I make no claims on the feasibility of any of the following. Any feedback would be appreciated.
Arcane Archivist
Prerequisite: You must be an elf or have an arcane background.
Benefit: You gain proficiency in the Arcana skill if you don't already have it. Additionally, you can spend one hour studying any magical item or spellbook to gain temporary access to one spell from it, which you can cast once within the next 24 hours as if you had prepared it. The spell's level can't exceed half your level (rounded up), and you must have a spell slot of the appropriate level to cast it.
Dwarven Forge Master
Prerequisite: You must be a dwarf or have spent years learning from dwarven smiths.
Benefit: You can craft metal items at half the usual time and cost. Additionally, you can imbue one crafted weapon or armor with a minor magical enhancement (like +1 to hit or AC) once per long rest, which lasts for 24 hours. This enhancement does not require spell slots but does count towards your daily magical crafting limit.
Nomad of the Open Sky
Prerequisite: You must have spent a significant portion of your life traveling or living in the wild.
Benefit: You gain proficiency in the Survival skill if you don't already have it. Once per long rest, you can use your knowledge of the land to navigate any natural terrain at double your normal speed without getting lost. You also gain advantage on saving throws against effects from natural weather phenomena like blizzards or sandstorms.
Sylvan Whisperer
Prerequisite: You must have a connection to the Feywild or be of fey ancestry.
Benefit: You learn the Druidcraft cantrip, and you can communicate with beasts and plants as if under the effect of Speak with Animals or Speak with Plants once per long rest. Additionally, when in a forest, you can cast Entangle without expending a spell slot once per day.
Urban Shadow
Prerequisite: You must have grown up or spent considerable time in dense urban environments.
Benefit: You gain proficiency in the Stealth skill if you don't already have it. In urban areas, you can use the city's layout to your advantage, gaining advantage on Dexterity (Stealth) checks. Once per short rest, you can attempt to blend into any crowd or hide in plain sight, effectively becoming invisible to non-alerted creatures until you move or attack.
Courtly Presence
Prerequisite: Noble Background
You have been trained in the arts of diplomacy, etiquette, and leadership, granting you the following benefits:
Silver-Tongued. You gain proficiency in the Deception or Persuasion skill (your choice). If you are already proficient in both, you can instead gain Expertise in one of them.
Commanding Demeanor. As a bonus action, you can issue a commanding order to an ally within 30 feet who can hear you. That ally can use their reaction to move up to half their speed or make a single weapon attack. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Inherited Privilege
Prerequisite: Noble Background
Your noble lineage grants you special influence and connections, as well as the confidence to wield them. You gain the following benefits:
Favored by the Elite. You have advantage on Charisma (Persuasion) checks when dealing with individuals of higher social standing or those loyal to noble or governmental institutions.
Noble Privilege. When you stay in a settlement where your family or connections hold sway, you can secure fine accommodations and basic resources for yourself and up to six companions at no cost for up to a week. In addition, you can request minor favors (like legal assistance, access to restricted areas, or small loans) without needing a skill check, provided the favor is reasonable and within your family’s power to grant.
These feats reflect the skills and advantages of someone raised with noble upbringing, offering both mechanical benefits and roleplay opportunities. Do you think they fit what you're looking for?
Survivor’s Instinct
Your experiences taught you how to endure and thrive in challenging conditions.
Toughened Resolve. You gain proficiency in the Survival skill. If you’re already proficient, you gain Expertise in it instead.
Resilient Survivor. You can add your proficiency bonus to any saving throw you make to resist exhaustion or harsh environmental effects, such as extreme weather or starvation.
Endure Hardship. You can go twice as long without food or water before suffering penalties.
Quick Learner
Your natural curiosity and adaptability have made you skilled at acquiring new talents.
Jack of All Trades. You gain proficiency in one skill, one tool, or one language of your choice.
Adaptable Mind. When you fail an ability check with a skill you are not proficient in, you can reroll the check and take the second result. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Brawler’s Grit
A rough upbringing taught you how to hold your own in a fight, even without weapons.
Unarmed Fighter. Your unarmed strikes deal 1d6 damage (bludgeoning), and when grappling a creature, you have advantage on Strength (Athletics) checks to maintain the grapple.
Tavern Tactics. When fighting with improvised weapons, you can treat them as finesse weapons, and their damage increases to 1d8.
Shadowed Past
You spent years in secrecy, learning how to operate unnoticed.
Stealthy Maneuvers. You gain proficiency in the Stealth or Deception skill (your choice). If you are already proficient in both, you can gain Expertise in one of them instead.
Silent Step. You can move stealthily at your normal speed instead of half-speed. Additionally, when you take the Hide action, you can attempt to hide even when only lightly obscured.
Disciplined Mind
Your early training instilled focus, mental resilience, and clarity of thought.
Focus Under Pressure. You have advantage on Concentration saving throws to maintain a spell or effect.
Prepared for Anything. When you finish a long rest, choose one skill. You gain proficiency in that skill until your next long rest.