Synergy Feats
Pursuing more than one class can sometimes open up new opportunities and strategies, or expose an adventurer to something that permanently changes them. At certain levels every class gives you the Ability Score Improvement feature and adventurers with certain class combinations may optionally choose unique Synergy Feats in place of their Ability Score Increases if they meet certain prerequisites. Most synergy feats require class levels in specific classes, or have other synergy feats as prerequisites forming small synergy feat trees. You can take each feat only once, unless the feat’s description says otherwise.
Bladechanter
Prerequisites: 3 levels in fighter, 3 levels in wizard, Fighting Style (Two-Weapon Fighting)
Bladechanting is the art of unifying and maintaining intense physical and intellectual strains, allowing movement and thought to become one as a beautiful and deadly dance of blades.
If you wield a melee weapon in each hand, you may use them to perform seen spell components and as a spellcasting focus for wizard spells. In addition, whenever you are concentrating on a spell while using melee weapons as a spellcasting focus in this way, you enter a special trance-like state called bladechanting. If you lose concentration on your spell while bladechanting, you also stop bladechanting. While bladechanting you gain the following benefits:
- While you are wearing no armor, light armor, or medium armor, you gain a bonus to your Armor Class equal to your Intelligence modifier.
- Whenever you would need to make a concentration check to maintain a spell due to taking damage, you may spend 2 exertion to automatically succeed.
- When you hit a target with a melee weapon attack, you can use your reaction and choose a spell of 1st-level or higher, casting it through your weapon. The spell must have a casting time of 1 action, and target a single creature or have a range of Touch. If a spell cast in this way requires an attack roll and targets the same target as the triggering melee weapon attack, it also hits as part of that attack. You may choose not to deal damage with a melee weapon attack used to cast a spell.
Whirling Incantor
Prerequisites: Bladechanter feat
You train to move by thought and incant with your body’s flowing motion, becoming nearly unassailable as you whirl and dance, escaping fatal blows and seamlessly blending the lines between mind and body. While bladechanting you gain the following additional benefits:
- Your Speed increases by 10 feet.
- You gain a bonus to Dexterity checks and saving throws equal to your Intelligence modifier.
- You gain a bonus to Intelligence checks and saving throws equal to your Dexterity modifier.
- When you are targeted by an attack but before the attack is rolled, you may expend a spell slot to attempt a whirling arcane evasion. If you do, make a Dexterity saving throw and add a +2 bonus for every spell slot level above 1st spent this way. If this Dexterity saving throw exceeds the triggering attack roll the attack becomes a miss, and you may immediately move up to 10 feet in any direction. This movement does not provoke opportunity attacks .
Eldritch Whirlwind Master
Prerequisites: Whirling Incantor feat
With a blade’s sweep you pull and spin the arcane power, surrounding yourself in a cyclone of arcane energy as your spell's power tries to match the speed of your sword.
Whenever you use your reaction to cast a spell through a melee weapon attack using bladechanting, you may choose up to a number of additional targets for that spell equal to the spell level of the spell slot used to cast it. These additional targets must all be within 10 feet of you and are each treated as if they were the spell’s original target.
Eldritch Archer
Prerequisites: 3 levels in fighter, 3 levels in wizard, Fighting Style (Archery)
Eldritch archers combine the precision and skill of a fighter with the magical dedication of a wizard to perform otherwise impossible feats of archery and spellcasting. You gain the following benefits:
- Whenever you make a ranged weapon attack you can choose to conjure magical ammunition and select one of the following damage types: acid, cold, fire, or lightning. Your ranged weapon attacks using this conjured ammunition deal the chosen damage type instead of whatever damage type they would normally deal, and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Ammunition conjured in this way disappears at the end of the turn it was fired.
- When you hit a target with a ranged weapon attack, you can use your reaction and choose a spell of 1st-level or higher, casting it through your ammunition. The spell must have a casting time of 1 action, and target a single creature or have a range of Touch. If a spell cast in this way requires an attack roll and targets the same target as the triggering ranged weapon attack, it also hits as part of that attack. You may choose not to deal damage with a ranged weapon attack used to cast a spell.
