Feats: Difference between revisions

3,130 bytes added ,  18:06, 26 July 2022
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*Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
*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.
*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.
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==== Martial Adept ====
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.
==== Gift of the Chromatic Dragon ====
You’ve manifested some of the power of chromatic dragons, granting you the following benefits:
:'''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.
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==== Gift of the Metallic Dragon ====
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).
:'''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.


=== Half Feats ===
=== Half Feats ===
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*You have resistance to the damage dealt by traps.
*You have resistance to the damage dealt by traps.
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Gift of the Gem Dragon
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.
:'''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.


== Specialized Feats ==
== Specialized Feats ==