Each of these is closed to every race but the ones it is listed under. Some are trained with a feat slot like any other; the rest a character simply has from creation.
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Aasimar Racial Traits | Passive | You gain +2 to the Listen, Heal, and Spot skills. In addition, you gain +5 Resistance to Cold, Acid, and Electricity. | |
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Bond of the Fallen | Active | Twisted by dark powers in your youth, your connection to your Celestial patron is unusual, but powerful. While this Fallen Bond is toggled on, you tap into that connection, gaining darkened eyes, +1 Strength and +1 to Reflex Saving Throws. Cannot be used while a Warlock Pact is toggled on. | |
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Bond of the Protector | Active | Your connection to your Celestial patron causes you to guard the weak and stand vigilant against the darkness. While this Protector Bond is toggled on, you tap into that connection, gaining glowing eyes, +1 Charisma and +1 to Will Saving Throws. Cannot be used while a Warlock Pact is toggled on. | |
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Healing Hands | Active | Activate this racial ability to apply a burst of holiness to your target, either healing an amount based on your Character level (max 20) times your Wisdom bonus or dealing that much damage to an undead target. This can only be used while your Bond Feat is active. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Adamantine Body | Passive | Docents you equip provide armor equivalent to Full Plate. This is treated as metallic heavy armor. You have damage reduction 2/adamantine, a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum dexterity bonus. | |
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Composite Plating | Passive | You are not considered to be wearing armor. You have a 5% arcane spell failure chance. | |
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Improved Damage Reduction | Passive | You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine. | |
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Improved Fortification | Passive | BAB +6 | Improves your warforged fortification, granting you immunity to sneak attacks and extra damage from critical hits. However, you lose the ability to be healed by spells from the healing subschool, such as cure light wounds. |
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Light Fortification | Passive | Warforged have a 25% immunity to critical hits and sneak attacks. | |
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Mithral Body | Passive | Docents you equip provide armor equivalent to Chainmail. This is treated as metallic light armor. You have a 15% arcane spell failure chance, -1 armor check penalty to certain skills, and a +5 maximum dexterity bonus. | |
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Mithral Fluidity | Passive | Mithral Body | The maximum Dex bonus you have is increased by 1, and the armor check penalties are decreased by 1. |
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Warforged Traits | Passive | Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, and paralysis effects except those which physically hold them in place. You are immune to ability score damage from natural poisons and natural diseases, but are vulnerable to those that specifically affect wood or metal. You gain a +10 racial bonus to saving throws against magical poisons, and do not fail saving throws against them on a roll of a natural 1 (this renders you immune to magical poisons with a DC of less than 11+your Fortitude save). If you transform into a different type of creature, you will lose these benefits until you return to your Warforged form. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Autumn Affinity | Active | Seasonal Toggle: You are attuned to the magic of autumn. You gain +1 Wisdom. | |
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Elven Keen Senses | Passive | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | |
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Enchantment Save Bonus | Passive | Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments. | |
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Immunity to Sleep | Passive | Elves and Half-Elves are naturally immune to magical sleep effects. | |
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Spring Affinity | Active | Seasonal Toggle: You are attuned to the magic of spring. You gain +1 Charisma. | |
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Summer Affinity | Active | Seasonal Toggle: You are attuned to the magic of summer. You gain +1 Strength. | |
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Wildmagic Fey | Passive | Your fey nature touches all your spells with Wild Magic. Wild Magic - When you cast spells, you have a small chance to have additional strange effects occur around you called Wild Surges. Wild Surges vary greatly from helpful, dangerous to just silly. Grants a 5% chance of a Wild Surge every time you cast. These will also manifest over time passively. Wild Surges do not occur in public spaces. |