Arrow Enchanter
Prerequisites: Eldritch Archer feat
Skilled eldritch archers can subvert their arcane power to enchant the conjured arrows with rings of eldritch symbols and energy that form around their weapons as they fire.
Whenever you make a ranged weapon attack, you may choose to expend a 1st-level spell slot or higher to enhance the attack to be empowered or unerring. You cannot enhance more than one attack in a turn in this way.
Empowered. An empowered shot deals an additional 2d6 force damage, and an additional 1d6 force damage for each spell slot level above 1st.
Unerring. An unerring shot gains a +2 bonus to the attack roll, and an additional +2 bonus for each spell slot level above 1st.
Eldritch Volley Master
Prerequisites: Arrow Enchanter feat
With the string drawn taught, your rings of eldritch symbols form arrows of pure magic able to assail a whole platoon at once.
Whenever you cast a spell with a Cone area, you may additionally make ranged weapon attacks with a ranged weapon you are wielding against targets within that conical area. You may make up to a number of attacks equal to the level of the spell cast, each against a different target. Ranged attacks made in this way ignore the loading quality of weapons and use your conjured magical ammunition.
Mystic Arcanist
Prerequisites: 3 levels in cleric, 3 levels in sorcerer
The arcane and the divine are but two aspects of the same power seen through different lenses, and those with arcane blood running through their veins and divine words chanted in their ears can access magic in its purest form. You gain the following benefits:
- Your Wisdom or Charisma score increases by 1, to a maximum of 20.
- When you cast a spell that restores hit points, you restore an additional number of hit points equal to your Charisma modifier.
- You can spend sorcery points to temporarily gain a spell from the cleric or sorcerer spell lists. Temporarily gaining a spell in this way costs a number of sorcery points equal to the spell’s level. You cannot gain a spell in this way that has a level higher than your highest level spell slot. When you gain a cleric spell in this way, it is considered prepared for the day. When you gain a sorcerer spell in this way, it is considered a spell you know for the day. You lose all spells gained in this way whenever you finish a long rest .
Pure Arcanist
Prerequisites: Mystic Arcanist feat
As a mystic arcanist studies and meditates, they come closer and closer to an understanding of the pure magic from which all other arcanum stems. You gain the following special manifestations:
Divine (Radiant). When you cast a spell that deals radiant damage, you can spend 1 sorcery point and choose one creature you can see within 60 feet. That creature regains a number of hit points equal to 1d8 × the spell’s level.
Pure Arcanum (Force). When you cast a spell that deals force damage, you can spend 2 sorcery points and choose one creature you can see. After the spell’s damage is resolved, if the creature was damaged by the spell it makes an Intelligence saving throw or becomes stunned until the end of its next turn.
Arcanum Master
Prerequisites: Pure Arcanist feat
With a wellspring of magic flowing from their veins and a divine understanding of all magic, the mystic arcanist can reorder magic to suit their will. Whenever you cast a spell that deals damage, you may choose the type of damage that spell deals and the appearance of the spell’s effects. For example, scorching rays made to deal cold damage might look like icicle spears, a fireball that deals radiant damage may appear to be an explosive host of warrior angels, and a lightning bolt that deals psychic damage may be a strange color or accompanied by unnatural howls.
Newblood
Prerequisites: Must have been bitten by a vampire or taken necrotic damage equal to quadruple your level from a single attack or spell
You have been corrupted with vampirism from exposure to dark forces that unlocked an ancient and unknown power within your blood, or because a vampire has bitten you. In either case your affliction makes you more than mortal, and yet somehow less.
You gain resistance to necrotic damage (or if you already have it, immunity to necrotic damage) and darkvision to a range of 30 feet (or if you already have it, the range of your darkvision increases by 30 feet). You also gain a bite natural weapon and the Charming Gaze feature.
