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System Changes
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Player-facing Changes
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- Aganazzar's Scorcher
- Barkskin
- Crown of Madness
- Darkvision
- Find Traps (Detect Traps)
- Flame Blade
- Healing Spirit
- Heat Metal
- Lesser Restoration
- Melf's Acid Arrow
- Nystul's Magic Aura
- Pass Without Trace
- Rime's Binding Ice
- Rope Trick
- See Invisibility
- Tasha's Mind Whip
- Vortex Warp
- Web
- Wither and Bloom
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- Athlete
- Charger
- Cartomancer
- Defensive Duelist
- Dual Wielder
- Dungeon Delver
- Durable
- Dwarven Fortitude
- Fey Teleportation
- Fighting Initiate
- Grappler
- Great Weapon Master
- Healer
- Heavy Armor Master
- Mage Slayer
- Magic Initiate
- Martial Adept
- Medium Armor Master
- Metamagic Adept
- Piercer
- Revenant Blade
- Savage Attacker
- Sharpshooter
- Skilled
- Skulker
- Svirfneblin Magic
- Tavern Brawler
- Wood Elf Magic
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- Aarakocra
- Aasimar
- Bugbear
- Changeling
- Deep Gnome
- Elf
- Fairy
- Gnome
- Half Elf
- Harengon
- Human
- Lizardfolk
- Minotaur
- Satyr
- Shadar-Kai
- Simic Hybrid (Hybrid)
- Tiefling
- Triton
- Warforged
- Yuan-Ti
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DM-facing changes
Hunting Rites
Prerequisite: Lizardfolk
You learn the magical rites of hunting passed down by certain Lizardfolk tribes. You gain the following benefits:
- Increase your Strength, Dexterity, or Wisdom by 1, to a maximum of 20.
- As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create a shield, weapon, or ammunition traditional to the tribe you learned these rites from, excluding crossbows and firearms. The creature you harvest from must be medium or larger if the weapon you create has the heavy property. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
- As part of a field or long rest, you can apply one of the following runes to a weapon made by this feature:
- Precision: when activated, this rune adds an additional 1d8 damage to the weapon’s damage roll.
- Challenge: when activated, and you are within 30 feet of the creature, this rune forces the creature hit by the weapon to make a Wisdom saving throw or have disadvantage to attack any creature besides you until the end of its next turn.
- Topple: when activated, this rune forces the creature hit by the weapon to make a Dexterity saving throw or be knocked prone.
- When you attack and hit a creature with a weapon you have inscribed a rune on through this feature, you may activate the rune to apply its effect to the attack. A rune can be activated only once, and must be reapplied through this feature in order for it to be used again.
- Runes applied this way last until the end of your next field or long rest.
- This feat can be selected multiple times. Each time you select the feat you may apply an additional rune to one weapon during a field rest or distribute them amongst multiple weapons.
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