Difference between revisions of "Feats"

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(Feats)
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'''Alert''' ''Unchanged''
 
'''Alert''' ''Unchanged''
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Always on the lookout for danger, you gain the following benefits:
 
Always on the lookout for danger, you gain the following benefits:
 
* You gain a +5 bonus to initiative.
 
* You gain a +5 bonus to initiative.
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'''ARMOR MASTER''' (NEW) You have practiced moving in all kinds of armor to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20.  
+
'''Armor Master''' (NEW)  
You gain proficiency with light, medium and heavy armors, and with shields.  
+
 
The time it takes for you to don or doff armor is reduced by half.  
+
You have practiced moving in all kinds of armor to gain the following benefits:  
Wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.  
+
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
 +
* You gain proficiency with light, medium and heavy armors, and with shields.
 +
* The time it takes for you to don or doff armor is reduced by half.
 +
* Wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.  
 
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'''ATHLETE''' You have undergone extensive physical training to gain the following benefits:   
+
'''Athlete'''  
Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing uses no movement.
+
 
You have a swimming speed and a climbing speed equal to your normal speed.  
+
You have undergone extensive physical training to gain the following benefits:   
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.   
+
* Increase your Strength or Dexterity score by 1, to a maximum of 20.  
 +
* When you are prone, standing uses no movement.  
 +
* You have a swimming speed and a climbing speed equal to your normal speed.  
 +
* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.   
 
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'''CHARGER''' You are adept at rushing headlong into the fray, gaining the following benefits:  As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.  Once per turn if you move at least 10 feet in a straight line immediately before making a weapon attack, you gain the following benefits: Add +1d6 to the attack’s damage roll if you chose to make a melee attack or a ranged attack with throw weapon. This  
+
'''Charger'''  
damage increases to +2d6 if you make a melee attack with a Lance while mounted. Push the target up to 10 feet away from you if you chose to shove and you succeed.  
+
 
 +
You are adept at rushing headlong into the fray, gaining the following benefits:   
 +
 
 +
As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.   
 +
 
 +
Once per turn if you move at least 10 feet in a straight line immediately before making a weapon attack, you gain the following benefits:  
 +
* Add +1d6 to the attack’s damage roll if you chose to make a melee attack or a ranged attack with throw weapon. This damage increases to +2d6 if you make a melee attack with a Lance while mounted.  
 +
* Push the target up to 10 feet away from you if you chose to shove and you succeed.  
 
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'''CROSSBOW EXPERT''' Thanks to extensive practice with the crossbow, you gain the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency with simple and martial weapons. You ignore the loading quality of weapons with which you are proficient. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.  
+
'''Crossbow Expert'''  
 +
 
 +
Thanks to extensive practice with the crossbow, you gain the following benefits:  
 +
* Increase your Dexterity score by 1, to a maximum of 20.
 +
* You gain proficiency with simple and martial weapons.
 +
* You ignore the loading quality of weapons with which you are proficient.
 +
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.  
 
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'''DUAL WIELDER''' Unchanged.  
+
'''Dual Wielder''' Unchanged.
 +
 
 +
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.
 
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'''DUNGEON DELVER''' Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:  
+
'''Dungeon Delver'''  
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
+
 
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.  
+
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:  
You have advantage on saving throws made to avoid or resist traps.  
+
* Increase your Intelligence or Wisdom score by 1, to a maximum of 20.  
You have resistance to the damage dealt by traps.  
+
* You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.  
You can search for traps while traveling at a normal pace, instead of only at a slow pace.   
+
* You have advantage on saving throws made to avoid or resist traps.  
 +
* You have resistance to the damage dealt by traps.  
 +
* You can search for traps while traveling at a normal pace, instead of only at a slow pace.   
 
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'''DURABLE''' Hardy and resilient, you gain the following benefits:  
+
'''Durable'''  
Increase your Constitution score by 1, to a maximum of 20.  
+
 
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point
+
Hardy and resilient, you gain the following benefits:  
 +
* Increase your Constitution score by 1, to a maximum of 20.  
 +
* Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point
 
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Revision as of 14:15, 10 May 2020

Feats

New feats have been introduced while some have been modified to remove trap options.

Actor. Unchanged

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Alert Unchanged

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Armor Master (NEW)

You have practiced moving in all kinds of armor to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light, medium and heavy armors, and with shields.
  • The time it takes for you to don or doff armor is reduced by half.
  • Wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing uses no movement.
  • You have a swimming speed and a climbing speed equal to your normal speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Charger

You are adept at rushing headlong into the fray, gaining the following benefits:

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Once per turn if you move at least 10 feet in a straight line immediately before making a weapon attack, you gain the following benefits:

  • Add +1d6 to the attack’s damage roll if you chose to make a melee attack or a ranged attack with throw weapon. This damage increases to +2d6 if you make a melee attack with a Lance while mounted.
  • Push the target up to 10 feet away from you if you chose to shove and you succeed.

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • You ignore the loading quality of weapons with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.

Dual Wielder Unchanged.

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.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point