Bite. You gain a bite natural weapon you are proficient with. You are only able to bite grappled, incapacitated, restrained, or willing creatures. On a hit your bite deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest). You can use Dexterity instead of Strength for the attack rolls of your bite. In addition, once per turn you can choose for your bite to also deal 1d6 necrotic damage × your proficiency bonus. You regain hit points equal to the amount of necrotic damage dealt to your target. This necrotic damage can only be increased by a critical hit.
Charming Gaze. You magically target a creature within 30 feet, forcing it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, the target is charmed by you for a number of hours equal to your proficiency bonus. While charmed it regards you as a trusted friend and is a willing target for your bite. The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to your charm for 24 hours. Once you have used this feature, you can’t do so again until you finish a long rest.
This dark gift comes with a price however, making you averse to sunlight. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. In addition, you cannot use your Charming Gaze while you are in direct sunlight.
Vampire Spawn
Prerequisites: Newblood
You have embraced your vampirism, unlocking ever more and greater dark gifts. Your bite damage increases to 1d8, a creature affected by your Charming Gaze remains charmed for a number of hours equal to your level, and you regain the use of Charming Gaze when you finish a short or long rest.
You also gain the Spider Climb and Vampiric Regeneration features.
Spider Climb. You gain a climb speed equal to your Speed, and you can climb even on difficult surfaces and upside down on ceilings.
Vampiric Regeneration. Whenever you start your turn with at least 1 hit point and you haven't taken radiant damage or entered direct sunlight since the end of your last turn, you gain a number of temporary hit points equal to twice your proficiency bonus.
The price for your vampirism becomes all the greater. When you end your turn in contact with running water, you take 20 radiant damage.
Vampire Lord
Prerequisites: Vampire Spawn
It is uncertain where the darkness ends and you begin as you fully embrace vampirism—everything it offers and all that it takes away. You gain the following benefits:
- Your Speed increases by 10 feet.
- You gain an expertise die on Stealth checks.
- The range of your darkvision increases to 120 feet.
- Your bite damage increases to 1d10.
- You can use Charming Gaze twice between rests.
- When using Charming Gaze, a target with at least one level of strife makes its saving throw with disadvantage .
You also gain the Vampiric Shapechange feature.
Vampiric Shapechange. You can use an action to transform into the shape of a Medium or smaller beast of CR 3 or less, a mist, or back into your true form.
While transformed into a beast, you have the beast’s size and movement modes. You can’t use reactions or speak. Otherwise, you use your statistics. Any items you are carrying transform with you.
While transformed into a mist, you have a flying speed of 30 feet, can’t speak, can’t take actions or manipulate objects, are immune to nonmagical damage from weapons, and have advantage on saving throws and Stealth checks. You can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Any items you are carrying transform with you.
All of these changes to your body have utterly deprived you of your mortality. You gain the undead type in addition to being a humanoid, and you take 20 radiant damage when you end your turn in contact with sunlight.
Nightstalker
Prerequisites: 3 levels in adept, 3 levels in rogue
Nightstalkers are dedicated spies, saboteurs, and assassins, trained in ancient techniques that strain the limits of physical ability and verge on the supernatural. You gain the following benefits:
- Your Dexterity or Wisdom score increases by 1, to a maximum of 20.
- You may deal Sneak Attack damage when making attacks using unarmed strikes or adept weapons.
- You gain a bonus equal to your Wisdom modifier on Acrobatics, Deception, and Stealth checks.
In addition, you gain the following special focus feature:
Twilight Vanish
Nightstalkers can move with such swiftness that it takes a trained eye to see the motion at all. On your turn you can use a reaction and spend 2 exertion to move up to 30 feet with such incredible speed that you seem to disappear, and after moving this way may immediately take the Hide action.
Subtly Skilled
Prerequisites: Nightstalker feat
A nightstalker’s true strength isn’t brute force—you are an infiltrator, deceiver, a voice in the right ear or a knife to the right neck, and you turn your physical and mental discipline into the subtlest of manipulations and subterfuge.
You may add your martial arts die as a bonus to Acrobatics, Culture, Deception, Engineering, Intimidation, Investigation, Sleight of Hand, Stealth, Perception, Performance, and Persuasion checks.
