Table of Contents
- Customization Options
- Multiclassing
- Feats
- Homebrew Feats
- Perks
- Adored
- Attunement
- Avoidance
- Beneficent
- Cantrip Sage
- Chemist
- Cloakmaster
- Climber
- Cunning Movement
- Deft
- Dodge
- Empath
- Escape Artist
- Firebrand
- Fit
- Fleet-Footed
- Fleetness
- Full of Life
- Gorilla Technique
- Gourmet
- Hard of Hearing
- Hardheaded
- Hardy
- Healer
- Healthy
- Impalement Arts
- In the Darkness
- Interfere
- Marksman
- Master Swordsman
- Material Caster
- Pious
- Polar Bear
- Polyglot
- Preservationist
- Prowess
- Rite Master
- Ritualist
- Rod
- Scavenger
- Shield Bearer
- Shield Use
- Stalwart
- Stout
- Swimmer
- Tactician
- Tracker
- Tradesman
- Vile
- Weathervane
- Whip Master
Customization Options
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.
Eldritch Empowerment
You learn two Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.
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.
Gastronomy
You have taken the art of cooking to a new art level. No longer will you look at ingredients like a normal person. You now have new eyes and a mind that always churns thinking of what could be turned into a recipe and a meal. This path is not one followed by mere chefs, but those whose life of adventure and search of new and unique food allows you to excel beyond “just cooking a meal”.
You immediately gain the following abilities:
- Increase your Constitution or Wisdom score 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 several creatures equal to four + 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 several treats equal to your proficiency bonus. These special treats last eight hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points or heal equal to your proficiency bonus.
- You can cook what would normally be poisonous dishes and make the editable. The DC for success is eight + the CR of the creature to be eaten. Success means the specific meat or vegetable is no longer poisonous and can be eaten safely. Failure means that eat consumer of the food takes the CR in 1d6 damage. Once the meal is cooked, no one knows if it is poisonous or not until eaten. Upon a successful meal, the consumer of these meals gains a resistance to poison for as many hours of the CR of the creature eaten hours. Only one attempt can be made per long rest.
- Much like an alchemist you can craft wondrous creations, but yours are made of meals. Given at least two hours and the proper ingredients you can craft many different, delicious, and powerful dishes. Some recipes might take longer to accomplish.
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.
Tool Expert
You have honed your proficiency with particular tools, granting you the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in one tool kit of your choice.
- Choose one tool kit in which you have proficiency. You gain expertise with that tool kit, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
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.
Upgrade Familiar One
Minimum Level: 8
As a wizard you have explored and developed new techniques on how to best train and increase the usefulness of your familiar. This feat gives you three more familiar points to spend on your summoned familiar.
Upgrade Familiar Two
Minimum Level: 16
Continuing where you left off, you have been able to calculate the exact amount of spirit and magical energy it takes to upgrade your familiar again. You can spend another three extra points on your familiar.
Upgrade Pact of the Chain Familiar One
Minimum Level: 8
Much like the wizard spells of upgrading their familiar, the warlock can do the exact thing, but using different methodologies. Communing with their patron and instead of requesting additional power for themselves, they request it for their familiar, which will convert their current familiar with a Stage Two version.
Upgrade Pact of the Chain Familiar Two
Minimum Level: 16
Requirement: Upgrade Pact of the Chain Familiar One
Continuing the tradition and power allotment, the warlock begs their patron for yet more power for their familiar creating something that is far more than a familiar and something short of a real monster. Some of these would give dragons a pause. This feat allows the Chain of the Pact to grow into a Stage Three familiar. Note that Upgrade Pact of the Chain Familiar One must have already been chosen.
Perks
Perks are like feats, but in a lessor sense. They can alter how a character does something, but the low-level Perks will mostly add in a new flavor to the play. These are rewarded to the characters at specific points of the campaign, such as when a new major chapter has been completed. They are awarded to the party by the gamemaster at the appropriate time they decide.
