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*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 only you. | *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 only 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. | *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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Tough | |||
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. | |||
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=== Half Feats === | === Half Feats === | ||
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*You gain proficiency in one skill of your choice. | *You gain proficiency in one skill of your choice. | ||
*Choose one skill in which you have proficiency. You gain expertise with that skill, 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. | *Choose one skill in which you have proficiency. You gain expertise with that skill, 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. | ||
==== Skilled ==== | |||
You gain proficiency in any combination of three skills or tools of your choice. | |||
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==== Slasher ==== | |||
You’ve learned where to cut to have the greatest results, granting you the following benefits: | |||
*Increase your Strength or Dexterity by 1, to a maximum of 20. | |||
*Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. | |||
*When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. | |||
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==== Tavern Brawler ==== | |||
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: | |||
*Increase your Strength or Constitution score by 1, to a maximum of 20. | |||
*You are proficient with improvised weapons. | |||
*Your unarmed strike uses a d4 for damage. | |||
*When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. | |||
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==== Telekinetic ==== | |||
You learn to move things with your mind, granting you the following benefits: | |||
*Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. | |||
*You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat. | |||
*As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save. | |||
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==== Telepathic ==== | |||
You awaken the ability to mentally connect with others, granting you the following benefits: | |||
*Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. | |||
*You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically. | |||
*You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them. | |||
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==== Weapon Master ==== | |||
You have practiced extensively with a variety of weapons, gaining the following benefits: | |||
*Increase your Strength or Dexterity score by 1, to a maximum of 20. | |||
*You gain proficiency with all Simple Weapons and up to 6 Martial | |||
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== Specialized Feats == | == Specialized Feats == |