Night Master
Prerequisites: Subtly Skilled feat
As an experienced nightstalker you have learned complicated and fiercely guarded traditions that channel your mental energy through demanding techniques which unlock magic by manipulating the physical world.
You can spend exertion to cast any spells from the air, earth, fear, fire, movement, obscurement, plants, poison, senses, shadow, transformation, unarmed, or water schools at the cost of 2 exertion per spell level. You use your focus save DC for spells cast this way, and your spell attack modifier is equal to your proficiency bonus + your Wisdom modifier.
Proclaimer
Prerequisites: 3 levels in bard, 3 levels in herald
Proclaimers are more than devoted to their faith, they are the oracles, the orators, the divine mouthpieces shouting to the masses with booming voices, convincing words, and eyes clouded with holy truth.
You gain the following benefits:
- You are gifted with a divine sight of the near-future. Whenever the Narrator calls for you to roll for initiative, you may activate a use of your Divine Sense feature to warn yourself and up to a number of creatures equal to your Charisma modifier within 30 feet, granting advantage on the initiative check.
- Your word is holy, and you may use your voice Art Specialty to cast herald spells.
- You may spend exertion to cast spells from the divination school that you know at a cost of 1 exertion per spell level.
- When you gain this feat, you gain one of the following alignment traits: Chaotic, Evil, Good, or Lawful. Once chosen your alignment trait cannot be changed, but you can gain a second alignment trait that is not opposed.
Divine Orator
Prerequisites: Proclaimer feat
Proclaimers can use their oration skills to spread their version of ultimate truth into even the most stubborn of acolytes.
You learn the Divine Inspiration and Persuasive Speech battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.
Divine Inspiration. When an ally within 15 feet hits a creature with a melee weapon attack, your ally can deliver a Divine Smite just as if you had delivered it yourself using your Divine Smite feature (expending one of your uses). If you are able to empower your smites, you may choose to empower it as normal.
Persuasive Speech. Hostile creatures within 60 feet take a –1d4 penalty on attack rolls. You can sustain this battle hymn for up to 3 rounds without expending additional uses of Bardic Inspiration. When a hostile creature begins its third consecutive turn within range of this battle hymn it becomes charmed by you and will not attack you or your allies. If this causes combat to end early, the creatures remain charmed by you for up to 1 minute afterward or until one of them is damaged by you or an ally. For the next 24 hours after the battle hymn ends, you gain an expertise die on Charisma checks made against creatures that were charmed in this way. A creature that either shares your alignment or worships a deity that has your alignment becomes charmed on its second consecutive turn instead. Creatures that have an opposite alignment or worship a greater entity that has an opposite alignment cannot be charmed in this way.
Harbinger of Things to Come
Prerequisites: Divine Orator feat
Your visions of the future are unclear, but by your word these omens can mean hope or despair.
You learn the Preach Despair and Preach Hope battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.
Preach Despair. A hostile creature within 60 feet of you suffers a level of strife. Creatures with an opposite alignment from yours or that worship a greater entity that has an opposite alignment suffer two levels of strife instead. A creature cannot suffer more than two levels of strife from Preach Despair in the same 24 hours.
Preach Hope. Ally creatures within 60 feet gain advantage on saving throws . When the battle hymn ends, allies within 30 feet of you remove one level of strife. An ally that shares your alignment or worships a greater entity removes two levels of strife instead.
Shadowdancer
Prerequisites: 3 levels in rogue, 3 levels in warlock
Those that steal gold and those that steal power from the otherworldly must both walk among the shadows. The darkness consumes some, the light catches others, but some special few manage to slip through and like them you dance unseen along reality’s edge.
You gain the following benefits:
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Unlike other forms of darkvision you can see color in this way as if you were seeing normally. If you already had darkvision or would gain it later from another feature, its range increases by 30 feet.
- You can use a bonus action and spend 1 spell point to teleport up to 30 feet to an unoccupied area of darkness or dim light you can see. You must currently be in an area of darkness or dim light to teleport in this way. You can bring along objects if their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn’t carrying gear beyond its carrying capacity and is within 5 feet. You can increase the range of this teleport by 30 additional feet per each additional spell point you spend.
