Feats: Difference between revisions

1,024 bytes added ,  15:09, 8 November 2022
Line 1: Line 1:
= Feats =
= Feats =
When you gain a feat, choose one of the following feats as long as you meet the prerequisites which are displayed in parentheses after the feat’s name.
When you gain a feat, choose one of the following feats as long as you meet the prerequisites which are displayed in parentheses after the feat’s name.<br>
All Ability Score increases granted by feats cannot increase that score beyond 20 unless otherwise states.
<br>
<br>


== General Feats ==
== General Feats ==
General Feats are feats that have no prerequisites. Any character can take these when they gain a feat
General Feats are feats that have no prerequisites. Any character can take these when they gain a feat.
<br>
<br>
=== Full Feats ===
=== Full Feats ===
These feats each give a strong bonus and a +1 in an Ability Score, you can forgo this +1 to instead gain a Half Feat without its additional Ability Scores.


==== Alert ====
==== Alert ====
Always on the lookout for danger, you gain the following benefits:
Always on the lookout for danger, you gain the following benefits:
*Your Wisdom Score increases by 1.
*You gain a +5 bonus to initiative.
*You gain a +5 bonus to initiative.
*You can't be surprised while you are conscious.
*You can't be surprised while you are conscious.
Line 17: Line 20:
==== 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:
*Your Strength Score increases by 1.
*When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
*When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
*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).
Line 23: Line 27:
==== 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:
*Your Dexterity Score increases by 1.
*You gain proficiency with Light Crossbows, Hand Crossbows, and Heavy Crossbows
*You gain proficiency with Light Crossbows, Hand Crossbows, and Heavy Crossbows
*You ignore the loading property of crossbows.
*You ignore the loading property of crossbows.
Line 31: Line 36:
==== Duel Wielder ====
==== Duel Wielder ====
You master fighting with two weapons, gaining the following benefits:
You master fighting with two weapons, gaining the following benefits:
*Your Strength or Dexterity Score increases by 1.
*You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
*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 use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
Line 37: Line 43:


==== Eldritch Adept ====
==== 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.
Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your Intelligence, Wisdom, or Charisma score increases by 1 (choose when you select this feat), this serves as your spellcasting ability for any spells gained. 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.
<br>
<br>


==== Explosive Attacks ====
==== Explosive Attacks ====
Whenever you roll maximum damage for a weapon attack, you may roll an additional dice of the same size and add it to the damage.
Whenever you roll maximum damage for a weapon attack, you may roll an additional dice of the same size and add it to the damage. Additionally, your Strength or Dexterity score increases by 1.
 
==== Fey Touched ====
Your exposure to the Fey Forests magic has changed you, granting you the following benefits:
*Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
*You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
<br>


==== Fighting Inititate ====
==== Fighting Inititate ====
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you gain a level you can replace this feat’s fighting style with another one from the fighter class that you don’t have.
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you gain a level you can replace this feat’s fighting style with another one from the fighter class that you don’t have. Additionally, your Strength or Dexterity score increases by 1.


==== Gift of the Chromatic Dragon ====
==== Gift of the Chromatic Dragon ====
You’ve manifested some of the power of chromatic dragons, granting you the following benefits:
You’ve manifested some of the power of chromatic dragons, granting you the following benefits:
:'''Ability Score Increase.''' Your Constitution or Wisdom Score increases by 1.
:'''Chromatic Infusion.''' As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
:'''Chromatic Infusion.''' As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
:'''Reactive Resistance.''' When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. 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.
:'''Reactive Resistance.''' When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. 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.
Line 60: Line 61:
==== Gift of the Metallic Dragon ====
==== Gift of the Metallic Dragon ====
You’ve manifested some of the power of metallic dragons, granting you the following benefits:
You’ve manifested some of the power of metallic dragons, granting you the following benefits:
:'''Draconic Healing.''' You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
:'''Ability Score Increase.''' Your Intelligence, Wisdom, or Charisma Score increases by 1.
:'''Draconic Healing.''' You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is the ability score increased by this feat.
:'''Protective Wings.''' You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. 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.
:'''Protective Wings.''' You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. 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.
<br>
<br>
Line 66: Line 68:
==== Great Weapon Master ====
==== Great Weapon Master ====
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
*Your Strength Score increases by 1.
*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.
*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.
*Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
*Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Line 71: Line 74:
==== Healer ====
==== Healer ====
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
*Your Wisdom Score increases by 1.
*When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
*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 long rest.
*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 long rest.
Line 76: Line 80:
==== Lucky ====
==== Lucky ====
You have inexplicable luck that seems to kick in at just the right moment.
You have inexplicable luck that seems to kick in at just the right moment.
*Your Constitution Score Increases by 1.
*You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points 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 have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points 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 spend one luck point 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 spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
*You can also spend one luck point 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 spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
Line 83: Line 88:
==== Mage Slayer ====
==== Mage Slayer ====
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
*Your Wisdom Score increases by 1.
*When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
*When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
*When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
*When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Line 89: Line 95:


