Forgemaster
You are a trained and recognized blacksmith in a town that you are familiar with. Your knowledge of forgecraft is extensive and your ability to produce fine metalwork is notable. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You have a smithy in a town of your choice, and have two apprentices and an overseer that help you there. The smithy contains all the tools necessary for making metal items, and also contains lodging for yourself, your overseer, and your two apprentices. When you use your downtime to create metal items (such as horseshoes, steel swords, or plate armor) in your forge your daily progress is in 25-gp increments rather than 5-gp increments, and you maintain a comfortable lifestyle without expense. The smithy is self-sustaining, and has no upkeep cost (but neither does it make much of a profit).
- You can add your proficiency bonus on ability checks related to metal items. For instance, you would add your proficiency bonus on an Intelligence (History) check about an old shield found as part of a treasure hoard, or on a Strength (Athletics) check made with a crowbar to open a metal box.
- You can craft masterwork metal items. Masterwork weapons gain a +1 bonus to attack rolls. Masterwork armor has a base AC of one higher than usual. Other Masterwork items give a +1 bonus to ability checks made with them or have a DC to thwart them of 1 higher. They have an object AC of one higher than normal, and have an extra 5 hit points. Masterwork items have a value of five times the normal value for the item, and so carry a similar high cost in terms of the finest raw materials and days of careful labor. For instance, a masterwork set of manacles costs 10 gp, has an AC of 20, and 20 hp. Escaping them requires a DC 21 Dexterity check, breaking them requires a DC 21 Strength check, and picking their lock is a DC 16 Dexterity check with thieves' tools.
Great Glazier
You are a skilled crafter of glass objects of no small renown. Your knowledge of glass-craft is extensive and your ability to produce fine objects is well-known. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You have a glazier's workshop in a town of your choice, and have two apprentices and an overseer that help you there. The workshop contains all the tools necessary for making glass items, and also contains lodging for yourself, your overseer, and your two apprentices. When you use your downtime to create glass items (such as jars, bottles, or sculptures) in your workshop your daily progress is in 25-gp increments rather than 5-gp increments, and you maintain a comfortable lifestyle without expense. The workshop is self-sustaining, and has no upkeep cost (but neither does it make much of a profit).
- You can add your proficiency bonus on ability checks related to glass items. For instance, you would add your proficiency bonus on an Intelligence (History) check about a stained glass window depicting an old saint in a ruined temple, or on an Intelligence (Investigation) check made with a magnifying glass.
- You can craft masterwork glass items, including weapons and armor of specially-treated and blown glass. Masterwork weapons gain a +1 bonus to attack rolls. Masterwork armor has a base AC of one higher than usual. Other Masterwork items give a +1 bonus to ability checks made with them or have a DC to thwart them of 1 higher. They have an object AC of one higher than normal, and have an extra 5 hit points. Masterwork items have a value of five times the normal value for the item, and so carry a similar high cost in terms of the finest raw materials and days of careful labor. For instance, a masterwork glass bottle costs 10 gp, has an AC of 14, and 7 hp, costing 5 gp to craft.
Trap Master
You know traps inside and out. You gain the following benefits:
- When you discover a trap, you can spend 10 minutes to fully analyze it, uncovering its precise tigger, the effects the trigger has, and the location of any effects the trap produces.
- You and any allies you describe the trap to with have advantage on saving throws against traps you have analyzed.
- You and any allies you describe the trap to have resistance against traps that you have analyzed.
Tunnelborn
You know the basics of underground navigation and orienteering. This feat is especially popular among rock gnomes and mountain dwarves, who often grow up learning the basics of underground navigation. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You know which direction you are facing (north, south, east, west, etc.) when you are underground, and you know your approximate depth below ground (to within about 10 ft.).
- You can add your proficiency bonus to Intelligence (Investigation) checks made to examine caves or underground construction (such as when looking for stonework traps in a dungeon room, noticing the slope of a passage, or when seeing if a cave tunnel is likely to collapse). If you already have proficiency in Intelligence (Investigation), you can add double your proficiency bonus in these situations.
Expert Rider
You know how to get the most out of your mount, and are at home in the saddle as you are on your own two feet. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in Animal Handling or Nature if you do not already have proficiency in one of those skills.
- You can get on your mount without spending speed, vaulting into the saddle.
- You can control your mount with your knees, meaning you do not need to use a hand to control you mount, and thus can freely use two-handed weapons or perform other actions with your hands.
- You can spur your mount on to great speeds. When your mount moves, you can add +10 ft. to your mount's speed for the round. You can do this for a number of rounds each day equal to its Constitution modifier (minimum 1 round).
- If you are targeted by an attack while mounted, you can drop alongside your mount, making the attack target the mount instead of you.