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Winter Affinity | Active | Seasonal Toggle: You are attuned to the magic of winter. You gain +1 Intelligence. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Dark Bargainer | Passive | You are a Dhampir Dark Bargainer | |
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Dhampir Traits | Passive | You do not need to breathe underwater. | |
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Vampiric Bite | Active | Single Target Action: You bite target creature at touch range, dealing 1d4 Piercing Damage per Character Level. This scales with 200% Melee or Ranged Power (though is not a weapon attack and cannot crit). If that creature is a living and corporeal creature, you heal for 20 + (Character Level x Constitution Modifier) number of Hit Points from Positive energy. This damage does not have a saving throw, though upgrades to this ability may have one. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Gnomish Proficiencies | Passive | You have some special bonuses due to your gnomish heritage. +2 Haggle +2 Use Magic Device Proficient with Light Hammers, Throwing Hammers, and Warhammers. |
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Racial Spell Resistance | Passive | You are naturally resistant to spells and magical effects. You have 6 Spell Resistance, protecting you from many nondamaging spells and effects. This stacks with other sources of Spell Resistance. | |
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Small Size Bonus | Passive | As a Small creature, you receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Dhampir Traits | Passive | You do not need to breathe underwater. | |
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Vampiric Bite | Active | Single Target Action: You bite target creature at touch range, dealing 1d4 Piercing Damage per Character Level. This scales with 200% Melee or Ranged Power (though is not a weapon attack and cannot crit). If that creature is a living and corporeal creature, you heal for 20 + (Character Level x Constitution Modifier) number of Hit Points from Positive energy. This damage does not have a saving throw, though upgrades to this ability may have one. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Draconic Ancestry: Black | Passive | Your ancestry is linked to Black Dragons of a bygone age. You gain a stacking bonus to Acid Energy Resistance equal to your Character Level. This choice also selects the element you will gain bonuses with in the Dragonborn Racial Enhancement Tree. | |
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Draconic Ancestry: Blue | Passive | Your ancestry is linked to Blue Dragons of a bygone age. You gain a stacking bonus to Electric Energy Resistance equal to your Character Level. This choice also selects the element you will gain bonuses with in the Dragonborn Racial Enhancement Tree. | |
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Draconic Ancestry: Red | Passive | Your ancestry is linked to Red Dragons of a bygone age. You gain a stacking bonus to Fire Energy Resistance equal to your Character Level. This choice also selects the element you will gain bonuses with in the Dragonborn Racial Enhancement Tree. | |
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Draconic Ancestry: White | Passive | Your ancestry is linked to White Dragons of a bygone age. You gain a stacking bonus to Cold Energy Resistance equal to your Character Level. This choice also selects the element you will gain bonuses with in the Dragonborn Racial Enhancement Tree. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Elven Keen Senses | Passive | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | |
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Enchantment Save Bonus | Passive | Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments. | |
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Immunity to Sleep | Passive | Elves and Half-Elves are naturally immune to magical sleep effects. | |
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Racial Spell Resistance | Passive | You are naturally resistant to spells and magical effects. You have 6 Spell Resistance, protecting you from many nondamaging spells and effects. This stacks with other sources of Spell Resistance. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Dispel Size Change | Active | Level 1 | Dismiss your current Reduce Self or Enlarge Self effect. |
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Dwarven Stability | Passive | Dwarves naturally are able to keep their balance, receiving a +4 on their Balance skill. | |
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Dwarven Stonecunning | Passive | Dwarves naturally are able to find secret doors more often, receiving a +2 bonus on their Search skill. | |
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Enlarge Self | Active | Level 1 | For one minute, you grow in size, granting you a +5 Psionic Bonus to PRR. This cancels Reduce. |
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Giant Evasion | Passive | Dwarves naturally are harder to hit by giants, receiving a +4 AC bonus when attacked by creatures of the giant type. | |
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Orc and Goblin Bonus | Passive | Dwarves get a +1 bonus to attack against orcs and goblins. | |
