When a creature that you can see makes a d20 roll using Strength or Dexterity, you can take a reaction to record the number rolled on the d20. For the next number of days equal to your proficiency bonus, you can replace a d20 roll that uses Strength or Dexterity with the recorded number. The recorded number is lost when you use it and you can only record one number at a time.
You can take the Command action to target an indifferent beast.
When you make a Lockpicking or Trapping check, treat a roll of 9 or lower on the d20 as a 10.
You can take the Craft action to create a cant, which is a secret spoken and visual language that uses hand signs, misinformation, slangs, tongue clicks, and winks to communicate a hidden message. A creature that doesn't know your cant can make a Wisdom (Insight) check against your Wisdom DC to attempt to decode it. Once created, you and a creature can take the Train action together to learn the cant.
When you take the Prepare a Meal task during a rest, any creature that eats the food you prepare gains a number of temporary hit points equal to your cooking kit training bonus that lasts until the end of their next long rest.
You can take the Crafting activity for 1 workday to create a cipher, which is a secret written language that uses braille, graphs, hidden words, images, morse, patterns, symbols, transposition of words, and other secret methods of text to present a message.
A creature can learn your cipher as part of the Crafting activity you took to create the cipher, or through the Training activity.
A creature that doesn't know your cipher can make an Intelligence (Investigation) check against your Intelligence DC to attempt to read one page worth of texts written with your cipher.
You have advantage on ability checks to decode ciphers.
You gain a climbing speed equal to your walking speed. If you already have a climbing speed, it increases by 10 feet, instead.
As part of a short rest, you can alter up to a number of pair of footwear equal to your proficiency bonus. The pair of footwear you altered leave behind the tracks of a beast or humanoid of medium size or smaller. Checks made to identify these tracks as fakes have disadvantage. This alteration lasts for 8 hours.
When you take the Recuperate action, you can reroll any 1 on a hit die.
When you take the Prepare a Meal task during a rest, any creature that eats the food you prepare and expends hit dice to regain hit points gains an additional number of hit points for each hit die expended equal to your cooking kit training bonus.
You have advantage on saving throws to resist being frightened, and your movement speed can no longer be affected by the frightened condition.
Any creature marked by you has disadvantage on attack rolls made against creatures other than you while within your reach.
If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your company are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
If you spend 1 hour observing a humanoid creature, you can then spend 1 workday crafting a disguise you can equip as an action to mimic that creature. Making the disguise expends a disguise kit.
You have advantage on checks to detect the presence of secret passages and traps.
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders.
When you roll a hit die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier.
You have advantage on checks to recall information you have seen or heard within the last 30 days.
When you succeed on the ability check as part of the Discern action, you gain advantage on ability checks against the target until the end of your next turn.
When you take the Use action to repair an an armor or weapon, the time is halved.
When you take the Survey action in an underground environment for at least 1 hour, you learn the direction of the closest exit to the surface.
When you use a healing kit to stabilize a dying creature, that creature also regains 1 hit point.
When you engage in the Foraging activity, you can reroll any 1 or 2 on the food and water you find.
When you make a Dexterity save, you can use your Strength score instead of Dexterity for the save.
If you spend 1 hour in an urban environment that has a humanoid settlement, you can correctly ascertain its origin, determine which race founded the settlement, how welcomed are foreigners, learn their mannerisms, how to properly dress and speak, figure out whether it's a trading town, a military outpost, or any other type of settlement, and other minor aspects of its culture (GM fiat).
When you roll a 1 on a death save, you can replace the roll with a 10 and become enfeebled and mad.
You can take the Use action with the first aid kit and cause a creature within reach and line of sight to regain a 1d4 hit points.
Your training with heavy armor increases by one.
When you create an ingredient bundle using the alchemy kit, herbalism kit, or poisoning kit, each ingredient bundle covers the crafting cost of the item you are attempting to craft equal to your level in GP, instead of only 1 GP. In addition, if you craft the item using only ingredient bundles, the cost to craft the item is halved.
You have advantage on Concealment checks.
When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a successful check, that creature's check gains a bonus equal to your training die, provided the creature can understand you.
You have advantage on ability checks and saving throws to resist exhaustion related to sleep.
You can spend 10 minutes, choose a number of creatures equal to your Charisma modifier, and grant each target a number of temporary hit points equal to your level + your Charisma modifier, provided the target can hear or see you for the duration.
Once you use this feature on a creature, you can't use it again on the same creature until it finishes a short rest.
You can take a reaction when a friendly creature makes a d20 test to add your training die to the test.
You can use this feature a number of times equal to your aptitude bonus, and you regain all expended uses when you finish a long rest.
If you take this feat additional times, the number of uses increases to the next training bonus.
Your training with one musical instrument of your choice increases by one.
You have a +5 bonus to your passive Intelligence (Investigation) score.
You can take the Search action with one action, instead of two.
You have advantage on saves against the diseased, intoxicated, and poisoned conditions.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
You can expend 1 action point to cause a creature within reach to regain a number of hit points equal to your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.