Adored
Minimum Level: 6
Class Requirement: Bard
Adoration. When a creature using one of your bardic inspirations dies, you can, as a reaction if you are not restrained, begin a standing ovation. Illusory roses, confetti, and underwear appear around the creature as if thrown from an adoring crowd whose rapturous applause can be faintly heard. The creature rolls the bardic inspiration die with advantage (it rolls two dice and chooses the highest result).
Once you use this perk, you may not do so again until you finish a short or long rest.
Attunement
Minimum Level: 3
Through the thorough understanding of yourself and the attunement of magic items, you can attune to one additional item than normal.
Avoidance
Minimum Level: 3
If you hit a creature with a melee attack on your turn, you do not provoke opportunity attacks from that creature until the end of your turn. Once you use this perk, you can’t use it again until you finish a short or long rest.
Beneficent
Minimum Level: 6
Class Requirement: Paladin
You instinctively know where a patient’s tension is being held. The divine touch of your hand can temporarily relieve these pressure points, bringing a welcome bliss.
Massage. When you expend at least 5 points of your Lay on Hands, you can give a brief, gentle, but expert massage. The recipient has advantage on its next attack roll, ability check, or saving throw. Once you use this perk, you cannot do so again until you finish a short or long rest.
Cantrip Sage
Minimum Level: 3
Choose one cantrip you know that deals damage. When you cast that cantrip, you can forego the damage roll and deal maximum damage instead of rolling. Once you use this perk, you can’t use it again until you finish a long rest.
Chemist
Minimum Level: 6
You have Resistance to Acid damage.
Cloakmaster
Minimum Level: 3
When you roll a Dexterity (Stealth) check made to hide and you have disadvantage on the roll because of the armor you wear, you can choose to remove the disadvantage and make a straight roll instead. You can’t use this perk to gain advantage on your Dexterity (Stealth) roll in any way. Once you use this perk. You can’t use it again until you finish a short or long rest.
Climber
Minimum Level: 3, Prerequisite: No climbing speed
You gain a climbing speed of 20 feet.
Cunning Movement
Minimum Level: 3
You razzle-dazzle an opponent that is adjacent to you sufficiently such that one ally of yours who is adjacent to you and the opponent gain an additional attack against that opponent at the cost of your action. Once you have used this Perk, you cannot use it again until you finish a long rest.
Deft
Minimum Level: 3
You catch yourself instinctively finding the center of gravity of items you hold, often balancing them on a single finger.
Centre of Gravity. Choose any weapon with which you are proficient. Until the end of your next turn, that weapon gains the thrown property (range 20/60) and gains a +1 bonus to attack, and damage rolls you make when you throw that weapon. Once you use this perk, you can’t use it again until you finish a short or long rest.
Dodge
Minimum Level: 6
As a reaction, turn any Critical Hit against you into a normal Hit. Once you use this perk, you can’t use it again until you finish a long rest.
Empath
Minimum Level: 3
You may add 1d4 to any Insight checks or Charisma saving throws. Once you use this perk, you can’t use it again until you finish a long rest.
Escape Artist
Minimum Level: 3
Your pursuers swear you bathe in grease; no one can keep their hands on you.
- If you add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself, you can instead add twice your proficiency bonus.
- When you escape a creature’s grapple on your turn, you can immediately use your bonus action to attack the creature you escaped.
Once you use this perk, you may not do so again until you finish a short or long rest.
Firebrand
Minimum Level: 6
You have Resistance to Fire damage.
Fit
Minimum Level: 3
You can ignore 1 level of Exhaustion (you will not die until 7th level).
Fleet-Footed
Minimum Level: 6
Class Requirement: Rogue
For short bursts your movement is so quick it leaves a blurred after-image.
Quickstep. When you use your Cunning Action, you can take the Dodge action. A blurry after-image of your movement is left in your wake until the start of your next turn.
Once you use this perk, you cannot do so again until you finish a short or long rest.
Fleetness
Minimum Level: 3
Your walking speed increases permanently by 5 feet.