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Poison Save Bonus | Passive | Dwarves are naturally resistant to poison, receiving a +2 bonus to saves against poisons. | |
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Reduce Self | Active | Level 1 | For one minute, you shrink in size, granting you a +3% Psionic Bonus to Dodge. This cancels Enlarge. |
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Spell Save Bonus | Passive | Dwarves are naturally resistant to spells, receiving a +2 bonus to saves against spell effects. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Dwarven Stability | Passive | Dwarves naturally are able to keep their balance, receiving a +4 on their Balance skill. | |
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Dwarven Stonecunning | Passive | Dwarves naturally are able to find secret doors more often, receiving a +2 bonus on their Search skill. | |
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Giant Evasion | Passive | Dwarves naturally are harder to hit by giants, receiving a +4 AC bonus when attacked by creatures of the giant type. | |
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Least Dragonmark of Warding | Active | The bloodline of House Kundarak bestows on you a +2 bonus to your Search skill. Activate this ability to cast Neutralize Poison three times per rest. | |
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Orc and Goblin Bonus | Passive | Dwarves get a +1 bonus to attack against orcs and goblins. | |
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Poison Save Bonus | Passive | Dwarves are naturally resistant to poison, receiving a +2 bonus to saves against poisons. | |
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Spell Save Bonus | Passive | Dwarves are naturally resistant to spells, receiving a +2 bonus to saves against spell effects. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Autumn Affinity | Active | Seasonal Toggle: You are attuned to the magic of autumn. You gain +1 Wisdom. | |
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Elven Keen Senses | Passive | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | |
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Enchantment Save Bonus | Passive | Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments. | |
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Immunity to Sleep | Passive | Elves and Half-Elves are naturally immune to magical sleep effects. | |
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Spring Affinity | Active | Seasonal Toggle: You are attuned to the magic of spring. You gain +1 Charisma. | |
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Summer Affinity | Active | Seasonal Toggle: You are attuned to the magic of summer. You gain +1 Strength. | |
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Winter Affinity | Active | Seasonal Toggle: You are attuned to the magic of winter. You gain +1 Intelligence. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Elven Keen Senses | Passive | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | |
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Enchantment Save Bonus | Passive | Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments. | |
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Immunity to Sleep | Passive | Elves and Half-Elves are naturally immune to magical sleep effects. | |
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Least Dragonmark of Shadow | Active | The bloodline of House Phiarlan bestows on you a +2 bonus to your Hide skill. Activate this ability to cast Invisibility three times per rest. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Gnomish Proficiencies | Passive | You have some special bonuses due to your gnomish heritage. +2 Haggle +2 Use Magic Device Proficient with Light Hammers, Throwing Hammers, and Warhammers. |
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Least Dragonmark of Scribing | Active | The bloodline of House Sivis bestows on you a +2 bonus to your Use Magic Device skill. Activate this ability to scribe runes on your glove or gauntlet, casting the Shield spell. | |
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Small Size Bonus | Passive | As a Small creature, you receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Half-Elf Dilettante: Alchemist | Passive | You have a knack for experimentation with potions and poisons. You have +10 Universal Spell Power. For item use purposes, you count as a level one Alchemist in addition to any other classes you possess. This feat is not recommended for characters with actual Alchemist levels. |
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Half-Elf Dilettante: Artificer | Passive | You have watched the artificers of House Cannith work their trade. You gain proficiency with all crossbows, and Artificer Knowledge: Scrolls (You gain a +2 bonus to Use Magic Device checks when using scrolls, and their Caster Level is increased by one - this Caster Level increase is capped by your Intelligence modifier.) You are able to use wands and scrolls as if you were a level one artificers. For item use purposes you count as a level one artificer in addition to any other classes you possess (though this does not grant the ability to use Rune Arms). This feat is not recommended for characters with actual artificer levels. | |
