An ancient Lithomancers Blessing bestows Terra with:
::Keen Mind::
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
::Observant::
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence & Wisdom score by 1, to a maximum of 20.
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.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
::Telekinetic::
You learn to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, & Charisma score by 1, to a maximum of 20.
You can cast telekinesis at will as an action.
As a bonus action, you can try to telekinetically shove one creature you can see within 60 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 10 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved up to 30 feet toward you or away from you. A creature can willingly fail this save.
::Lucky::
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
::Bountiful Luck::
You have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens.
When an ally you can see within 60 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can’t use your Lucky trait before the end of your next turn.
::Second Chance::
Fortune favors you when someone tries to strike you. You gain the following benefits:
Increase your Dexterity, Constitution, & Charisma score by 1, to a maximum of 20.
When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.
::Self Attuned::
This character gains 2 additional attunement slot.
::Nimbleness::
You are uncommonly nimble for your race and gain the following benefits:
Increase your Strength & Dexterity score by 1, to a maximum of 20.
Increase your walking speed by 5 feet.
You gain proficiency in the Acrobatics or Athletics skill (your choice).
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
::Mobile::
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
::Dual Wielder::
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
::Sentinel::
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.