Shadowmancer
Prerequisites: Shadowdancer feat
Those lost dancing in the dark eventually find comfort in those in between places, and learn the baffling shades and colors that light has never touched. You gain the following benefits:
- You regain 1 spell point whenever you cast a spell from the shadow school.
- You gain a Stealth skill specialty for hiding while in areas of darkness or dim light, and you have advantage on Dexterity (Stealth) checks made to hide while in areas of darkness or dim light.
- Whenever you use your Shadowdancer ability to teleport, after teleporting you can use your reaction to take the Dodge action.
Shadow Assassin
Prerequisites: Shadowmancer feat
Inevitably, all shadowdancers learn that the dark’s only noble purpose is to snuff out the light. While you are hidden from a target and are in an area of darkness or dim light, you may apply your Sneak Attack damage to an eldritch blast.
Untamed
Prerequisites: 3 levels in berserker, 3 levels in druid (Skinchanger archetype)
The untamed harness the berserker’s rage while in the wild shapes of the druid, combining a mortal’s blind fury with nature’s infinite unbridled wrath. You gain the following benefits:
- Your Strength or Wisdom score increases by 1, to a maximum of 20.
- You may enter a rage and assume a wild shape using the same bonus action.
- Any temporary hit points you gain from assuming a wild shape while raging become rage hit points instead.
- You may cast and concentrate on druid spells with a range of Self or Touch while raging.
- While using a wild shape, you can use Furious Critical with attacks made using natural weapons.
Living Stampede
Prerequisites: Untamed feat
The untamed have a connection with nature and the very world itself can feel the heat of their fury. Whenever you enter a rage you may choose up to a number of creatures equal to your Wisdom modifier within 60 feet that are beasts, fey, or plants. These chosen creatures gain the following benefits for as long as you rage, but are unable to take the Fall Back reaction:
- Advantage on Strength checks and Strength saving throws.
- Resistance to bludgeoning, piercing, and slashing damage.
- Temporary hit points equal to your level.
- A bonus to damage rolls equal to your proficiency bonus.
Wild Rioter
Prerequisites: Living Stampede feat
Your wrath bursts the dams of even your connection with nature, outpouring from you and your stampede like a plague of fury.
While raging, you and any creatures benefiting from your Living Stampede emit 5-foot auras of fury. When a creature other than you or your allies enters a fury aura or starts its turn there it makes a Wisdom saving throw against your druid spell save DC. On a failed save, a creature becomes confused, except instead of rolling to determine their actions as normal for the confused condition, they are always considered to have rolled the 7 or 8 result. At the end of each of a confused creature’s turns it repeats the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, it is immune to it for the remainder of your rage.
Vendetta
Something or someone has had a profound impact on your life—and earned your unending rancor. You are utterly dedicated to defeating the source of your vendetta, often an organization like a thieves’ guild, the minions of a dreadful foe like a dragon or lich, or the army of a powerful ruler like a tyrant king. You gain an expertise die on attack rolls and initiative checks made against creatures that are part of your vendetta, and when making a saving throw to resist an attack, feature, maneuver, spell, or trait from a creature that is part of your vendetta. Whether or not a creature is part of your vendetta is at the Narrator’s discretion.
Revenant
Prerequisites: Vendetta, one other feat or previous Ability Score Increase, dead
You may choose to select this feat when you die, replacing your most recently chosen feat other than Vendetta or reducing your ability scores to reverse your last Ability Score Increase. The next midnight your corpse rises and your soul returns to it. You gain the undead type in addition to being a humanoid, as well as the following benefits:
- Your destiny changes to Revenge.
- You gain resistance to necrotic and psychic damage.
- You gain darkvision to a range of 60 feet (or if you already have it, its range increases by 30 feet).
- You become immune to poison damage and the poisoned condition.
- If your vendetta has not ended, you regain all of your hit points when you finish a short rest or 1 hour after you are reduced to 0 hit points.
