These feats are also allowed next to those from the PHB.
Maybe, but will need some real discussion with the DM and won’t involve dragons in any way.
Prerequisite: No other dragonmark
|
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
- When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
You also develop a random flaw from the Aberrant Dragonmark Flaws table.
Aberrant Dragonmark Flaws
d8
|
Flaw
|
1
|
Your mark is a source of constant physical pain.
|
2
|
Your mark whispers to you. Its meaning can be unclear.
|
3
|
When you're stressed, the mark hisses audibly.
|
4
|
The skin around the mark is burned, scaly, or withered.
|
5
|
Animals are uneasy around you.
|
6
|
You have a mood swing any time you use your mark.
|
7
|
Your looks change slightly whenever you use the mark.
|
8
|
You have horrific nightmares after you use your mark.
|
|
Prerequisite: Halfling
|
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can't use your Lucky racial trait before the end of your next turn.
|
Source: XGE, page 73
|
You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:
- 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 ordinary conversation and card handling.
- Hidden Ace. When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
|
Source: BMT, page 49
|
Time spent mastering the culinary arts has paid off, granting you the following benefits:
- Increase your Constitution or Wisdom by 1, to a maximum of 20.
- You gain proficiency with cook's utensils if you don't already have it.
- As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
- With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
|
Source: TCE, page 79. Reprinted as Chef in PHB'24
|
Note, the Discount ability has been removed.
You gain the following benefits.
Tool Proficiency. You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table.
Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.
Fast Crafting
Artisan's Tools
|
Crafted Gear
|
Carpenter's Tools
|
Ladder, Torch
|
Leatherworker's Tools
|
Crossbow Bolt Case, Map or Scroll Case, Pouch
|
Mason's Tools
|
Block and Tackle
|
Potter's Tools
|
Jug, Lamp
|
Smith's Tools
|
Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot
|
Tinker's Tools
|
Bell, Shovel, Tinderbox
|
Weaver's Tools
|
Basket, Rope, Net, Tent
|
Woodcarver's Tools
|
Club, Greatclub, Quarterstaff
|
|
Source: PHB'24, page 200
|
Divinely Favored; will be specifically tailored to a deity from the setting, with a cantrip and spell that fit well.
Dwarven Fortitude
Eldritch Adept; for anyone except warlocks. Comes with some hefty story stuff and in game consequences. Invocation can't be changed.
Elven Accuracy
Fade Away
Fey Teleportation
Fey Touched; only if your character has actually spent a lot of time, months, in the Feywild.
Fighting Initiate; only if you don’t already have a Fighting Style. You can’t change the style unless you find a trainer again and invest time and money.
Flames of Phlegethos
Infernal Constitution
Knight of the Crown; only if your character is a member of a fitting organization.
Knight of the Rose; only if your character is a member of a fitting organization.
Orcish Fury
Prodigy
Second Chance
Shadow Touched; only if your character has actually spent a lot of time, months, in the Shadowfell.
Skill Expert
Squat Nimbleness
Strixhaven Initiate; will be adapted to an organization in the world, with fitting the spells granted.
Telepathic
Wood Elf Magic