The combination of ability scores, race, class, and background define your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But this chapter is for players who-with the DM’s permission – want to go a step further.
This chapter defines two sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels.
Multiclassing
Multiclassing allows you to gain levels in multi pie classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
With this role, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level.
For example:
If you have three levels in wizard and two in fighter, you’re a 5th-levei character.
As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. Vou might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus on exchange for versatility.
Multiclassing Example:
Gary is playing a 4th-level fighter. When his character earns enough experience points to reach 5th level, Gary decides that his character will multiclass instead of continuing to progress as a fighter. Gary’s fighter has been spending a lot of time with Dave’s rogue and has even been doing some jobs on the side for the local thieves’ guild as a bruiser. Gary decides that his character will multiclass into the rogue class, and thus his character becomes a 4th level fighter and 1st – level rogue (written as fighter 4/rogue 1).
When Gary’s character earns enough experience to reach 6th level, he can decide whether to add another fighter level (becoming a fighter S/rogue 1), another rogue level (becoming a fighter 4/rogue 2), or a level in a third class, perhaps dabbling in wizardry thanks to the tome of mysterious lore he acquired (becoming a fighter 4/rogue 1/ wizard 1).
Further details are in Chapter 6 of the Player’s Handbook.
Feats
A feat represents a talent or an area of expertise that gives a character special capability. It embodies training, experience, and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. Vou can take each feat only once unless the feat’s description says otherwise.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.
For example:
The Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse- you can’t benefit from the Grappler feat until your Strength is restored.
All the possible Feats are available for Players to choose for their characters except the Lucky Feat.

Homebrew Feats
As the Campaign progresses more Homebrew feats will be discovered and made available to the characters.
Blindfighting
Extensive and continuous training in complete darkness or in some cases with the aid of blindfolds, have allowed you to hone your remaining senses to a razor’s edge. This specialized combat training has granted you the ability to perceive your surroundings in ways others couldn’t begin imagining. Must have proficiency in Perception.
- You develop blindsight up to a range of 20 feet.
- Your blindsight can only work in a setting where your character can use his other senses, like hearing and smell.
- You gain advantage on Perception checks relying on hearing and scent.
End Him Rightly
You have mastered a little-known sword technique. As an action, you can unscrew the pommel from your sword and throw it at a creature within 20 feet of you. When you do so, you make a ranged weapon attack against it using your Strength modifier (you are proficient in this attack). On a hit, the target takes bludgeoning damage equal to 1d4 + your Strength modifier and must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Strength modifier or be stunned by the impracticality of your tactics until the end of your next turn. The pommel lands within 5 feet of the target, and you have disadvantage on all attack rolls made with the sword whose pommel you unscrewed (due to it being imbalanced) until you pick it up and use an action to screw it back on.
Requires proficiency in at least one kind of sword.
Resourceful
You’ve always hated leaving anything to waste and have always made sure you get the most out of any situation.
- You gain proficiency in the harvesting kit and the herbalism kit.
- You ignore any penalties for harvesting a creature that died a particularly violent death.
- Both appraising and harvesting a creature take half the time than it normally would.
Town Drunk
You have been drinking for years and have gotten used to the effect of alcohol.
Once you have this feat you gain the following benefits:
- Tipsy and Drunk are now the same level (1/2 your intoxication level)
- You no longer have disadvantages until you reach Wasted.
- You gain a +2 to reach the “Blackout” stage.
- You won’t get hungover if you don’t pass Drunk.