Species
Feats
Acolyte of Medicine
Origin Feat
You worship the Sorcerer of Medicine and Alchemy. For this, your holy studies have given you keen insight to all things medical and alchemical. You gain the following benefits.
Medical Training. You gain proficiency with Alchemist's Supplies. If you are already proficient with these tools, you gain Expertise with them.
Quick Healing. When you expend a charge from a Healer's Kit, you may do so as a Bonus Action, rather than as a Utilize action. Doing so expends an additional charge of the kit.
Immediate Stabilization. When you stabilize a creature with a Healer's Kit, the creature also regains 1 Hit Point.
Child of the Sea
Origin Feat
Your time growing up at sea, either under the waves or above them, has taught you the secrets of the waves and movements of the water. Whether you grew up in a colony of merfolk on the ocean floor or your community lived along the shores, you have learned these various abilities. You gain the following benefits.
Weapon Proficiencies. You gain proficiency with the Club, Trident, and Navigator's Tools.
Swim Speed. You have a Swim Speed equal to your Speed.
Sea Legs. You have Advantage on Dexterity saving throws to avoid the Prone condition.
Onworld Ambassador
Origin Feat
Your time training on Earth or the Flotilla has trained you for the harsh environments of the magical worlds, as well as proper customs and traits for the people who live there. You gain the following benefits.
Hazard Advantage. You have Advantage on Constitution saving throws against resisting the effects of a forced march or from hazards caused by extreme heat, cold, or elevation.
Weaver Crafting. You gain proficiency with Weaver’s Tools. Given proper materials and Weaver’s Tools, over the course of a Short Rest you can create or alter Common or Traveler’s Clothes in the local style.
Weapon Proficiency. You gain proficiency with Improvised Weapons.
Peaceful Diplomat
Origin Feat
You have dedicated yourself to a life of peace, attempting when you can to avoid fighting when you can. You gain the following benefits.
Magical Language. You learn one language of your choice. When you finish a Long Rest you can change this language with another language of your choice.
Eternal Sanctuary. You always have the Sanctuary spell prepared and can cast it on yourself without expending a spell slot. You can cast this spell without expending a spell slot a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Hex Adept
Origin Feat
Through rigorous study of occult lore and communion with the natural world, you have learned about the witchen art of hexes.
Forbidden Knowledge. You learn one Hex option of your choice from the Witch class. Your spellcasting ability for the hex is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the hex has a prerequisite of any kind, you can choose that hex only if you’re a Witch who meets the prerequisite.
