You dig and mine twice as fast and twice as much.
Your maximum hit point increases by 1, and again whenever you gain a level.
You can take an action to gain tremorsense (60 feet, stone) for a number of minutes equal to ten times your proficiency bonus.
Once you use this feature, you can't use it again until you finish a rest.
You have advantage on saves against the intoxicated and poisoned conditions, and you have resistance to poison damage.
You have advantage on checks against interrupted rests.
When you are reduced to 0 hit points, you become stabilized at the start of your next turn.
You can take the Crafting activity with armor and weapons during a rest.
When you take the Attack action on your turn and you hit the same target with all of your attacks, you deal 1d10 fire damage to the target at the end of your turn.
You can ignore the effects of Going Without Bathing for a year, instead of a week.
It takes you 10 minutes to finish the Repair Equipment task during a rest, instead of 1 hour.
When you take the Foraging activity, you find twice as much food and water. Moreover, when you take the Prepare a Meal task during a rest, you can prepare a day's worth of food for a number of creatures equal to your mastery bonus, instead of your proficiency bonus, and any creature that eats the food you prepare gains a number of temporary hit points equal to your level.
You have immunity to poison damage.
You count as one size larger when determining your carrying capacity.
The duration and range of your Stonecunning feature is doubled.
When you repair an armor or weapon, it gains the fair masterwork upgrade until you finish your next long rest.
When you are reduced to 0 hit points, you can take a reaction to be reduced to 1 hit point instead.
Once you use this feature, you can't use it again until you finish a long rest.
When you take the Attack action while unarmed or with a melee weapon and critically hit, you can cause the creature to expend one of its hit dice and you to regain an expended hit die.
Once you use this feature, you can't use it again until you finish a short rest.
When a creature takes the Attack action while unarmed or with a melee weapon and critically hits you, you can take a reaction to gain resistance to the attack's damage.
Once you use this feature, you can't use it again until you finish a long rest.
When you use your Stonecunning feature, you gain throughvision for the same duration and range.
When you expend a hit die to regain hit points, any friendly creature within reach can take a reaction to expend one of its hit dice and regain a number of hit points equal to the roll plus its Constitution modifier.
You can reroll any 1 on a hit die.
Your AC is 13 + your Constitution modifier, provided you don't have armor (except shields) equipped.
You can remove one level of exhaustion for each hit die that you expend during a long rest.
When you expend a hit die to regain hit points, you regain a minimum number of hit points equal to your Constitution modifier.
When you take the Move action again on the same turn while in a mountain or underground environment, you gain a number of temporary hit points equal to your Constitution modifier.
You can take an action to start raging. While raging, when you take the Attack action with a melee weapon, you can expend a hit die to lower your critical hit threshold by 1. Moreover, whenever you critically hit with a melee weapon, the armor equipped by the target becomes degraded twice, instead of once.
Once you use this feature, you can't use it again until you finish a long rest.