Axepert
Thanks to extensive practice with the handaxe, battleaxe, and greataxe, you gain the following benefits:
- You are proficient with all axe weapons (handaxe, battleaxe, greataxe)
- When you make a successful melee attack with a greataxe, you can use a bonus action to make a ranged attack with a handaxe
- You can make a Strength-based ranged attack by throwing a battleaxe. (range 20/40 feet)
Simple
(Prerequisite: Intelligence score of 9 or lower)
You aren’t smart. Choose one ability score other than Intelligence to increase by 1. You are immune to being magically charmed or frightened.
Additionally, when a creature attempts to deal psychic damage to you, it must make a Wisdom saving throw (DC = 8 + your proficiency + your Constitution modifier). On a failed save, that creature’s attack fails. Additionally, that creature sustains psychic damage equal to your proficiency modifier.
If your Intelligence score later increases beyond 9, you still maintain all the features of this feat.
Forked Tongue
+1 to Charisma, proficiency in Deception and Persuasion
You’re able to twist your words to take on different meanings depending on who hears them. When speaking to more than 1 creature (up to a maximum of 2) that can understand you, you can make a statement up to 25 words. When you do, you can target one additional creature to hear an entirely different statement than what was said. This statement also cannot exceed 25 words.
After your statement, any creature within 15 feet of you may notice odd inflections in your voice and can make a Wisdom (Insight) check against your Charisma (Deception). If they succeed, they can tell that you used this ability but cannot discern what else was said. If you choose to, you can make it apparent to the targeted creature that you used Forked Tongue to speak directly to them.
Intrinsic Arcana
(prerequisite Sorcerer, Warlock)
In your practice of magic, you’ve experimented with and mastered the ability to focus and embolden your magic through the very fibers of your being. Your Constitution score increases by 1, to a maximum of 20. Additionally, your spellcasting ability is now Constitution instead of Charisma. Your spell save DC equals 8 + your proficiency bonus + your Constitution modifier. Your spell attack modifier equals your proficiency bonus + your Constitution modifier.
Forgettable
Perhaps by chance or by design, no one can quite place who you are or how they met you. You just seem to have one of those faces that people find incredibly easy to forget the moment you leave the room.
Your Charisma score increases by 1 to a maximum of 20. Whenever you interact with a creature whom you’ve previously met, they are required to make a Wisdom saving throw (DC = your Charisma score). You can choose to enable a creature to automatically succeed on their saving throw. On a failed save, the creature can’t quite recall if they’ve ever met you. You have advantage on your Charisma (Deception) checks with that creature for 1 minute.
Bad Omen
You carry a dark aura about you that imposes misfortune on others.
At the end of a long rest you have 1 Omen Point. You gain an additional Omen Point each time you roll a natural 20 on an attack, saving throw, or ability check. Whenever an NPC within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can spend 1 Omen point. You can choose to spend 1 of your Omen Points after you roll the die, but before it must be spent before the outcome is determined. The creature disregards their d20 roll and instead rolls 3d6.