School Initiate
You choose one school of magic to learn 2 cantrips from. You
also learn 1 1st-level spell from that you can cast for free once
per long rest. Intelligence, Wisdom or Charisma is your
spellcasting ability for these (your choice).
Photographic Reflexes
As a reaction, when you see a creature within 60 feet of you
perform a melee weapon attack, ranged weapon attack, or use
a specific combat maneuver (such as a Battle Master maneuver
or a Monk's ki feature), you can. You can only memorize
physical or natural abilities and they can only be from creatures
of a level/CR lower or equal to your level. On a success, you can
replicate that attack or maneuver as if you had the same
features or abilities as the creature. This ability to replicate lasts
until you complete a short or long rest. You can spend 10
minutes observing a creature's combat style to gain temporary
proficiency in one weapon or skill they are proficient in. This
proficiency lasts for 1 hour. You can use this feature a number of
times equal to your Proficiency Bonus per long rest.
Hand to Hand
Your Strength, Dexterity or Constitution increases by 1 to a
maximum of 20.
You add your PB to your damage rolls with your unarmed
attacks and improvised weapons.
You become proficient with improvised weapons.
Metamagic Adept
Prerequisite: Being able to Cast at least one Spell
You've learned how to exert your will on your spells to alter
how they function:
You learn 2 Metamagic options of your choice from the Sorcerer
Class. You can only apply one Metamagic option to each Spell
you Cast only once, unless it specifies otherwise. Whenever you
reach a Level that grants the Ability Score Improvement
Feature, you can replace one of these Metamagic options with
another one from the Sorcerer Class.
You gain 3 Sorcery Points to expend in Metamagic options
(these points are added to any Sorcery Points you have from
another source). You regain all expended Sorcery Points when
you finish a Long Rest.
You gain the Flexible Casting part of the 2nd-Level Font of Magic
Feature of the Sorcerer, allowing you to convert Spell Slots into
Sorcery Points and vice versa.
If a Metamagic specifies that you must use your Charisma
Modifier, like the Metamagic Empowered Spell, you can use
your Spellcasting Modifier instead.
Tough
Your Constitution increases by 1, up to a maximum of 20.
You +2HP for every level your character has.
Savage Warrior
Your Strength, Dexterity or Constitution increases by 1 to a
maximum of 20.
You choose 1 Savage Exploit from the barbarian’s list.
*You can take this feat multiple times.
You can lower your AC to gain a bonus to your melee damage
until your next turn. -2 AC= +1d4, -4AC= +1d6, -6AC= +1d8, -
8AC= +1d10, -10AC= +1d12. This extra damage is the same as
the attacks main damage.
Divine Initiate
One of your attributes increases by 1, up to a maximum of 20.
You gain expertise with 1 skill you are proficient with.
You gain 1 Blessing from the Paladin list.
*You can take this feat multiple times.
Thrown Arms Master
Increase your Strength or Dexterity score by 1, to a maximum of
20.
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
thrown weapon attack as a bonus action.
Simple and martial melee weapons without the thrown property
have the thrown property for you. One-handed weapons have a
normal range of 30 feet and a long range of 100 feet, while two-
handed weapons have a normal range of 20 feet and a long range
of 60 feet.
Weapons that already have the thrown property increase their
short range by 20 feet and their long range by 40 feet for you.
Blood Reaper
When you take this feat you can increase your Strength,
Dexterity, or Constitution by 1 to a maximum of 20.
You have learned to draw off the life energy of other creatures
and use your own life energy to empower your attacks.
When you deal piercing or slashing melee damage to a creature,
you regain one of your used hit dice.
As a bonus action, when you hit a creature with a melee attack
roll you can roll up to 5 of your hit dice to deal necrotic damage
in addition to the weapon's damage.
Once you do you cannot do so again until you complete a long
rest.
Vanguard
While you are wielding a melee weapon, other creatures
provoke an opportunity attack from you when they enter the
reach you have with that weapon.
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.
Elemental Master
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage
types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type.
In addition, when you cast a spell of 1st level or higher that
deals damage of this type, the initial damage increases by one
damage die.
You can select this feat multiple times. Each time you do so, you
must choose a different damage type.
Experimental Scientist
You learn one 1st level spell from any spell list which you can
cast once per long rest for free. You also learn 1 Artificer
Infusion from the Infusions list.
*You can take this feat multiple times.
Monastic Spirit
One of your attributes increases by 1, up to a maximum of 20.
You gain the Monk’s Martial Arts feature but your Unarmed die
is a d4 and doesn’t scale up.
You learn one Technique that you qualify for from the Monks
list.
*You can take this feat multiple times.
Fighting Initiate
Your Strength, Dexterity or Constitution increases by 1 to a
maximum of 20.
You learn one fighting style from the Fighter’s list.
You learn one Tactic from the Fighter’s list that you qualify for.
Hunter Instincts
Prerequisite: Leonin
Your senses sharpen and you yearn for prey greatens. You gain
the following benefits:
When you use your Daunting Roar ability, you can make a
single claw attack as part of that action.
When you make a claw attack using Strength, you can add your
proficiency bonus to the attack's damage.
When you make a running long jump, the distance you can
cover increases by a number of feet equal to your proficiency
bonus.