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Half-Elf Dilettante: Barbarian | Passive | You have become toughened by time spent outdoors and amongst barbarian tribes. You gain Damage Reduction 1/- as if you were a barbarian. This feat does not stack with Barbarian Damage Reduction. For item use purposes, you count as a level one barbarian in addition to any other classes you possess. This feat is not recommended for characters with actual barbarian levels. | |
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Half-Elf Dilettante: Bard | Active | You have the gift of song, and have learned a few tips from famous bards. You can produce a Bardic Fascinate effect three times per rest that mesmerizes nearby enemies, with a Will DC based on a Perform check (or 1d20 + Charisma Modifier if untrained) to negate. You are able to use wands and scrolls as if you were a level one bard, and for item use purposes you count as a level one bard in addition to any other classes you possess. This feat is not recommended for characters with actual bard levels. | |
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Half-Elf Dilettante: Cleric | Passive | You have learned much by watching clerics perform their arts. You are able to use wands and scrolls as if you were a level one cleric, and for item use purposes you count as a level one cleric in addition to any other classes you possess. This feat is not recommended for characters with actual cleric levels. | |
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Half-Elf Dilettante: Druid | Passive | You have watched some of the secret rituals of the druids. You are able to use wands and scrolls as if you were a level one druid, and for item use purposes you count as a level one druid in addition to any other classes you possess. This feat is not recommended for characters with actual druid levels. | |
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Half-Elf Dilettante: Favored Soul | Passive | You have fought alongside the chosen of the gods, and a little bit of divine favor appears to have rubbed off on you. You are able to use wands and scrolls as if you were a level one favored soul, and for item use purposes you count as a level one favored soul in addition to any other classes you possess. This feat is not recommended for characters with actual favored soul levels. | |
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Half-Elf Dilettante: Fighter | Passive | You have trained with the best, and your martial skills have improved. You gain proficiency with all martial melee weapons, and for item use purposes you count as a level one fighter in addition to any other classes you possess. This feat is not recommended for characters with actual fighter levels. | |
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Half-Elf Dilettante: Monk | Passive | You have meditated alongside monks in the most remote of places. You gain proficiency with the quarterstaff, kama, and shuriken, and can add up to 2 points of your Wisdom bonus to your Armor Class. This Armor Class bonus does not stack with the similar monk class ability. For item use purposes you count as a level one monk in addition to any other classes you possess. This feat is not recommended for characters with actual monk levels. | |
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Half-Elf Dilettante: Paladin | Passive | You have spent enough time among holy warriors that you know their chants by heart. You can add up to 2 points of your Charisma bonus to all saves. This bonus does not stack with the Divine Grace ability. You are able to use wands and scrolls as if you were a level one paladin, and for item use purposes you count as a level one paladin in addition to any other classes you possess. This feat is not recommended for characters with actual paladin levels. | |
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Half-Elf Dilettante: Ranger | Passive | You have hunted with some of the greatest rangers of Khorvaire. You gain proficiency with all martial ranged weapons, and +1 to Damage with Longbows and Shortbows. You are able to use wands and scrolls as if you were a level one ranger. For item use purposes you count as a level one ranger in addition to any other classes you possess. | |
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Half-Elf Dilettante: Rogue | Passive | You have learned a few tricks from less reputable sources. You deal +1d6 Sneak Attack damage, but this does not stack with the Rogue Sneak Attack ability. For item use purposes you count as a level one rogue in addition to any other classes you possess. This feat is not recommended for characters with actual rogue levels. | |
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Half-Elf Dilettante: Sorcerer | Passive | Your travels and adventures seem to have awakened a bit of power within your blood. You are able to use wands and scrolls as if you were a level one sorcerer, and for item use purposes you count as a level one sorcerer in addition to any other classes you possess. This feat is not recommended for characters with actual sorcerer levels. | |
