Feats: Difference between revisions

763 bytes added ,  12:31, 22 April 2023
 
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You can prepare and deliver deadly poisons, granting you the following benefits:
You can prepare and deliver deadly poisons, granting you the following benefits:
*Your Wisdom Score increases by 1.
*Your Wisdom Score increases by 1.
*When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
*You ignore Resistance to Poison Damage
*You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
*You can apply poison to a Weapon or piece of ammunition as a Bonus Action, instead of as an Action.
*You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
*You gain Proficiency with [[Adventuring Gear#Alchemical Tools|Poisoner's Kits]].
*With one hour of work using a [[Adventuring Gear#Alchemical Tools|Poisoner's Kits]] and expending 50GP worth of materials, you can create a number of doses of potent poison equal to your Proficiency Bonus. Once applied to a Weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the Weapon or ammunition. When a creature takes Damage from the coated Weapon or ammunition, that creature makes a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Wisdom Modifier. On a failed Save, the target takes 2d8 Poison damage and is [[Conditions#Poisoned|Poisoned]] until the end of your next turn.
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*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.
*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.
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==== Taunt ====
You learn to goad your foes to target you instead of your allies, gaining the following bonuses:
*Your Constitution or Charisma Score increases by 1.
*You gain Proficiency in Intimidation, or another skill if you have it already.
*As a Bonus Action, you can make a Strength or Charisma (Intimidation) check targeting a number of creatures up to your Proficiency Bonus. Each chosen creature must be within 30ft of you and must be able to see or hear you. The DC of this check is 10 + highest Wisdom Saving Throw bonus of the creatures targeted. On a successful check, each target creature has disadvantage on attack rolls against targets other than you.
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==== Tough ====
==== Tough ====