==== Magic Inititate ====
==== Magic Inititate ====
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.<br>
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.<br>
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.<br>
The Ability Score used as the spellcasting ability for this feat increases by 1.
<br>
<br>


==== Martial Adept ====
==== Martial Adept ====
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
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).
*Your Strength or Dexterity Score increases by 1.
You gain a number of superiority dice equal to your proficiency bonus, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it.
*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).
*You gain a number of superiority dice equal to your proficiency bonus, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it.
<br>
<br>


==== Mobile ====
==== Mobile ====
You are exceptionally speedy and agile. You gain the following benefits:
You are exceptionally speedy and agile. You gain the following benefits:
*Your Dexterity Score Increases by 1.
*Your speed increases by 10 feet.
*Your speed increases by 10 feet.
*When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
*When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
Line 109: Line 118:
==== Mounted Combatant ====
==== Mounted Combatant ====
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
*Your Strength or Dexterity Score increases by 1.
*You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
*You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
*You can force an attack targeted at your mount to target you instead.
*You can force an attack targeted at your mount to target you instead.
Line 116: Line 126:
==== Poisoner ====
==== Poisoner ====
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.
*When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
*When you make a damage roll that deals poison damage, it ignores 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 an action.
Line 123: Line 134:
==== Polearm Master ====
==== Polearm Master ====
You gain the following benefits:
You gain the following benefits:
*Your Strength score increases by 1.
*When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
*When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
*While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
*While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Line 128: Line 140:


==== Savage Attacker ====
==== Savage Attacker ====
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. Additionally, your Strength or Dexterity Score increases by 1.
<br>
<br>


==== Sentinel ====
==== Sentinel ====
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
*Your Wisdom score increases by 1.
*When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
*When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
*Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
*Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Line 140: Line 153:
==== Sharpshoooter ====
==== Sharpshoooter ====
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
*Your Dexterity Score increases by 1.
*Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
*Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Line 147: Line 161:
==== Shield Master ====
==== Shield Master ====
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
*Your Strength Score Increases by 1.
*If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
*If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
*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.
Line 152: Line 167:
<br>
<br>


Tough
==== 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.
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. Additionally, your Constitution Score increases by 1.
<br>
<br>


=== Half Feats ===
=== Half Feats ===
These feats give you a +1 in an ability score as part of the feat. You may remove these ability score increases and choose two of these feats in place of one. If a feat would use the improved ability score as a Spellcasting modifier, or to determine some other part of the feat, choose one of the scores that could have been chosen for those abilities.
These feats give you a +2 in an ability score, or +1 in two ability scores as part of the feat. You may remove these ability score increases and choose three of these feats in place of one, or choose one of these feats and one full feat. If a feat would use the improved ability score as a Spellcasting modifier, or to determine some other part of the feat, choose one of the scores that could have been chosen for those abilities.
<br>
<br>


==== Actor ====
==== Actor ====
Skilled at mimicry and dramatics, you gain the following benefits:
Skilled at mimicry and dramatics, you gain the following benefits:
*Increase your Charisma score by 1, to a maximum of 20.
*Increase your Charisma score by 2.
*You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
*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.
*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.
Line 169: Line 184:
==== Athlete ====
==== Athlete ====
You have undergone extensive physical training to gain the following benefits:
You have undergone extensive physical training to gain the following benefits:
*Increase your Strength or Dexterity score by 1, to a maximum of 20.
*Increase your Strength and Dexterity scores by 1.
*When you are prone, standing up uses only 5 feet of your movement.
*When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn't cost you extra movement.
Climbing doesn't cost you extra movement.
Line 177: Line 192:
==== Chef ====
==== Chef ====
Time spent mastering the culinary arts has paid off , granting you the following benefits:
Time spent mastering the culinary arts has paid off , granting you the following benefits:
*Increase your Constitution or Wisdom score by 1, to a maximum of 20.
*Increase your Constitution and Wisdom score by 1.
*You gain proficiency with Cook’s Utensils if you don’t already have it.
*You gain proficiency with Cook’s Utensils if you don’t already have it.
*With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus
*With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus
Line 184: Line 199:
==== Crusher ====  
==== Crusher ====  
You are practiced in the art of crushing your enemies, granting you the following benefits:
You are practiced in the art of crushing your enemies, granting you the following benefits:
*Increase your Strength or Constitution by 1, to a maximum of 20.
*Increase your Strength and Constitution by 1.
*Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
*Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
*When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn
*When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn
Line 191: Line 206:
==== Dungeon Delver ====
==== Dungeon Delver ====
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
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
*Your Wisdom and Intelligence scores 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 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 advantage on saving throws made to avoid or resist traps.
*You have resistance to the damage dealt by traps.
*You have resistance to the damage dealt by traps.
<br>
==== Fey Touched ====
Your exposure to the Fey Forests magic has changed you, granting you the following benefits:
*Increase your Intelligence, Wisdom, or Charisma score by 2.
*You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
<br>
<br>


