4,244
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*Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. | *Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. | ||
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==== Charger ==== | ==== Charger ==== | ||
You become adept at using your velocity and weight in a battle to gain the upper hand, gaining he following benefits: | You become adept at using your velocity and weight in a battle to gain the upper hand, gaining he following benefits: | ||
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*If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). | *If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). | ||
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==== Crossbow Expert ==== | ==== Crossbow Expert ==== | ||
Thanks to extensive practice with the crossbow, you gain the following benefits: | Thanks to extensive practice with the crossbow, you gain the following benefits: | ||
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*When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. | *When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. | ||
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==== Duel Wielder ==== | ==== Duel Wielder ==== | ||
You master fighting with two weapons, gaining the following benefits: | You master fighting with two weapons, gaining the following benefits: | ||
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*You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. | *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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=== Eldritch Adept ==== | |||
Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one. | |||
=== Half Feats === | === Half Feats === | ||
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==== Dungeon Delver ==== | |||
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: | |||
*Your Wisdom or Intelligence score increases by 1 | |||
*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. | |||
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== Specialized Feats == | == Specialized Feats == | ||
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==== Elemental Adept (The ability to cast a spell) ==== | |||
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, 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. You can select this feat multiple times. Each time you do so, you must choose a different damage type. | |||
== Racial Feats == | == Racial Feats == | ||
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*Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. | *Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. | ||
*Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. | *Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. | ||
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==== Dragon Hide (Dragonborn) ==== | ==== Dragon Hide (Dragonborn) ==== | ||
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*Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. | *Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. | ||
*You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. | *You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. | ||
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====Dwarven Fortitude ====You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: | |||
*Increase your Constitution score by 1, to a maximum of 20. | |||
*Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). | |||
==== Kethie Accuracy (Kethie) ==== | |||
The accuracy of the Kethie is legendary, especially that of the Kethie archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: | |||
*Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. | |||
*Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. |