Feats

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General Feats

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

Actor

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

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 ᴴᴮ

(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 ᴴᴮ

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 ᴴᴮ

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 ᴴᴮ

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

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 ᴴᴮ

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 ᴴᴮ

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 maximum increases by an additional 2 hit points.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Elemental Adept ᴴᴮ

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain the following benefits:

  • Spells you cast ignore resistance to damage of the chosen type.
  • When you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
  • When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can change the damage type to that type (no action on your part). You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Grappler ᴴᴮ

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature becomes restrained and you become grappled until the grapple ends.

Great Weapon Master ᴴᴮ

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Healer ᴴᴮ

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Heavily Armored

Removed. Replaced by #Armor Master

Heavy Armor Master

Removed. Replaced by #Armor Master

Inspiring Leader ᴴᴮ

Prerequisites: Charisma 13 or higher

  • Increase your Charisma score by 1, to a maximum of 20.
  • You can spend 2 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to half your level (round down) + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Lightly Armored

Removed. Replaced by #Armor Master

Keen Mind ᴴᴮ

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north. • You always know the number of hours left before the next sunrise or sunset.
  • You have advantage on Intelligence checks related to recalling knowledge.
  • You can accurately recall anything you have seen or heard within the past month.

Light Weapon Master ᴴᴮ

Your chosen weapon may be short, but few dare to enter your range. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • You may draw a throwing weapon with the Light property as part of the attack.
  • When you use the Dodge action, you may use a bonus action to make an attack with a weapon with the Finesse or Light property.

Linguist ᴴᴮ

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice. • You may learn a new language after being exposed to it for a week.
  • Whenever you are exposed to a language you do not know you may make a DC 15 Intelligence check. On a success, you understand enough to enable basic comprehension and conversation.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

Once per short rest, when you make an attack roll, an ability check, or a saving throw, you can roll an additional d20. You can choose to do so after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also use this ability when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.

If more than one creature uses this ability to influence the outcome of a roll, theycancel each other out; no additional dice are rolled. You regain this ability when you finish a short rest

====Mage Slayer==== Unchanged.

Magic Initiate

Martial Adept ᴴᴮ

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain one more; otherwise, you have two superiority die, which are d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Medium Armor Master

Removed. Replaced by Armor Master.

Mobile

Unchanged

Moderately Armored

Removed. Replaced by Armor Master.

Mounted Combatant

Unchanged

Observant

Unchanged

Polearm Master ᴴᴮ

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • While you are wielding a glaive, halberd, pike, spear or trident, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Resilient

Unchanged

Ritual Caster

Unchanged

Savage Attack ᴴᴮ

Your ferocity grant you an edge in combat. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per attack when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.

Sentinel

Unchanged

Sharp Shooter ᴴᴮ

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • The short range of your ranged weapon attacks is doubled.
  • Your ranged weapon attacks ignore half cover and treat three-quarters cover as half-cover.

Shield Master ᴴᴮ

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with shields.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Skilled ᴴᴮ

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in a skill using the chosen ability, or one tool proficiency of your choice.
  • If you are already proficient in the skill or tool you gain expertise with that skill or tool, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Skulker ᴴᴮ

Prerequisite: Dexterity 13 or higher You are expert at slinking through shadows. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Spell Sniper ᴴᴮ

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and treat three-quarters cover as half-cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from.

Versatile Weapon Master ᴴᴮ

NEW You have learned how to best use a versatile weapon to its full potential, switching stances as needed. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • When you are wielding a versatile weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
  • When you are wielding a versatile weapon with which you are proficient in one hand and no other weapons and not using a shield, you quickly switch grips to benefit from the Versatile property while still counting as having one hand free for all other purposes.

Tactical Combat ᴴᴮ

You are expert at advanced weapon tactics. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Choose either Grapple or Shove when taking this feat. If you take the Attack action on your turn, you can use a bonus action to use the chosen option against a creature within 5 feet of you. Note: If the DM uses the Climbing and Disarming rules from the DMG, those are also viable choices for this feat.
  • When you take the Attack action and attack with a melee weapon, you can use a bonus action to make a melee attack with another part of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.

Tavern Brawler ᴴᴮ

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your unarmed strikes use a d4 for damage and have the Finesse property.
  • If you wear no armor nor shield your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

Tough ᴴᴮ

You are a tough one to crack. You gain the following benefits:

  • Increase one chosen ability score by 1, to a maximum of 20.
  • You can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus.

War Caster

Unchanged.