==== Gift of the Gem Dragon ====
==== Gift of the Gem Dragon ====
You’ve manifested some of the power of gem dragons, granting you the following benefits:
You’ve manifested some of the power of gem dragons, granting you the following benefits:
:'''Ability Score Increase.''' Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
:'''Ability Score Increase.''' Increase your Intelligence, Wisdom, or Charisma score by 2.
:'''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.
<br>
<br>
Line 205: Line 226:
==== Horn Master ====
==== Horn Master ====
You are a master at using a war horn in combat, giving you the following benefits:
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.
*Increases your Constitution score by 2.
*You can use a War Horn as a Bonus Action.
*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.
*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.
Line 212: Line 233:
==== Keen Mind ====
==== Keen Mind ====
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
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.
*Increase your Intelligence score by 2.
*You always know which way is north.
*You always know which way is north.
*You always know the number of hours left before the next sunrise or sunset.
*You always know the number of hours left before the next sunrise or sunset.
Line 220: Line 241:
==== Lightly Armored ====
==== Lightly Armored ====
You have trained to master the use of light armor, gaining the following benefits:
You have trained to master the use of light armor, gaining the following benefits:
*Increase your Strength or Dexterity score by 1, to a maximum of 20.
*Increase your Strength and Dexterity score by 1.
*You gain proficiency with light armor.
*You gain proficiency with light armor.
<br>
<br>
Line 226: Line 247:
==== Linguist ====
==== Linguist ====
You have studied languages and codes, gaining the following benefits:
You have studied languages and codes, gaining the following benefits:
*Increase your Intelligence score by 1, to a maximum of 20.
*Increase your Intelligence score by 2.
*You learn three languages of your choice.
*You learn three languages of your choice.
*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.
*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.
Line 233: Line 254:
==== Observant ====
==== Observant ====
Quick to notice details of your environment, you gain the following benefits:
Quick to notice details of your environment, you gain the following benefits:
*Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
*Increase your Intelligence and Wisdom scores by 1.
*If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
*If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
*You have advantage on your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
*You have advantage on your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Line 240: Line 261:
==== Piercer ====
==== Piercer ====
You have achieved a penetrating precision in combat, granting you the following benefits:
You have achieved a penetrating precision in combat, granting you the following benefits:
*Increase your Strength or Dexterity by 1, to a maximum of 20.
*Increase your Strength or Dexterity score by 2.
*Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
*Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
*When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
*When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Line 247: Line 268:
==== Resilient ====
==== Resilient ====
Choose one ability score. You gain the following benefits:
Choose one ability score. You gain the following benefits:
*Increase the chosen ability score by 1, to a maximum of 20.
*Increase the chosen ability score by 2.
*You gain proficiency in saving throws using the chosen ability.
*You gain proficiency in saving throws using the chosen ability.
<br>
<br>
Line 253: Line 274:
==== Skill Expert ====
==== Skill Expert ====
You have honed your proficiency with particular skills, granting you the following benefits:
You have honed your proficiency with particular skills, granting you the following benefits:
*Increase one ability score of your choice by 1, to a maximum of 20.
*Increase one ability score of your choice by 2.
*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.
<br>
<br>


==== Slasher ====
==== Slasher ====
You’ve learned where to cut to have the greatest results, granting you the following benefits:
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.
*Increase your Strength or Dexterity score by 2.
*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.
*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.
*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.
Line 270: Line 288:
==== Tavern Brawler ====
==== Tavern Brawler ====
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
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.
*Increase your Strength and Constitution score by 1.
*You are proficient with improvised weapons.
*You are proficient with improvised weapons.
*Your unarmed strike uses a d6 damage instead of a d4.
*Your unarmed strike uses a d6 damage instead of a d4.
Line 278: Line 296:
==== Telekinetic ====
==== Telekinetic ====
You learn to move things with your mind, granting you the following benefits:
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.
*Increase your Intelligence, Wisdom, or Charisma score by 2.
*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.
*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.
*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.
Line 285: Line 303:
==== Telepathic ====
==== Telepathic ====
You awaken the ability to mentally connect with others, granting you the following benefits:
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.
*Increase your Intelligence, Wisdom, or Charisma score by 2.
*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 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.
*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.
Line 292: Line 310:
==== Weapon Master ====
==== Weapon Master ====
You have practiced extensively with a variety of weapons, gaining the following benefits:
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.
*Increase your Strength or Dexterity score by 2.
*You gain proficiency with all Simple Weapons and up to 6 Martial Weapons
*You gain proficiency with all Simple Weapons and up to 6 Martial Weapons
<br>
<br>