As a fun little project, I tried to reimagine the Racial Feats from Xanathar's Guide to Everything might function in the 2024 design space. My thought was to design the feats as General Feats that anyone can acquire normally, but introduce a new subsection - "Origin Synergy" - which allows the feat to be acquired more easily by a player if they are a member of a particular species. In this way, the feats are not restricted to one species or another, but it provides a route to reward a player for picking feats that thematically fit with their character's origin. Let me know what you think and how I can improve these further
Parts of a Feat - Origin Synergy
A feat that has the “Origin Synergy” subsection offers additional versatility if you are a certain Species, allowing you to ignore any listed prerequisites for that feat. When you select your Background during character creation, as a member of the corresponding Species you can also select such a feat in place of the Origin feat listed for your chosen Background.
Feats
Bountiful Luck
General Feat* (Prerequisite: Level 4+)
You possess extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You gain the following traits.
Fortune’s Favor. When an ally you can see within 30 feet of you rolls a 1 on the d20 of a D20 Test, 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 any feature, trait, or spell which modifies a d20 test before the end of your next turn.
Misfortune Ward. When you roll a 1 on the d20 of a D20 Test, you can gain a number of Temporary Hit Points equal to your level (no action required).
Origin Synergy. If you are a Halfling, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Dragon-Touched
General Feat* (Prerequisite: Level 4+; Strength, Constitution, or Charisma 13+)
Your exposure to draconic magic or ancestry grants you the following benefits.
Dragon’s Hide. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Mighty Roar. When you take the Attack action on your turn, you can replace one of your attacks with a powerful roar. Each creature in a 30 foot emanation from you must make a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomesFrightened of you for 1 minute. If theFrightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Origin Synergy. If you are a Dragonborn, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Retractable Claws. When you hit with your Unarmed Strike and deal damage, you can deal Slashing damage equal to 1d4 plus your Strength modifier instead of the normal damage of an unarmed strike.
Mountain’s Might
General Feat* (Prerequisite: Level 4+; Strength or Constitution 13+)
Your familiarity with harsh environments has provided you with steady footing, granting the following benefits.
Balanced Stance. You do not incur Disadvantage on attacks made with a Heavy weapon if your Strength or Dexterity scores aren’t at least 13.
Immovable Footing. You have Advantage on Ability Checks and Saving Throws to avoid effects which would move you against your will or make you Prone.
Origin Synergy. If you are a Goliath or Orc, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Retributive Strike. When you are reduced to 0 Hit Points but not killed outright, you can take a Reaction to make one attack with a Simple or Martial weapon you are wielding or an Unarmed Strike.
Infernally-Touched
General Feat* (Prerequisite: Level 4+; Spellcasting or Pact Magic feature)
Your exposure to the hellish magic of one of the Lower Planes grants you the following benefits.
Flames of Phlegethos. Whenever you cast a Level 1+ spell that deals Fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack must make a Dexterity saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, the target takes 1d6 Fire damage and is Burning. On a successful save, the target takes half as much damage and is not Burning.
Infernal Constitution. You have resistance to Cold and Poison damage, and advantage on saving throws against being Poisoned.
Level 1 Spell. You always have the Burning Hands spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Origin Synergy. If you are a Tiefling, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Squat Nimbleness
General Feat* (Prerequisite: Level 4+; Strength, Constitution, Dexterity 13+)
You have trained in efficiently avoiding harm while utilizing very little movement. You gain the following benefits.
Escape Artist. You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from beingGrappled.
Fortifying Dodge. Whenever you take theDodge action, you can expend one of your Hit Point Dice, roll the die, and regain a number of hit points equal to the value rolled or your Constitution modifier (whichever is greater).
Improved Mobility. Your Speed increases by 5 feet.
Origin Synergy. If you are a Dwarf or a member of a Species whose size is Small, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Sylvan Weapon Training
General Feat* (Prerequisite: Level 4+; Dexterity, Wisdom, or Charisma 13+)
Your study of elven lore has granted you insight into their techniques. You gain the following benefits.
Elven Accuracy. Whenever you have Advantage on an attack roll which relies on an ability score modifier other than Strength, you can reroll one of the d20 once.
Exotic Language. You learn to speak, read, and write Sylvan.
Origin Synergy. If you are an Elf, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Weapon Proficiency. You gain proficiency with Shortswords, Longswords, Shortbows, and Longbows.