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Half-Elf Dilettante: Warlock | Active | You have a powerful, otherworldly Patron interested in you. For item use purposes, you count as a level one Warlock in addition to any other classes you possess. Imbue Toggle: You deal 1d4 extra fire damage with attacks and spells. This triggers at most once every two seconds. This feat is not recommended for characters with actual Warlock levels. |
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Half-Elf Dilettante: Wizard | Passive | You have studied ancient tomes alongside powerful wizards. You are able to use wands and scrolls as if you were a level one wizard, and for item use purposes you count as a level one wizard in addition to any other classes you possess. This feat is not recommended for characters with actual wizard levels. | |
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Half-Elven Keen Senses | Passive | Half-elves have gained some of the keen senses of the elves and gain a +1 racial bonus to Listen, Search, and Spot checks. | |
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Half-Elven Mixed Heritage | Passive | Half-elves are treated as both an elf and a human by magical items and effects if one would be beneficial. Negative effects treat half-elves as if they were elves. | |
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Half-Elven Social Graces | Passive | Half-elves get along naturally with all people and gain a +2 racial bonus to Diplomacy. They also gain additional Bluff, Diplomacy, and Intimidate uses on a separate cooldown timer. | |
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Immunity to Sleep | Passive | Elves and Half-Elves are naturally immune to magical sleep effects. | |
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Least Dragonmark of Storm | Active | The bloodline of House Lyrandar bestows on you a +2 bonus to your Balance skill. Activate this ability to cast Gust of Wind three times per rest. Gust of Wind creates a severe blast of wind that slows enemy movement and disperses clouds. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Half-Orc Orc Blood | Passive | Half-orcs are treated as an Orc by magical items and effects. | |
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Least Dragonmark of Finding | Active | The bloodline of House Tharashk bestows on you a +2 bonus to your Search skill. Activate this ability to harness the bloodline of House Tharashk to Locate Objects three times per rest. Locate Objects allows you to target a breakable object and find something temporary (but potentially useful) within it when it is broken. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Halfling Agility | Passive | Halflings are agile and gain a +2 bonus to Jump and Move Silently checks. | |
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Halfling Bravery | Passive | Halflings are naturally resistant to fear and gain a +2 morale bonus to saves against fear. | |
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Halfling Keen Ears | Passive | Halflings have keen ears and gain a +2 bonus to Listen checks. | |
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Halfling Luck | Passive | Halflings are surprisingly lucky and gain a +1 bonus to all saves. | |
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Halfling Thrown Weapon Focus | Passive | Halflings develop their throwing skill starting at a very young age. As a result, halflings get a +1 bonus to attack rolls when using any thrown weapon. | |
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Least Dragonmark of Healing | Active | The bloodline of House Jorasco bestows on you a +2 bonus to your Heal skill. Activate this ability to cast Cure Light Wounds three times per rest. | |
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Small Size Bonus | Passive | As a Small creature, you receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Least Dragonmark of Finding | Active | The bloodline of House Tharashk bestows on you a +2 bonus to your Search skill. Activate this ability to harness the bloodline of House Tharashk to Locate Objects three times per rest. Locate Objects allows you to target a breakable object and find something temporary (but potentially useful) within it when it is broken. | |
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Least Dragonmark of Making | Active | The bloodline of House Cannith bestows on you a +2 bonus to your Repair skill and +3 Feat bonus to all crafting skills. Activate this ability to cast Repair Light Damage three times per rest. | |
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Least Dragonmark of Passage | Active | The bloodline of House Orien bestows on you a +2 bonus to your Balance skill. Activate this ability to cast Expeditious Retreat to increase your running speed by 25% for one minute per character level. | |
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Least Dragonmark of Sentinel | Active | The bloodline of House Deneith bestows on you a +2 bonus to your Intimidate skill. Activate this ability to cast Shield of Faith three times per rest. Shield of Faith gives you a deflection bonus to your AC. The amount increases with your character level. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Dispel Size Change | Active | Level 1 | Dismiss your current Reduce Self or Enlarge Self effect. |
