Manifestation
Eldritch Endurance. Your limbs have been warped by the Far Realm. Your arms and legs all grow by 1d6 inches, while remaining a medium-sized creature.
Eldritch Mind. You have unlocked secrets not meant for the mortal mind. Your eyes permanently become a solid color of your choice.
Eldritch Protuberance. You grow 1d4 fleshy tentacles on your face of 1d12 inches in length each. These growths are unable to hold or utilize items and offer no additional mechanical use.
Eldritch Tinge. Regardless of color or texture, your skin takes on an iridescent sheen.
Void-Touched
Prerequisite: Far-Touched
You embrace your connection to the void as a Far-Touched, strengthening your gifts.
Mental Shield. You have advantage on intelligence and charisma saving throws as your mind hardens its mental defenses.
Void Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 30 feet as your senses adapt to the emptiness of the void.