As a fun little project, I tried to reimagine the Racial Feats from Xanathar's Guide to Everything might function in the 2024 design space. My thought was to design the feats as General Feats that anyone can acquire normally, but introduce a new subsection - "Origin Synergy" - which allows the feat to be acquired more easily by a player if they are a member of a particular species. In this way, the feats are not restricted to one species or another, but it provides a route to reward a player for picking feats that thematically fit with their character's origin. Let me know what you think and how I can improve these further
Parts of a Feat - Origin Synergy
A feat that has the “Origin Synergy” subsection offers additional versatility if you are a certain Species, allowing you to ignore any listed prerequisites for that feat. When you select your Background during character creation, as a member of the corresponding Species you can also select such a feat in place of the Origin feat listed for your chosen Background.
Feats
Bountiful Luck
General Feat* (Prerequisite: Level 4+)
You possess extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You gain the following traits.
Fortune’s Favor. When an ally you can see within 30 feet of you rolls a 1 on the d20 of a D20 Test, 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 any feature, trait, or spell which modifies a d20 test before the end of your next turn.
Misfortune Ward. When you roll a 1 on the d20 of a D20 Test, you can gain a number of Temporary Hit Points equal to your level (no action required).
Origin Synergy. If you are a Halfling, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Dragon-Touched
General Feat* (Prerequisite: Level 4+; Strength, Constitution, or Charisma 13+)
Your exposure to draconic magic or ancestry grants you the following benefits.
Dragon’s Hide. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Mighty Roar. When you take the Attack action on your turn, you can replace one of your attacks with a powerful roar. Each creature in a 30 foot emanation from you must make a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes Frightened of you for 1 minute. If the Frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Origin Synergy. If you are a Dragonborn, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Retractable Claws. When you hit with your Unarmed Strike and deal damage, you can deal Slashing damage equal to 1d4 plus your Strength modifier instead of the normal damage of an unarmed strike.
Mountain’s Might
General Feat* (Prerequisite: Level 4+; Strength or Constitution 13+)
Your familiarity with harsh environments has provided you with steady footing, granting the following benefits.
Balanced Stance. You do not incur Disadvantage on attacks made with a Heavy weapon if your Strength or Dexterity scores aren’t at least 13.
Immovable Footing. You have Advantage on Ability Checks and Saving Throws to avoid effects which would move you against your will or make you Prone.
Origin Synergy. If you are a Goliath or Orc, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Retributive Strike. When you are reduced to 0 Hit Points but not killed outright, you can take a Reaction to make one attack with a Simple or Martial weapon you are wielding or an Unarmed Strike.
Infernally-Touched
General Feat* (Prerequisite: Level 4+; Spellcasting or Pact Magic feature)
Your exposure to the hellish magic of one of the Lower Planes grants you the following benefits.
Flames of Phlegethos. Whenever you cast a Level 1+ spell that deals Fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack must make a Dexterity saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, the target takes 1d6 Fire damage and is Burning. On a successful save, the target takes half as much damage and is not Burning.
Infernal Constitution. You have resistance to Cold and Poison damage, and advantage on saving throws against being Poisoned.
Level 1 Spell. You always have the Burning Hands spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Origin Synergy. If you are a Tiefling, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Squat Nimbleness
General Feat* (Prerequisite: Level 4+; Strength, Constitution, Dexterity 13+)
You have trained in efficiently avoiding harm while utilizing very little movement. You gain the following benefits.
Escape Artist. You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being Grappled.
Fortifying Dodge. Whenever you take the Dodge action, you can expend one of your Hit Point Dice, roll the die, and regain a number of hit points equal to the value rolled or your Constitution modifier (whichever is greater).
Improved Mobility. Your Speed increases by 5 feet.
Origin Synergy. If you are a Dwarf or a member of a Species whose size is Small, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Sylvan Weapon Training
General Feat* (Prerequisite: Level 4+; Dexterity, Wisdom, or Charisma 13+)
Your study of elven lore has granted you insight into their techniques. You gain the following benefits.
Elven Accuracy. Whenever you have Advantage on an attack roll which relies on an ability score modifier other than Strength, you can reroll one of the d20 once.
Exotic Language. You learn to speak, read, and write Sylvan.
Origin Synergy. If you are an Elf, you may ignore the listed prerequisites for this feat and may choose this feat in place of that listed for your chosen Background, treating it as if it were part of the Origin category.
Weapon Proficiency. You gain proficiency with Shortswords, Longswords, Shortbows, and Longbows.
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