Full of Life
Minimum Level: 6
You have Resistance to Necrotic damage.
Gorilla Technique
Minimum Level: 6
Class Requirement: Monk
For fleeting moments, you find yourself able to interact with objects just beyond your physical reach. Your aura visibly glows when you channel ki and seems to extend far beyond the reach of your arm.
Long Strike. Until the start of your next turn, the reach of all your unarmed strikes is increased by 10 feet.
Once you use this perk, you cannot do so again until you finish a short or long rest.
Gourmet
Minimum Level: 3
You gain the instinctive knowledge of how to properly season, prepare, and cook food. Any dish you make is guaranteed to be delicious and filling regardless of whatever foul ingredients went into it. Add an additional 1d6 to any cooking rolls you make.
Hard of Hearing
Minimum Level: 6
You have Resistance to Thunder damage.
Hardheaded
Minimum Level: 6
You have Resistance to Psychic damage.
Hardy
Minimum Level: 6
You have Advantage on all Death Saves.
Healer
Minimum Level: 3
Choose one 1st-level spell you know or have prepared that regains hit points, such as cure wounds or healing word. When you cast that spell at its base level, you can forego the healing roll and cause the target to regain the maximum number of hit points possible from that spell. Once you use this perk. you cannot use it again until you finish a long rest.
Healthy
Minimum Level: 3
When you roll Hit Dice for healing you may re-roll any 1’s or 2’s rolled. You must keep the new result. This effect is retroactive to previous rolls.
Impalement Arts
Minimum Level: 3
When you attack with any thrown weapon, you can treat a roll of 19 or 20 on the d20 as a critical hit. Once you use this perk, you can’t use it again until you finish a long rest.
In the Darkness
Minimum Level: 6
You have Resistance to Radiant damage.
Interfere
Minimum Level: 6
As a reaction, you may give an attack against you Disadvantage. Once you use this perk, you can’t use it again until you finish a long rest.
Marksman
Minimum Level: 3
When you attack with a short bow, longbow, light crossbow, heavy crossbow, or hand crossbow, you can treat a roll of 19 or 20 on the d20 as a critical hit. Once you use this perk, you can’t use it again until you finish a long rest.
Master Swordsman
Minimum Level: 6
Your expertise with the blade is unmatched and few rival your skill.
- While wielding a sword, when you take the dodge action, you can use your bonus action to make a single melee attack at disadvantage.
- While wielding a sword and attacking at disadvantage, you can choose to ignore the disadvantage and instead attack with advantage. Once you use this feature you must complete a long rest before you can use it again.
- When attacking with a sword, you can choose to deal bludgeoning, piercing, or slashing damage, rather than the normal damage type. You must choose the damage type of the attack before making the attack roll.
Material Caster
Minimum Level: 3
Whenever you cast a spell that has a material component that is consumed by the spell, and the material component has a gold piece cost, such as revivify or arcane lock, the material cost for the spell is reduced by 25%. For example, revivify would require diamonds worth 225 gold pieces, rather than 300 gold pieces.
Once you use this perk, you can’t use it again until you finish a long rest.
Pious
Minimum Level: 6
Class Requirement: Cleric
Endow Grace. As a bonus action you can cause a beam of light to shine down on a target you can see within 60 feet. For the next minute, it gains a +1 bonus to all attack rolls, skill checks, and saving throws.
Divest Finesse (Evil-aligned variant). As a bonus action you can cause a beam of darkness to shine down on a target you can see within 60 feet. For the next minute, it gains a -1 penalty to all attack rolls, skill checks, and saving throws.
Once you use this perk, you may not do so again until you finish a long rest.
Polar Bear
Minimum Level: 6
You have Resistance to Cold damage.
Polyglot
Minimum Level: 3
You learn one additional language of your choice. You can choose this perk multiple times.
Preservationist
Minimum Level: 3
Using materials available in your harvester’s kit, you can extend the life of harvested items. Choose one harvested item and double it’s time to expire. Only the remaining time left for the expiration is doubled. Once a material has been preserved, it can no longer be affected by additional preservation efforts.
