Specializations

The following rules are an optional addition to vanilla feats. Each specialization is a set of four, tiered feats based on feats from the PHB. Whenever a character would have the option to take a feat of their choice, and they already have the level 1 feat of any specialization, they may choose to take the level 2 feat of the same specialization in place of choosing a different feat. They may then take the level 3 and 4 feats in the same manner. Each feat in a Specialization is considered a prerequisite for the subsequent feats in the same specialization.

Level 1

 * When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.


 * Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.


 * You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Level 2

 * Increase your spellcasting ability score by 1, to a maximum of 20. If you have more than one spellcasting ability you may choose to apply this increase to any of them.
 * Whenever you cast a damaging spell you can use your action or bonus action to change one of the spell's damage types to your chosen type. You cannot change bludgeoning, piercing, or slashing damage in this way.

Level 3

 * Increase one ability score of your choice by 1, to a maximum of 20.
 * Whenever you cast a spell, you can add your spellcasting ability modifier to one damage roll of your selected type.

Level 4

 * Increase any two different ability scores of your choice by 1 each, to a maximum of 20.
 * Spells you cast ignore immunity to damage of the chosen type.

Level 1

 * When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.


 * As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Level 2

 * Increase your Wisdom score and one other ability score of your choice by 1 each, to a maximum of 20.


 * Whenever you make a roll to restore health to a creature using a healer's kit, you may add your Wisdom modifier to the roll.

Level 3

 * Increase any ability score of your choice by 1, to a maximum of 20.
 * Whenever you use a healer's kit to restore health to a creature, you roll a d8 in place of the normal d6.


 * You can brew the Elixir of Health from the Herbalism crafting list. When you do so, you do not require an Herbalism Kit and can use a Wisdom (Medicine) check to brew the elixir in place of the usual skill check using tools. You must still supply any required ingredients and spend the required crafting time to brew the elixir.


 * If you have proficiency in the Herbalism Kit you learn the formula for the Elixir of Health. Similarly, if you have proficiency in Alchemist's Tools you learn the formula for the Potion of Healing. Whenever you brew either of these formulas using tools, the Basic Ingredients cost for both is reduced by half.

Level 4

 * Increase any two different ability scores of your choice by 1 each, to a maximum of 20.


 * During a short rest, you can tend to the serious injuries of one ally. When you do so you may use one healer's kit to restore all of the creature's missing hit points. You cannot use this feature again until you finish a long rest.
 * Whenever you use a healer's kit to restore health to a creature, you can also end one of the following status effects that is affecting the same creature: blinded, deafened, paralyzed, or poisoned.

Level 1

 * When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.


 * When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.


 * You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Level 2

 * Increase your Intelligence score and one other ability score of your choice by 1 each, to a maximum of 20.


 * You can cast the Detect Magic spell a number of times equal to your Intelligence modifier, you regain all expended uses after finishing a long rest.

Level 3

 * Increase any ability score of your choice by 1, to a maximum of 20.
 * Whenever you use this specialization to deal damage to a creature as a reaction, that creature must make a saving throw as though it were concentrating on a spell. On a failure, that creature's spell fails and has no effect. This saving throw is rolled separately from any other saving throw made to maintain concentration on a different effect.

Level 4

 * Increase any two different ability scores of your choice by 1 each, to a maximum of 20.
 * You have advantage on all saving throws against spells and other magic effects.

Level 1

 * Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.


 * In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.


 * Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Level 2

 * Increase two different ability scores by 1 each, to a maximum of 20. One of your chosen ability scores must be the spellcasting ability of the class you chose for the level 1 feat of this specialization.


 * Choose one 1st-level or 2nd-level spell to learn from your chosen class's spell list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Level 3

 * Increase any of your ability scores by 1, to a maximum of 20.


 * Learn one additional cantrip from your chosen class's spell list.


 * You may cast both of your chosen 1st-level or higher spells from the previous levels of this specialization twice instead of once. All expended uses of both spells are regained after finishing a long rest.

Level 4

 * Increase any two different ability scores of your choice by 1 each, to a maximum of 20.
 * Choose one 3rd-level, or lower, spell to learn from your chosen class's spell list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
 * You can cast your chosen 1st-level spell from level 1 of this specialization three times instead of twice. You regain all expended uses after finishing a long rest.

Level 1

 * You can try to hide when you are lightly obscured from the creature from which you are hiding.


 * When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.


 * Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Level 2

 * Increase your Dexterity score and one other ability score of your choice by 1 each, to a maximum of 20.
 * Other creatures have disadvantage on Wisdom (Perception) checks to hear or spot you when you attempt to hide. Note: Reminder that disadvantage on a perception roll translates to -5 to passive perception.

Level 3

 * Increase any one of your ability scores by 1, to a maximum of 20.
 * Whenever you hit a creature that you are hidden from with a weapon attack, you may roll each of the weapon's damage die one additional time.

Level 4

 * Increase any two different ability scores of your choice by 1 each, to a maximum of 20.
 * As an action on your turn, you may attempt to execute an enemy. In order to execute a creature, they must be surprised and you must be hidden from them. When you attempt an execution, you make a single attack roll, on a hit the creature must make a Constitution saving throw, the DC of which is equal to 8 + your proficiency bonus + your Dexterity score, on a failed save the damage of the attack is equal to the creature's current hit points. Resistance, immunity, and any other damage decreasing effect apply to the attack as normal. If their save is successful, the attack is treated as a normal attack roll.

Level 1

 * Increase your Strength or Constitution score by 1, to a maximum of 20.


 * You are proficient with improvised weapons.


 * Your unarmed strike uses a d4 for damage.

Level 2
 * When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.


 * Increase any ability score of your choice by 1, to a maximum of 20.
 * Unarmed strikes count as weapon attacks for you.


 * You gain a Brawler Die, which is a d6. You can roll your Brawler Die in place of the normal damage of your unarmed strike, improvised weapon, or melee weapon attacks. You cannot use your Brawler Die for any attack that uses your Dexterity modifier for attack or damage rolls.

Level 3

 * Increase your Strength or Constitution score by 1, to a maximum of 20.


 * Whenever you take the Attack action and attack with only unarmed strikes, you can make one additional unarmed strike as a bonus action.

Level 4

 * Increase any two different ability scores of your choice by 1 each, to a maximum of 20.
 * Your Brawler Die is a d8.

Level 1

 * Increase your Strength or Dexterity score by 1, to a maximum of 20.


 * You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. Alternatively, you learn one fighting style of your choice from the options listed in the Fighter class.

Level 2

 * Increase any ability score of your choice by 1, to a maximum of 20.
 * Choose any two weapons, you gain a +1 bonus to attack and damage rolls with those weapons.

Level 3

 * Increase your Strength or Dexterity score by 1, to a maximum of 20.
 * You gain one feat of your choice from the following: Crossbow Expert, Axe Master, Blade Master, Bow Master, Hammer Master, Knife Master, Polearm Master, or Spear Master. If playing in the Flintlock Settings, the Firearm Mastery feats are added to the above list. Weapon Master Feats.

Level 4

 * Increase any two different ability scores of your choice by 1 each, to a maximum of 20.
 * You learn all the fighting styles listed under the Fighter options.
 * You may choose two additional weapons to those chosen at level 2 of this specialization. You gain a +1 bonus to attack and damage rolls with those weapons.