Feats: Difference between revisions

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:'''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).
:'''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.
:'''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.
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==== 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:
*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.
==== 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:
*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 short or long rest.


=== Half Feats ===
=== Half Feats ===
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==== Elemental Adept (The ability to cast a spell) ====
==== Elemental Adept (The ability to cast a spell) ====
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.
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==== Inspiring Leader (13 Charisma) ====
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
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=== 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.
==== Heavily Armored (Proficiency with Medium Armor) ====
You have trained to master the use of heavy armor, gaining the following benefits:
*Increase your Strength score by 1, to a maximum of 20.
*You gain proficiency with heavy armor.
==== Heavy Armor Master (Proficiency with Heavy Armor) ====
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
*Increase your Strength score by 1, to a maximum of 20.
*While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.


== Racial Feats ==
== Racial Feats ==
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=== 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.


==== Dragon Fear (Dragonborn) ====
==== Dragon Fear (Dragonborn) ====