Only one material’s expiration can be extended per long rest.
Prowess
Minimum Level: 3
You gain proficiency with one skill of your choice. This perk cannot be used to gain expertise with any skill. You can choose these perk multiple times if you choose a different skill each time.
Rite Master
Minimum Level: 3
Whenever you cast a spell as a ritual, the spell’s casting time is increased by 5 minutes instead of 10. All other requirements for ritual casting still apply.
Ritualist
Minimum Level: 6
Class Requirement: Wizard
When you prepare your spells for the day, you can spend ten minutes preparing one ritual spell you know. It appears as arcane script on your forearm. Before you finish you next long rest, you can cast that spell using only its casting time, and without expending a spell slot. When you do so, the script fades away, and you cannot cast it again using this feature until the next long rest.
Rod
Minimum Level: 6
You have Resistance to Lightning damage.
Scavenger
Minimum Level: 3
You find twice as much food from plants and dead animals upon a successful Survival check.
Shield Bearer
Minimum Level: 3
Sometimes others can benefit from your skill with a shield more than you could.
- Your Strength or Constitution score increases by 1, to a maximum of 20.
- You can choose to impose disadvantage on any attack of opportunity made against a creature within 5 feet of you.
Once you use this perk, you may not do so again until you finish a short or long rest.
Shield Use
Minimum Level: 3
When you are hit with a melee attack, you can use your reaction to add a +2 bonus to your AC, possibly turning the hit into a miss. You must be wielding a shield and you must be able to see the attacker to gain this benefit. The increase lasts until the end of the attacker’s next turn. Once you use this perk you cannot use it again until you finish a long rest.
Stalwart
Minimum Level: 3
When you hold position, your defenses become near impenetrable.
- At the start of your turn, you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn.
- When an effect causes you to move without expending your movement, you can choose to move half of the distance instead. Round down to the nearest 5-foot interval.
Once you use this perk, you may not do so again until you finish a short or long rest.
Stout
Minimum Level: 6
You have Resistance to Force damage.
Swimmer
Minimum Level: 3, Prerequisite: No swimming speed
You gain a swimming speed of 20 feet.
Tactician
Minimum Level: 3
When a creature within 30 feet of you that you can see makes an attack roll, you can use your reaction to grant advantage on that roll. Once you use this perk, you can’t use it again until you finish a long rest.
Tracker
Minimum Level: 6
Class Requirement: Ranger
You find yourself able to hone your senses on families of creatures and gain additional insights into the creature as you track it.
Tracker. You meditate for 10 minutes, focusing on one type of creature: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. For the next 8 hours, you have advantage on Wisdom (Survival) checks made to track creatures of that type.
On a successful check, you learn the following:
- The direction the creature headed.
- If the creature is aware of your presence.
- The creatures approximate speed (in mph).
- How long since the creature was last in this place.
- If the creature is healthy, bruised, bloodied. or wounded (> 75%, 50-75%, 25-50%, or <25% of hit points respectively).
Once you use this perk, you cannot do so again until you finish a long rest.
Tradesman
Minimum Level: 3
You gain proficiency with one tool, instrument, gaming set or kit of your choice. This perk cannot be used to gain expertise with any tool, instrument, gaming set or kit. You can choose these perk multiple times if you choose a different tool instrument, gaming set or kit each time.
Vile
Minimum Level: 6
You have Resistance to Poison damage.
Weathervane
Minimum Level: 6
You have Resistance to Air or Wind damage. You have advantage to remain standing against any attacks that might cause you to fall prone.
Whip Master
Minimum Level: 3
A whip in your hands becomes a deadly weapon.
- When you hit a large or smaller creature with a whip, the creature’s speed is reduced by 10 feet until the start of your next turn.
- Whips you wield gain the light property.
- The damage die of whips you wield increases from 1d4 to 1d6.
- You gain a +5 bonus to BDSM.