I wasn't particularly fond of how the Origin Feats in that book were designed, so I decided to to rework them to be more distinct and appealing. Here are the ones that represent the 8 magic schools. What do you think of them?
| Arcane Eloquence
Origin Feat
You gain the following benefits.
Charmer. You learn the Friends cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).
Imposing Will. You always have the Command spell prepared. You can cast it once without a spell slot as a Bonus Action, and you regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
| Arcane Infiltrator
Origin Feat
You gain the following benefits.
Disguise Self. You always have the Disguise Self spell prepared. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Elusive Appearance. While your real appearance is concealed by an Illusion spell, you can take the Dodge action as a Bonus Action. You can use this benefit twice, and you regain all expended uses when you finish a Long Rest.
| Arcane Omens
Origin Feat
You gain the following benefits.
Guidance. You learn the Guidance cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).
Guided Premonition. When an ally you can see makes a saving throw, you can take a Reaction to roll 1d20 and choose whether to use that roll in place of the d20 rolled for the save. Then, you gain Heroic Inspiration if you lack it. Once you use this benefit, you can't do so again until you finish a Long Rest.
| Arcane Overload
Origin Feat
You gain the following benefits.
Arcane Burst. You learn the Sorcerous Burst cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).
Power Surge. When you cast an Evocation spell and deal damage with it, you can add your Proficiency Bonus to one damage roll of that spell. You can use this benefit twice, and you regain all expended uses when you finish a Long Rest.
| Arcane Safeguard
Origin Feat
You gain the following benefits.
Resistance. You learn the Resistance cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can cast that cantrip as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Share Vitality. At the end of a Short Rest, you can magically share your vitality with up to three allies of your choice that rested with you. Roll one or two of your unexpended Hit Point Dice. Each chosen ally regains a number of Hit Points equal to the total rolled + your Constitution modifier. Those dice are then expended. Once you use this benefit, you can't do so again until you finish a Long Rest.
| Arcane Undertaker
Origin Feat
You gain the following benefits.
Minor Necromancy. You learn one Cleric or Wizard cantrip of your choice. The cantrip must be from the Necromancy school. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).
Familiar to Death. When you fail on a Death Saving Throw, you can choose to succeed instead. Once you use this benefit, you can't do so again until you finish a Long Rest.
Funereal Knowledge. You have Advantage on Wisdom (Medicine) checks made when inspecting a corpse.
| Familiar Friend
I didn't change it because it is already good enough and is the base for other feats in the book.
| Transmuted Anatomy
Origin Feat
You gain the following benefits.
Anatomical Transmutation. You gain one of the following benefits of your choice. Whenever you finish a Long Rest, you can change your choice.
• Amphibiousness. You can breathe air and water.
• Darkvision. You have Darkvision with a range of 60 feet.
• Haste. Your Speed increases by 5 feet.
Augmented Organism. You have Advantage on saving throws against effects that would compel you to shape-shift against your will. Additionally, when you fail a Constitution saving throw, you can take a Reaction to roll 1d4 and add the number rolled to the save, potentially turning the failure into a success.