You learn how to speak, read, and write one language of your choice.
Your training with light armor increases by one.
When you make an Intelligence (Logic) check, you can treat any roll of 9 or lower as 10.
You inherit one level 1 spell of your choice, choosing Intelligence, Wisdom, or Charisma as the spellcasting ability for the chosen spell.
You inherit one level 2 spell of your choice, choosing Intelligence, Wisdom, or Charisma as the spellcasting ability for the chosen spell.
You inherit one level 3 spell of your choice, choosing Intelligence, Wisdom, or Charisma as the spellcasting ability for the chosen spell.
You can use any level 1 fighter maneuvers by expending a number of stamina points equal to the maneuver's level. Only one maneuver can be used as part of an action or a d20 test. If a maneuver requires a target to make a saving throw, you use your choice of your Strength or Dexterity DC. Moreover, you gain stamina points equal to a quarter of your level (rounded up).
You gain one Unarmed Combat and one Unarmored Defense option of your choice.
Choose one Unarmed Combat option from the following:
When you take the Attack action while unarmed, you can take the Grapple action as one action.
When you take the Attack action while unarmed, you deal an additional training die of damage.
While unarmed, you can take the Attack action as one action, but only twice on the same turn.
When you take the Attack action while unarmed, you can use Dexterity for the attack and damage rolls.
Choose one Unarmored Defense option from the following:
You can take a reaction to halve falling damage.
Once you use this feature, you can't use it again until you finish a short rest.
When you take the Dodge action on your turn, your jump distance is doubled until the end of the turn.
Your AC equals 10 + your Wisdom modifier + your choice of your Strength or Dexterity modifier, or 13 + your Wisdom modifier, whichever is higher.
Your walking speed increases by 10 feet. Moreover, when you take the Move action on your turn, you can take two actions to move across liquids or vertical surfaces until the end of the turn.
You gain proficiency with four martial weapon of your choice.
When you make an ability check using the Cartography Kit, you can treat a roll on the d20 lower than your level as your level.
As part of a short rest, you can alter up to six sets of clothing to include a hidden compartment, which can hold an object up to 3 inches long and 1 inch wide and deep. A creature must make an Dexterity (Sleight of Hand) or Intelligence (Investigation) check against your Intelligence DC to find the compartment.
During a rest, you can target up to a number of creatures equal to your proficiency bonus and make a DC 15 WIsdom (Medicine) check. On a successful check, if any of the targets expend a hit die to regain Hit Points, each target can forgo rolling the hit die and use the maximum possible roll.
Once you use this feature, you can't use it again until you finish a long rest.
When you take the Meditate action, you gain two options of your choice, instead of one.
Your training with medium armor increases by one.
You can take an action to start concentrating on this feature. For the duration, once on each of your turns, when you make an Intelligence or Wisdom check, you can add your Training Die to the roll.
You can take the Influence (Intimidation) action to attempt to cause any hostile creature within 30 feet of you that can hear or see you to make a Wisdom (Insight) check contested by your Charisma (Intimidation) check. On a failed check, the target is frightened until the end of your next turn. On a successful check, the target is immune to this feature until it finishes a long rest.
You gain one Metamagic option of your choice and one sorcery point.
Once you expend sorcery points from this feature, you regain all expended uses when you finish a long rest.
If you gain this feat again, you gain one additional sorcery point.
You can mimic the speech of another person. You must have heard the person speaking for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
You can take an action to start concentrating on this feature. For the duration, once on each of your turns, when you make a Strength or Dexterity check, you can add your training die to the roll.
You can take the Study action for 1 hour while within a 100 cubic feet area and make a DC 15 Charisma (Investigation) check. On a successful check, you learn a piece of information (GM fiat) that is up to a number of days old equal to your proficiency bonus.
You have advantage on ability checks when interacting with humanoid creatures that are part of a company that provides hospitality such as inns, hotels, and taverns.
Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
When you take the Handle (Musical Instrument) action to perform, you can choose one creature within 60 feet of you that can hear or see you and make a Charisma (Performance) check contested by the target's Wisdom (Insight) check. On a successful check, the creature has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks until you stop the performance.
You have a +5 bonus to your passive Wisdom (Perception) score.
You can create a special poison during the light hours of a rest. You decide whether this special poison is used through contact, ingested, inhaled, or applied to weapons and ammunition (lasts for 1 minute or until the weapon or ammunition hits). When you create this special poison, you can choose a creature type to have either disadvantage on the saving throw to resist the poison, disadvantage on checks made to identify your poison, or have its resistance to poison ignored by your special poison. Once finished, you create a number of doses equal to your proficiency bonus. You use your Intelligence DC for the saving throw against this special poison. A creature that fails the saving throw takes 1d8 + your proficiency bonus of poison damage and becomes poisoned until the end of your next turn.
When you take the Handle (Dip) action with poison, a target hit by the poison takes an additional 1d8 poison damage.
You can take the Crafting activity for 1 hour with the alchemy kit to increase the rarity of a potion of healing by one.
