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:'''Telekinetic Reprisal.''' When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | :'''Telekinetic Reprisal.''' When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | ||
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==== Horn Master ==== | |||
You are a master at using a war horn in combat, giving you the following benefits: | |||
*Increases your Constitution score by 1, to a maximum of 20. | |||
*You can use a War Horn as a Bonus Action. | |||
*When you use a War Horn, if someone fails the Saving Throw, they are both deafened and fall prone, even if they do not fail by 5 or more. | |||
==== Keen Mind ==== | ==== Keen Mind ==== |