Expanded Racial Feats I

Continuing with our theme of 'content that seems like it should already exist', we present this first expansion to 5E's selection of racial feats. The racial feats of XGE were and are an excellent way to embellish a character of a certain race, but it's high time that a race other than elves got some more love. These feats begin with some of the races in Volo's, but we intend to expand the list further soon. We already have ideas, but we'd love to hear your take, too! Tell us which of these new options is most exciting to you, and let us know which other races you're most excited to see feats for!

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Expanded Racial Feats I

A common complaint about the racial feats in Xanathar’s Guide to Everything is the limited scope that they cover - only the Player’s Handbook races get any attention, except for those lucky kobolds and goblins being small. Seeing a need for the later additions to the racial catalog which are no less loved than the originals, these feats represent the first part in an ongoing effort to supplement these unrepresented races. Presented here in alphabetical order is a set of five racial feats for the Aasimar, Firbolg, Kenku, and Triton, all from Volo’s Guide to Monsters.

Each of these feats are designed to augment something that the races already do, or to provide a new and on-theme benefit that feels natural for the race in question. Each is balanced with the understanding that only a given race can acquire them, and that each is unattainable until level 4.

Care of the Divine

Prerequisite: Aasimar

You have mastered the use of your restorative celestial abilities. You gain the following benefits:

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

  • When you heal a creature with your Healing Hands racial trait, the target additionally gains temporary hit points equal to your level.

While a creature has these temporary hit points, it gains the following benefits:

  • It has advantage on saving throws against being charmed or frightened.

  • You can communicate telepathically with the creature so long as you are on the same plane. You always know the creature’s location so long as it is on the same plane as you.

Emissary to the Surface

Prerequisite: Triton

You are a liaison between the depths of the sea and the surface world. You gain the following benefits:

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

  • You gain proficiency in your choice of one of the following skills: Arcana, History, Investigation, Nature, or Religion. You also gain proficiency in your choice of one the following skills: Insight, Intimidation, or Persuasion.

  • You learn the spell water breathing and can cast it at will without expending a spell slot. Any creature under the effects of the water breathing spell cast by you can understand anything spoken by another creature under the effects of the same spell, irrelevant of whether they share a language. Additionally, any creature under the effects of the water breathing spell cast by you can verbally communicate underwater out to a distance of 60 feet as if speaking through normal air.

Eyes of the Scavenger

Prerequisite: Kenku

You embody the most ravenous aspects of a kenku’s avian nature. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.

  • You gain proficiency in your choice of disguise kits, forgery kits, poisoner’s kits, or thieves' tools.

  • You can cast the identify spell without material components as an action. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.

Fury of the Celestials

Prerequisite: Aasimar

You have tapped into the celestial fire in your soul and can harness it when you transform. You learn the sacred flame and word of radiance cantrips. Charisma is your spellcasting ability for them. When you transform using an Aasimar racial trait, you gain the following additional benefits for the duration of your transformation:

  • You and all creatures of your choice within 15 feet of you gain temporary hit points equal to your level.

  • When you cast either of these cantrips you can make a melee weapon attack as a bonus action.

Greater Firbolg Magic

Prerequisite: Firbolg

You have grown more in touch with your innate magical abilities. You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn detect magic, disguise self, locate animals and plants, and animal friendship, each of which you can cast once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a short or long rest. Wisdom is your spellcasting ability for all three spells. This feat replaces your Firbolg Magic racial trait.

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