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  1. Unearthed Arcana: Feats for Races. This Is Playtest Material. The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development and editing.

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    • Overview
    • Agent of Order
    • Baleful Scion
    • Cartomancer
    • Cohort of Chaos
    • Ember of the Fire Giant
    • Fury of the Frost Giant
    • Guile of the Cloud Giant
    • Keenness of the Stone Giant
    • Outlands Envoy

    The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing. They aren't officially part of the game and aren't permitted in D&D Adventurers League events. Ask your Dungeon Master before using any material on this page.

    If Wizards of the Coast decides to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.

    You can channel cosmic forces of order that lock the multiverse into patterns. Your actions are your own to choose, but these forces grant you the following benefits:

    Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20.

    You can channel cosmic forces of evil that cause pain but invigorate your being. You can choose your own actions despite this malign connection. You gain the following benefits:

    Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20.

    You have learned to channel your magic through a deck of playing cards, granting you these benefits:

    Card Focus. You can use a deck of cards as your spellcasting focus. When you use the deck as a focus to cast a spell that deals damage, roll a d4. You gain a bonus to one damage roll of the spell equal to the number rolled. This bonus applies to one creature of your choice that you can see damaged by the spell; you can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use prestidigitation in this way, you can conceal the verbal and somatic components of the spell as mundane conversation and card-handling.

    Hidden Ace. When you finish a long rest, you can choose one spell you know and imbue it into a card; the chosen spell must have a casting time of 1 action, and its level must be less than or equal to your proficiency bonus. While the card is imbued with the spell, you can use your bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.

    You can channel the cosmic forces of chaos that drive the multiverse toward both freedom and disarray. Your actions are still yours to choose, but you gain these benefits:

    Increase an ability score of your choice by 1, to a maximum of 20.

    When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll on the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can't occur until after the first flare ends.

    Chaotic Flares

    You've manifested the fiery combat emblematic of fire giants, granting you the following benefits:

    Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.

    Born of Flame. You have resistance to fire damage.

    Searing Ignition. When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice within 15 feet of you that can see you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it is blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn't blinded. You can use your Searing Ignition a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    You've manifested the icy might emblematic of frost giants, granting you the following benefits:

    Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.

    Born of Ice. You have resistance to cold damage.

    Frigid Retaliation. Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, it takes 1d8 + your proficiency bonus cold damage, and its speed is halved until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    You've manifested the airy speech and magic emblematic of cloud giants, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.

    You've manifested the physical talents emblematic of stone giants, granting you the following benefits:

    Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.

    Stone Throw. As a bonus action, you can touch a rock that can fit in the palm of your hand and imbue it with magic. While the rock is imbued with magic and you are wielding it, the rock is a magic ranged weapon with which you're proficient, and it has the thrown property with a normal range of 60 feet and a long range of 180 feet. On a hit, the rock deals 1d10 bludgeoning damage, and if the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat) or be knocked prone. The magic remains in the rock until you hit with it or finish a long rest. You can imbue a number of rocks equal to your proficiency bonus with this bonus action, and you regain all expended uses when you finish a long rest.

    Cavernous Sight. You gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.

    You have spent significant time in Sigil or elsewhere in the Outlands, the crossroads of the multiverse. Being steeped in converging planar energies grants you these benefits:

    Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20.

  2. Jan 22, 2023 · Released 10/08/2021. By Christopher Perkins, Jeremy Crawford. This UA brings us six new races to explore: Astral Elf, Giff, Autognome, Hadozee, Plasmoid, and Thri-kreen. Each of these races supposedly comes from a corner of the multiverse so we’ll be excited to see what sort of material follows.

    • Scott Lucero
  3. Jul 13, 2020 · Download a PDF of new feats for D&D, each offering a way to become better at something or to gain a new ability. These feats are in playtest form and not official game content.

  4. To begin with, since using feats is an optional rule, it’s important to never assume that a particular feat will be a part of the game. For instance, a class can’t refer to a feat, and feats should never be granted as class features. As well, we can’t rely on feats to carry the mechanical load for actions and abilities that should be ...

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  5. Go to UnearthedArcana. r/UnearthedArcana. MembersOnline. •. Kaiburr_Kath-Hound. ADMIN MOD. Sarguro's Compendium Racial Feats (Complete) - 45 New Racial Feats a'la Xanathar's Guide to Everything! This covers EVERY official, non-PHB races, compiled and adjusted for feedback! Feat. Share Add a Comment. Sort by: Best. Open comment sort options. Best.

  6. Apr 25, 2017 · A review of the Unearthed Arcana article that introduces feats for each race in the Player's Handbook. The review covers the pros and cons of each feat, the design choices and implications, and the potential impact on gameplay.

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