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Dwarven Stability | Passive | Dwarves naturally are able to keep their balance, receiving a +4 on their Balance skill. | |
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Dwarven Stonecunning | Passive | Dwarves naturally are able to find secret doors more often, receiving a +2 bonus on their Search skill. | |
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Enlarge Self | Active | Level 1 | For one minute, you grow in size, granting you a +5 Psionic Bonus to PRR. This cancels Reduce. |
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Giant Evasion | Passive | Dwarves naturally are harder to hit by giants, receiving a +4 AC bonus when attacked by creatures of the giant type. | |
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Orc and Goblin Bonus | Passive | Dwarves get a +1 bonus to attack against orcs and goblins. | |
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Poison Save Bonus | Passive | Dwarves are naturally resistant to poison, receiving a +2 bonus to saves against poisons. | |
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Reduce Self | Active | Level 1 | For one minute, you shrink in size, granting you a +3% Psionic Bonus to Dodge. This cancels Enlarge. |
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Spell Save Bonus | Passive | Dwarves are naturally resistant to spells, receiving a +2 bonus to saves against spell effects. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Elven Keen Senses | Passive | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | |
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Enchantment Save Bonus | Passive | Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments. | |
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Immunity to Sleep | Passive | Elves and Half-Elves are naturally immune to magical sleep effects. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Razorclaw Shifter | Active | Passive: +1 Strength. Active: Activate this Shifter ability to shift your form, granting you a +4 Rage bonus to Strength and Dexterity, a +2 Morale bonus to Fortitude saves, and a -2 penalty to Wisdom. When the form ends, however, you will become fatigued. Your form will last for 30 seconds plus an additional amount of time based on your Constitution. You can prematurely end your form by using the Dismiss Rage feat. This shares charges with Barbarian's Rage feat, and anything that grants bonuses while Raging will grant bonuses with this. Shifting your form in this way prevents Spellcasting, and prevents the use of other abilities that cannot be used while Raging. | |
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Shifter Traits | Passive | As a Shifter, you are considered both a Humanoid and an Animal for the purpose of effects. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Fiendish Arpeggio | Active | Enchant your fiddle to cast this spell, dealing 1d6 fire damage, plus 1 fire damage per 2 caster levels (max 1d6+10), and 1d6 sonic damage, plus 1 sonic damage per 2 caster levels (max 1d6+10) to a target. The damage repeats itself every 2 seconds for 12 seconds. Passive: +18 Spell Points |
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Infernal Ancestry | Passive | You gain Fire Resistance equal to your Character Level. You gain +2 to the Balance skill, as well as a +2 bonus to Saves vs Spells. You have a +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders. You are Immune to Fear. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Aasimar Racial Traits | Passive | You gain +2 to the Listen, Heal, and Spot skills. In addition, you gain +5 Resistance to Cold, Acid, and Electricity. | |
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Bond of the Scourge | Active | Your connection to your Celestial patron blazes within you, compelling you to destroy evil. While this Scourge Bond is toggled on, you tap into that connection, gaining glowing eyes, +1 Constitution and +1 to Fortitude Saving Throws. Cannot be used while a Warlock Pact is toggled on. | |
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Healing Hands | Active | Activate this racial ability to apply a burst of holiness to your target, either healing an amount based on your Character level (max 20) times your Wisdom bonus or dealing that much damage to an undead target. This can only be used while your Bond Feat is active. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Spiked Chain Attack | Active | Light Melee Weapon Attack: Using a Spiked Chain (but the stats from your main-hand weapon), perform 3 AOE melee attacks. Your Shadar-Kai Racial Enhancements may add to this attack. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Beasthide Shifter | Active | Passive: +1 Constitution. Active: Activate this Shifter ability to shift your form, granting you a +4 Rage bonus to Armor Class and Constitution, a +2 Morale bonus to Fortitude saves, and a -2 penalty to Wisdom. When the form ends, however, you will lose the hit points granted to you by increased Constitution and become fatigued. Your form will last for 30 seconds plus an additional amount of time based on your Constitution. You can prematurely end your form by using the Dismiss Rage feat. This shares charges with Barbarian's Rage feat, and anything that grants bonuses while Raging will grant bonuses with this. Shifting your form in this way prevents Spellcasting, and prevents the use of other abilities that cannot be used while Raging. | |