When you take the Guide task as part of the Journeying activity, the water vehicle you are in ignores difficult terrain within a water environment.
When a creature within reach that you can see rolls dice to regain hit points, you can take a reaction to let the creature forgo rolling the dice and use its the maximum possible roll.
Once you use this feature, you can't use it again until you finish a long rest.
You can take an action to make a Dexterity (Sleight of Hand) check to place or pickpocket an object within a container (such as a backpack or a pocket) a creature is carrying or holding.
You can take an action to start raging.
Once you use this feature, you can't use it again until you finish a short rest.
When you gain this feat, choose one Barbaric Rage option from the following:
While raging, you gain resistance to bludgeoning, piercing, and slashing damage from mundane weapons and unarmed attacks.
While raging, you have advantage on ability checks and saving throws that use Strength.
While raging, when you take the Attack action while unarmed or with a melee weapon using Strength, the attack deals additional damage equal to your aptitude bonus.
While raging, when you are reduced to 0 hit points, you can take a reaction to make a DC 15 Constitution saving throw. On a successful save, you are reduced to 1 hit point, instead.
Once you use this feature, you can't use it again until you finish a short rest.
You can take the Magic action, choose a common artifact, touch an equivalent mundane object, and create the chosen artifact. The artifact reverts back to a mundane object if you use this feature again or if you die.
Your Rulership score becomes 10, and you gain one Ruler Feat option of your choice.
You can use objects to create another object that has the same raw materials worth up to a number of GP equal to your level during a short rest, provided you have the appropriate tool to create the item.
While submerged (water), you gain blindsight (10 feet), and darkvision (60 feet, or +30 feet).
While underwater, you can take the Magic action to grant yourself and a number of creatures equal to your proficiency bonus that you can see within 30 feet of you a number of temporary hit points equal to your level. The temporary hit points are lost upon leaving underwater.
Once you use this feature, you can't use it again until you finish a long rest.
Your training with shields increases by one.
You can take the Influence (Mislead) action against a humanoid creature that can hear or see you within 30 feet of you. On a successful contest, you gain advantage on attack rolls against the creature until the end of the turn. A creature that doesn't understand you automatically succeeds on the contest.
Once you use this feature, you can't use it again on the same creature after a short rest.
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you take the Move action to move 30 feet diagonally while using your flying speed and then take the Attack action with a melee weapon, you deal an additional 1d6 damage.
You can remove one level of degratation from a broken armor or weapon during a quick rest, instead of a short rest, provided you have a smithing kit.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
When you take the Overrun action on your turn, you don't have disadvantage on the contest due to your size.
When you take the Bath task during a rest, you can ignore the effects of Going Without Bathing for a month, instead of a week.
You can throw your voice when you speak, making it appear to originate from any area that you can see within 30 feet of you. A creature can use an action to attempt to determine you are the true source of the speech by making a Wisdom (Insight) check contested by your Charisma (Deception) check.
You have advantage on Sanity checks.
If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
You can include hidden information within your cant, cipher, or map. The hidden information can't be understood even if the creature speaks or succeeds on the Wisdom (Insight) check to decode your cant, knows how to read or succeeds on the Intelligence (Investigation) check to decipher your cipher, has training with the cartography kit, or knows Thieves' Cant.
You can take the Study action as one action, instead of two.
You always know which way is north.
When you take the Move (Tumble) action, you automatically succeed on the contest if the target is at least one size larger than you.
You gain a swimming speed equal to your walking speed. If you already have a swimming speed, it increases by 10 feet.
You can take the Help action as one action, instead of two.
When you cast the mage hand cantrip, you don't have to provide the spell components and you can make the spectral hand invisible.
You can take the Magic action to attempt to shove one creature that you can see within 30 feet of you using the hand created by your mage hand cantrip. The target must succeed on a Strength saving throw against your choice of your Intelligence, Wisdom, or Charisma DC or be pushed 5 feet in a direction of your choice.
You have telepathy (10 times your proficiency bonus in feet).
You have advantage on Religion checks related to religious lore.
You always know the number of hours left before the next sunrise or sunset.
Your hit point maximum increases by a number equal to twice your level.
You have advantage on Wisdom (Survival) checks to track creatures.
You can communicate with humanoid creatures who don't share a language with you. You must observe at least two or more humanoid creatures interacting with each other for at least 1 hour, after which you learn enough of the language to communicate simple ideas, such as asking for directions or a place to rest.
When you disarm a trap, you can spend 1 hour with the trapping kit to create an identical trap, provided you have the materials.
You can search for traps while traveling at a normal pace.
When you take the Journey activity, you can't become lost on land, provided you have a cartography kit and you can see the stars in the sky.
When the total for a Wisdom check you make is lower than your Wisdom score, you can that score in place of the total.
When you create a map, you can create an identical copy concurrently.
You can speak without moving your lips, even if your mouth is bound.
When you take the Travel action, you can't become lost at sea, provided you have a cartography kit and you can see the stars in the sky.