- You gain an expertise die on saving throws made against spells and other magical effects, and on saving throws made to resist being charmed , fatigued , frightened , paralyzed , or stunned .
- You gain an expertise die on ability checks made to find or track a creature that is part of your vendetta.
True Revenant
Prerequisites: Revenant
Even though it has carried you beyond the mortal pale and back again, your mission has become do or die as you exchange the last vestiges of your soul for more power so that you can finally destroy your foes. One year and one day after you select this feat or when your vendetta has ended, you are doomed. Until then, you gain the following benefits:
- You cannot be charmed , fatigued , frightened , paralyzed , or stunned .
- You have advantage on saving throws against spells and other magical effects.
- You regain all of your hit points after you do not take any damage for 1 minute.
In addition, you also gain the Fearsome Pursuit and Burning Hatred features.
Fearsome Pursuit. You can spend 1 minute focusing on a creature that is part of your vendetta. If the creature is dead or on another plane of existence, you learn that. Otherwise, after focusing, you know the distance and direction to that creature, and so long as you’re moving in pursuit of that creature, you and anyone traveling with you ignore difficult terrain. This effect ends if you take damage or end your turn without moving for any reason.
Burning Hatred. You can use an action to target the focus of your Fearsome Pursuit if it is within 30 feet. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your highest mental ability score modifier). On a failure, it takes psychic damage equal to 1d6 × your proficiency bonus and is stunned until the end of its next turn. On a success, it takes half damage and is rattled until the end of its next turn. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.
Vigilante
Prerequisites: 3 levels in adept, 3 levels in ranger (as of Gate Pass Gazette #0, either of these can be substituted for 3 levels in Artificer).
A vigilante may operate inside civilization but outside the law, combining survival techniques and highly trained physical prowess to enforce their own justice from behind the anonymity and fearsome authority of a mask.
You gain the following benefits:
- Your Wisdom or Dexterity score increases by 1, to a maximum of 20.
- You have an alter ego, an identity associated with a costume or disguise. This alter ego can be as complicated as a full outfit with a history or legends surrounding it or a simple mask or cowl. You can assume or remove this alter ego as an action and it can be worn with all types of armor.
- You gain a 1d8 expertise die and advantage on Deception checks made regarding your alter ego, Persuasion checks made to dissuade others from connecting you to your alter ego, and on disguise kit checks.
- Your alter ego has its own Prestige rating that may increase or decrease as you perform deeds while in your alter ego. In addition, while in your alter ego you gain a 1d8 expertise die on Prestige checks.
- While in your alter ego, you may make a Prestige check and use that result in place of any Intimidation or Persuasion check you would otherwise make.
Equipped for Justice
Prerequisites: Vigilante feat
A vigilante is prepared for anything, and in your hands common pieces of equipment become tools of your unique brand of justice.
You gain the following benefits:
- You gain proficiency with all types of artisan’s tools and miscellaneous tools. If you already have proficiency with any of these tools, you instead gain an expertise die with those tools.
- You gain proficiency with Engineering and a 1d8 expertise die on Engineering checks. In addition, you build a nonmagical grappling gun that only functions in your hands. Replacing your grappling gun requires 3 days of crafting and 500 gold.
- You may add your Wisdom modifier to the DC of any saving throws used for miscellaneous adventuring gear items and to attack rolls made using miscellaneous adventuring gear items.
A Symbol That Strikes Fear
Prerequisites: Equipped for Justice feat
All vigilantes eventually become symbols, and you are a legend that strikes fear into the hearts of those that would stand against you. Creatures with a CR lower than your alter ego’s Prestige rating are frightened of you while you are in your alter ego.
In addition, you become particularly adept at subduing your enemies rather than outright killing them. Whenever you begin a turn grappling a creature, you can attempt to non-lethally subdue it. The grappled creature makes a Constitution saving throw against your maneuver DC. On a failed saving throw, a creature is knocked unconscious for the next hour. A creature with more than 25% of its maximum hit points automatically succeeds on this saving throw.