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Shifter Traits | Passive | As a Shifter, you are considered both a Humanoid and an Animal for the purpose of effects. | |
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Wildhunt Shifter | Active | Passive: +1 Wisdom. Active: Activate this Shifter ability to shift your form, granting you a +4 Rage bonus to Wisdom and Dexterity, a +2 Morale bonus to Will saves, and a -2 penalty to Strength. When the form ends, however, you will become fatigued. Your form will last for 30 seconds plus an additional amount of time based on your Constitution You can prematurely end your form by using the Dismiss Rage feat. This shares charges with Barbarian's Rage feat, and anything that grants bonuses while Raging will grant bonuses with this, with the exception of abilities that add Strength While Raging, such as Barbarian's Power Rage. Shifting your form in this way prevents Spellcasting, and prevents the use of other abilities that cannot be used while Raging. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
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Feline Agility | Passive | After standing still for 6 seconds, when you move again you gain a +20% Action Boost bonus to Movement Speed for 6 seconds. | |
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Tabaxi Traits | Passive | You are a Tabaxi. |
| Name | Type | Prerequisites | Description | |
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Infernal Ancestry | Passive | You gain Fire Resistance equal to your Character Level. You gain +2 to the Balance skill, as well as a +2 bonus to Saves vs Spells. You have a +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders. You are Immune to Fear. |
| Name | Type | Prerequisites | Description | |
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Feline Agility | Passive | After standing still for 6 seconds, when you move again you gain a +20% Action Boost bonus to Movement Speed for 6 seconds. | |
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Tabaxi Traits | Passive | You are a Tabaxi. |
| Name | Type | Prerequisites | Description | |
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Adamantine Body | Passive | Docents you equip provide armor equivalent to Full Plate. This is treated as metallic heavy armor. You have damage reduction 2/adamantine, a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum dexterity bonus. | |
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Composite Plating | Passive | You are not considered to be wearing armor. You have a 5% arcane spell failure chance. | |
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Improved Damage Reduction | Passive | You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine. | |
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Improved Fortification | Passive | BAB +6 | Improves your warforged fortification, granting you immunity to sneak attacks and extra damage from critical hits. However, you lose the ability to be healed by spells from the healing subschool, such as cure light wounds. |
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Light Fortification | Passive | Warforged have a 25% immunity to critical hits and sneak attacks. | |
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Mithral Body | Passive | Docents you equip provide armor equivalent to Chainmail. This is treated as metallic light armor. You have a 15% arcane spell failure chance, -1 armor check penalty to certain skills, and a +5 maximum dexterity bonus. | |
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Mithral Fluidity | Passive | Mithral Body | The maximum Dex bonus you have is increased by 1, and the armor check penalties are decreased by 1. |
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Warforged Traits | Passive | Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, and paralysis effects except those which physically hold them in place. You are immune to ability score damage from natural poisons and natural diseases, but are vulnerable to those that specifically affect wood or metal. You gain a +10 racial bonus to saving throws against magical poisons, and do not fail saving throws against them on a roll of a natural 1 (this renders you immune to magical poisons with a DC of less than 11+your Fortitude save). If you transform into a different type of creature, you will lose these benefits until you return to your Warforged form. |
| Name | Type | Prerequisites | Description | |
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Elven Keen Senses | Passive | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | |
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Enchantment Save Bonus | Passive | Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments. | |
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Immunity to Sleep | Passive | Elves and Half-Elves are naturally immune to magical sleep effects. | |
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Wood Elven Wild Nature | Passive | Wood Elves are elves, but they also have features of their own. |